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Messages - leafy

Pages: 1 ... 94 95 [96] 97 98 ... 104
1426
TI Z80 / IWBTG for Ti-84
« on: February 08, 2011, 01:12:16 am »
Someone should make it.
http://kayin.pyoko.org/iwbtg/

1427
Doodle Jump / Re: DoodleJump Discussion
« on: February 08, 2011, 12:59:20 am »
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.
great ty for info no one cares lets not talk about papi...

Seconded :D In the real game, as you get higher, the frequency of platforms decreases. Additionally, I think you should make the frequency of items less as well. There are just way too many items (IMHO) If you can't change the frequency of platforms due to the small screen, at least make them move faster.

1428
Other Calc-Related Projects and Ideas / Re: Possible Ball-Physics tutorial
« on: February 07, 2011, 11:50:44 pm »
This sounds interesting. Good luck.

1429
Doodle Jump / Re: DoodleJump Discussion
« on: February 07, 2011, 11:43:31 pm »
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.

1430
Axe / Re: RLE compression
« on: February 07, 2011, 02:04:18 am »
So store compressed map into L1 --> Create appvar with size D --> Store L1 into appvar?

1431
Axe / Re: RLE compression
« on: February 07, 2011, 02:01:06 am »
Wait, you create the str1 appvar BEFORE D is calculated - so how does this work again?

1432
Doodle Jump / Re: DoodleJump Discussion
« on: February 06, 2011, 11:22:50 pm »
They are of the same genre, good sir.

1433
TI Z80 / Re: SandLand
« on: February 06, 2011, 11:21:46 pm »
I never really liked bouncy ball <sic> games much because they're so counterintuitive to a person who's played classic platformers all his life :D Also I was thinking instead of making the player slide off if they get too close to an edge, make it like sonic, where it shows a graphic of him balancing on the edge for a while, then falling off. Or was it SSB? I forget.

1434
Computer Programming / Re: Best 3d Graphics Module for python
« on: February 06, 2011, 11:12:31 pm »
If you're making 3D games, you probably shouldn't go with python. If you really want to use python, the only package I know how to use is OpenGL.

1435
News / Re: Papijump invasion
« on: February 06, 2011, 03:29:04 pm »
Signed successfully, transferred to my calc and works fine :D

1436
News / Re: Papijump invasion
« on: February 06, 2011, 12:58:05 am »
@Mohammad you should add acceleration going downwards :) Looks great

1437
TI Z80 / Re: SandLand
« on: February 05, 2011, 05:57:38 pm »
Those speeds are very impressive. Just wondering, how large is your map? Also good luck on your project :D

1438
Graviter / Re: Graviter - Axe
« on: February 05, 2011, 05:00:33 pm »
I'm also going to totally change my tilemapper. I'm fairly certain I can make it run far faster than it goes in the versions I've released. I'm still debating whether to try Runer112's horizontal/vertical method, but I'm sure I could get it to work if I spend some time and effort.
Also I'm hungry.

EDIT: I've been debating using cellular automata, but to a limited extent (won't slow it down too much) since now that you can push blocks around, puzzles might be feasable. I'd have to get it to work with tilemapping, however.
Or...maybe i'll just keep it around for special effects - sparks and falling dust for the "ruined" second part of the game?

1439
TI Z80 / Re: SandLand
« on: February 05, 2011, 04:58:08 pm »
Just wondering, does your scrolling redraw the map every frame, and does it draw the entire map or only the screen dimensions?

1440
Graviter / Re: Graviter - Axe
« on: February 05, 2011, 03:24:55 pm »
Okay, here's the attributes assigned to each object:
To add an object, you need to specify 6 arguments:
initial x, initial y, width, height, gravity direction, and lock to player gravity (whether or not it is affected by the player's gravity)

the physics system then adds some other attributes:
terminal velocity and mass are calculated using width and height (everything is the same density! :D), x velocity, y velocity, and whether or not it is being held onto by the player.

I'm making it so that the player can push all objects around, but they can only carry around a 2 by 2 block.
Some objects will retain their gravity direction even if the player changes gravity, but other objects like doors will be affected by the player's gravity direction (gravity puzzles!)

I'm working on it, but it might take me a while.

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