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Messages - leafy
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1246
« on: March 14, 2011, 06:48:14 pm »
Hm, maybe I will use the front buffer, just because it's so convenient xD and fast, too. @Squidgetx How do you account for when the pixels are off the screen? You use a for loop for hit detection, but what if the pixels aren't on the screen when the for loop reaches it, or do you just set a terminal velocity? EDIT: Oh wait, I get it. EDIT2: I'll use the tile detection method from Graviter but the tilemapper from squidgetx's sand land, I guess.
1247
« on: March 14, 2011, 04:01:57 am »
What's the largest square tilemap that L1 could support in full-byte? Would it be floor(sqrt(768))? Or whatever bytes L1 has?
1248
« on: March 14, 2011, 04:00:47 am »
Still, I think you should finish the engine and spriting jobs before tackling music. This seems like a pretty big project, and it is one of my all-time favorite games.
1249
« on: March 14, 2011, 03:42:14 am »
Duh we're friends, although phenomist maintains otherwise xD
1250
« on: March 14, 2011, 03:34:45 am »
Seems interesting. I like the deviation from standard top down games. i was thinking making the controls farther to the right, so your hand doesn't cramp up against the screen without covering it. Also, the graphics could use work, but overall it looks great. Maybe you could try using fractional movements (/256) to obtain a smoother movement?
1251
« on: March 14, 2011, 02:46:10 am »
Okay, I am debating using half-byte tilemapping or full byte. Full byte will be more a problem but can allow for a much larger tileset ,which is generally a good thing with platformers. Half-byte will be slightly slower but easier to handle with free RAM and will allow for larger maps. Which should I go with?
1252
« on: March 14, 2011, 02:44:52 am »
Actually I would say phenomist is a terrible liar, but he is awesomely good at math. Many of his facts of me are misrepresented  We both made BASIC random letter generators. Mine was initially faster by a small amount, but he soon made an even better one. Later, I made an assembly one that I never ended up showing him that stripped his axe generator by a small margin. And I terrorize him in stats class, of which he underrepresents on this forum (I've never heard him say so many good things about me IRL xD) Also I maintain that I am better at videogames than he is. Also calculators are part of the reason i am failing at stats at the moment and why I took a hiatus from Graviter.
1253
« on: March 13, 2011, 11:40:05 pm »
I'm deciding between actual tile detection or back-buffer based. I think I'll go with tile detection so that I won't have to draw sprites twice. I don't like front buffer pixel detection because you can't decide what to detect and what not to
1254
« on: March 13, 2011, 10:39:45 pm »
Haha no worries, this will be aimed at everybody and not just "hardcore" gamers. I'll post a screenshot as soon as I get this tile detection working.
1255
« on: March 13, 2011, 01:40:36 am »
Yes, I am very interested in seeing how MFQT is coming along.
1256
« on: March 13, 2011, 01:14:35 am »
I have to agree with BuilderBoy actually. It's hard to make a level that's hard yet doesn't require pixel-perfectness. When I make levels I try to allow a little bit of leeway for the player, but it's often quite difficult to pull off. Level three is an example of a level I didn't allow any leeway with. Levels one and two in the demo I consider reasonable, however, with level one a little less so than level two.
1257
« on: March 13, 2011, 01:08:34 am »
 I remember right before DJ moved Graviter to its own subforum, I was about to ditch the project. Talk about motivation xD
1258
« on: March 13, 2011, 12:53:18 am »
Hey guys, I would like you to come up with a nemesis. Any evil guy who opposes the good guy. And it can be anything. Hang on wait, it needs to have visible eyes. Also it can't be inappropriate. Well, if it's inappropriate keep it in good taste  Whatever you draw, I need a 6x6 version and a 16x16 version. The 6x6 version will be used in-game, and the 16x16 version will be used in intros, menus, etc. Thanks in advance. An idea I had was the evil Dr. Pixel? Eh?
1259
« on: March 12, 2011, 11:55:59 pm »
Jump into the hole when the spiky thing rolls at you and time it well, so you jump above it and land when it's already passed. For me, timing is the hard part. Also, you don't have to aim like you do when you walk over the hole, just keep moving to the right and holding the jump key and you'll jump into the hole on your right.
1260
« on: March 12, 2011, 10:48:55 pm »
True that. I've used a modified version of squidgetx's scrolling tilemapper, and I decided to make the menu FIRST this time. The tilemapper is reasonably fast at 15mHz. How do you store a large tilemap (say, 40 by 40) into L1 if you're using full-byte tiles? Because it ends up being 1600 bytes and that's over L1's 768 or so byte limit? Also, I'm modeling The Slime after Super Meat Boy, which by the way is an awesome game. It's not going to be the same at all, but much of the physics and maybe some of the sprites will be similar.
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