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Messages - leafy

Pages: 1 ... 90 91 [92] 93 94 ... 104
1366
Graviter / Re: Graviter - Axe
« on: February 17, 2011, 09:54:55 pm »
I'd like to keep it, but I'm not very sure anymore. I don't know how the gameplay element would even work in level design. Phenomist says it's pretty much useless.
If I ditch this, I'll definetely replace it with something more epic.

1367
Graviter / Re: Graviter - Axe
« on: February 17, 2011, 06:38:55 pm »
Hm...the laser ended up slowing the game down considerably. Unless somebody can think of a faster algorithm, I'll be unable to keep it.

1368
Graviter / Re: Graviter - Axe
« on: February 16, 2011, 02:15:55 am »
Thanks for the flattery BuilderBoy :P I'll probably have a laser screenshot ready tomorrow or the day after.

1369
Portal X / Re: Portal X
« on: February 16, 2011, 02:15:19 am »
Woah, multiple pages? You have to release this someday :D

1370
Graviter / Re: Graviter - Axe
« on: February 16, 2011, 02:02:57 am »
It'll reset. Don't worry.

1371
Graviter / Re: Graviter - Axe
« on: February 16, 2011, 01:55:22 am »
The laser will be constantly running. You can pick up deflectors like normal blocks and drop them wherever you want, and try and deflect the laser into a switch.
I'm making it so if you stay in the laser for an extended period of time (10-15 frames) you blow up. Hooray!

1372
Graviter / Re: Graviter - Axe
« on: February 16, 2011, 01:22:56 am »
Laser source code and blood source code. Feel free to help me optimize :)

@BuilderBoy it does pixel-by-pixel.

1373
TI Z80 / Re: Tio
« on: February 16, 2011, 12:15:03 am »
Hm...looks like you're drawing the tileset but with an offset that makes it look glitchy. I'll take a look at it if I have time.

1374
Graviter / Re: Graviter - Axe
« on: February 15, 2011, 07:43:28 pm »
New gameplay element. I'll upload the code for people who want to check it out. It's not really advanced, just pixel detection and such.
Also, there's a problem that when the laser crosses itself it stops, since it uses pixel detection. Maybe i'll just avoid situations like that in my level design or something.

1375
TI Z80 / Re: Tio
« on: February 15, 2011, 06:59:32 pm »
I herd you liek hard levels so I raise you one and upload my own.
In the days of Mario 1.2 I used to make a ton of awesomely impossible levels. I lost one of my best works, called "Legendary" when I got ram cleared.
can't wait until you add support in the editor for multiple levels :D
rename it to TIOLVL.8xv i guess.

1376
Graviter / Re: Graviter - Axe
« on: February 15, 2011, 06:52:30 pm »
A shiny new laser engine appears. It's actually really, really fast and i don't think i'll be much of a strain on speed in the game.


1377
Graviter / Re: Graviter - Axe
« on: February 15, 2011, 01:39:05 am »
I'll post up the explosion code when I have time.

1378
Graviter / Re: Graviter - Axe
« on: February 15, 2011, 01:35:23 am »
@Builderboy I made it so there's an argument that determines whether the object is influenced by the player's gravity. Those two boxes have that value set to 0.
Also, how do you take fast screenshots that don't lag in chrome?

@Darl181 It will include the old levels once I get scrolling back up and working, if i ever do that. I also have to figure out RLE compression before i'm going to start work on my level editor and storing levels into levelset appvars.

Also, I'm beginning work on a lazar system similar to portal 2, except you have angled blocks that deflect the laser at angles. Should be interesting :)

1379
Portal X / Re: Portal X
« on: February 14, 2011, 10:17:59 pm »
If you ever need a beta tester *cough cough* :D

1380
Miscellaneous / Re: Valentine's Day
« on: February 14, 2011, 10:09:51 pm »
@SirCmpwn it seems this day brings back some good memories for you.

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