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Messages - leafy

Pages: 1 ... 87 88 [89] 90 91 ... 104
1321
Graviter / Re: Graviter - Axe
« on: February 26, 2011, 05:18:42 pm »
Thanks :) I've gotten gravity-affected walls working now. I think I should also put in timed-walls.
Also, since I'm using expressions to determine the directions of stuff, horizontal doors wasn't really a problem. That's the whole challenge of writing Graviter, because I have to generalize everything to four directions and write an expression that fits all. If only there were a rotate sprite function for 5x5 :P

1322
Correlation / Re: Request for Screenshots for Correlation Manual
« on: February 25, 2011, 11:56:28 pm »
Actually, this is from my own game, Graviter. I just borrowed a ton of sprites from BuilderBoy.

1323
Correlation / Re: Correlation: Correlific Mode!
« on: February 25, 2011, 11:23:23 pm »
Overclocking? Or something else that wouldn't affect getKey speeds

1324
Correlation / Re: Request for Screenshots for Correlation Manual
« on: February 25, 2011, 11:07:08 pm »
A quick one.

I don't know, I think it would only fit into tilemapping though.

1325
Graviter / Re: Graviter - Axe
« on: February 25, 2011, 11:05:00 pm »
Looking great!  I assume that it was a really quick screenie, as you never even changed gravity. :)
Lol yeah, also in the first few levels gravity is turned off until you get the gravity-reversal device (Section is just to teach basic controls and such before giving gravity-induced headaches.)

EDIT:

1326
Graviter / Re: Graviter - Axe
« on: February 25, 2011, 11:01:08 pm »
As promised, a quick screenshot. I skip through the levels a bit, just to give an idea of what they're like :)


1327
Miscellaneous / Re: Neave Strobe
« on: February 25, 2011, 10:33:23 pm »
Oh snap things are growing.

1328
Art / Re: Epic Sax Guy (Warning, Epileptics Stay Out)
« on: February 25, 2011, 10:32:12 pm »
Epilepsy is the Porygon episode.

1329
TI Z80 / Re: Bounce
« on: February 25, 2011, 10:30:33 pm »
Do you want pixel-based detection or tile based detection?

1330
Axe / Re: RLE compression
« on: February 25, 2011, 10:28:10 pm »
.ROUTINE
mapdata->GDB1

"0123456789ABCDEF"->Str1
"Str1"->Str2
0->C->D
For(G,0,23)    .23 is the size of the map minus one.
If {GDB1+G}->A={GDB1+G+1} and (C!=14)  . "!=" is the does not equal sign
C+1->C
Else
{Str1+C+1}->{L1+D}
{Str1+A}->{L1+D+1}
D+2->D
0->C
End
End
GetCalc(Str2,C)->M
Copy(L1,M,C)
Return

But when there's more than 16 of any character it screws up. I think this could be solved, for instance, if there were 20 zeros just make it F040 or something.

1331
TI Z80 / Re: SandLand
« on: February 25, 2011, 10:24:50 pm »
This is turning out amazing. I love the tiles, they remind me of the obligatory "underground/temple" levels in platformers :P
Can't wait to see more!

1332
Correlation / Re: Request for Screenshots for Correlation Manual
« on: February 25, 2011, 06:43:49 pm »
Can I post some? :P

1333
Graviter / Re: Graviter - Axe
« on: February 25, 2011, 06:37:06 pm »
Alright, level design and input is coming along quite nicely. I'll have to get RLE working, though. It's at 10,000 bytes and 4,500 of those are levels. Each level takes about 560 bytes. (I've got 9 levels inputted so far, and subroutines to add objects also take up space.)

I'll get a screenie up later today.

1334
Graviter / Re: Graviter - Axe
« on: February 24, 2011, 06:31:24 pm »
Hm...I'm not going to do capping right now as that could be fairly complicated <_< i guess you just pause an increment of time based on the number of objects on the screen, but that's not a top priority for now.

EDIT: For the entering and exiting levels I just made the guy walk into a door, the level shifts horizontally and shifts in the new level, then the guy walks out of another door. But now I need to make sure I make the spawn point on the ground :P

1335
Graviter / Re: Graviter - Axe
« on: February 24, 2011, 03:11:01 pm »
Speed tests! Each one is based on a 5000 frame sample, while jumping around and throwing boxes around.

1 box, 1 switch/door: 63.55 FPS
2 boxes: 58.59 FPS
3 boxes: 52.08 FPS
4 boxes: 47.92 FPS
5 boxes, 43.98 FPS



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