Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - leafy

Pages: 1 ... 91 92 [93] 94 95 ... 104
1381
Graviter / Re: Graviter - Axe
« on: February 14, 2011, 09:01:39 pm »
Also can somebody make me a screenshot of the switches at work? I have no time :D

1382
Axe / Re: RLE compression
« on: February 14, 2011, 08:35:36 pm »
Okay, I modified Nemo's compression routine so it works fine except for one thing - it glitches whenever there are more than 16 of any hexadecimal value in a row, at which point it reads off the hex string into char randomness.
How to fix?

1383
Graviter / Re: Graviter - Axe
« on: February 14, 2011, 06:04:40 pm »
I got switches and doors fully working - Builderboy's pixel detection method was the key! xD I raelly owe him a lot.
Anyways, the switches can be in any orientation. In the demo i'm posting it's only downwards, though.

1384
Miscellaneous / Re: Valentine's Day
« on: February 14, 2011, 05:59:18 pm »
I totally had to post this:


1385
TI Z80 / Re: Living Balls
« on: February 14, 2011, 05:57:12 pm »
Oooh I made a physics system but I bothered BuilderBoy a whole lot to help me while I was making it xD

1386
Axe / Re: Full-Byte Tilemapping
« on: February 13, 2011, 11:54:45 pm »
No, I already have a dispgraph. And the *16 is because i'm using SirCmpwn's sprite editor, which uses greyscale tiles (two *8) which I usually up ending up removing at the end.

But it's not working, oddly enough. I'll check my level data and get back to you.

1387
Miscellaneous / Re: Disney's Fantasia
« on: February 13, 2011, 11:39:05 pm »
We're playing Sorcerer's Apprentice in orchestra this year :)

1388
TI Z80 / Re: Polarizer
« on: February 13, 2011, 11:37:18 pm »
Yeah if it were greyscale the checkerboard would alternate.

1389
Axe / Full-Byte Tilemapping
« on: February 13, 2011, 11:28:46 pm »
How come this code doesn't work for a 18 by 12 tilemap?

Lbl MAP
ClrDraw
For(Y,0,11
For(X,0,17
{Y*18+X+L}->A
Pt-On(X*5,Y*5,A*16+Pic1)
End
End
StorePic
Return

1390
TI Z80 / Re: Polarizer
« on: February 13, 2011, 10:18:32 pm »
This reminds me of that Lights Off game for the iPhone.
Great work!

1391
Portal X / Re: Portal X
« on: February 13, 2011, 10:15:16 pm »
This is like Black Mesa Source/Duke Nukem Forever/Valve Time.

1392
Graviter / Re: Graviter - Axe
« on: February 13, 2011, 10:14:36 pm »
You can stand on or put something on a switch to activate it, and then the corresponding door will open.

Also, I may have to switch to full-byte tilemapping due to limitations, seeing as I have to generalize every freaking tile to all 4 directions >.<

1393
Graviter / Re: Graviter - Axe
« on: February 13, 2011, 01:15:14 pm »
Okay, i've got the code down for switches and doors. stay tuned for later updates!

1394
News / Re: Correlation Not Far From Testing Stage
« on: February 13, 2011, 01:14:47 pm »
I'd like to test it, but i can't guarantee that I'd come up with anything awesome.

1395
TI Z80 / Re: Tio
« on: February 12, 2011, 10:55:40 pm »
Water tiles.

Pages: 1 ... 91 92 [93] 94 95 ... 104