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Messages - leafy

Pages: 1 ... 97 98 [99] 100 101 ... 104
1471
Graviter / Re: Level Design
« on: January 30, 2011, 02:05:52 am »
As for map compression, I'm using half-byte compression. Which is not very good, but seeing as I have only 16 tiles it works
I'm planning on finishign all the maps, then converting them all to RLE.

1472
Graviter / Re: Graviter - Axe
« on: January 30, 2011, 02:02:28 am »
Okay. Before I released the first demo, I had never heard of gRaviTy, or gravity duck, or vvvvvv, or whatever. I was pretty sure the concept was pretty generic though. I based it off hoggy, which is an iphone game, and super mario galaxy intially, but changed some stuff.
Since then, I've taken elements out of other games such as the axis shifting block from gravity duck.

1473
Graviter / Re: Screenshots
« on: January 30, 2011, 12:30:59 am »
New screenie showing axis changing! Exciting stuff.

1474
Graviter / Re: Level Design
« on: January 30, 2011, 12:27:25 am »
Okay phenomist,
The gravity axis thing in some of your levels has to be changed. Here's how the block works:

Falling down --> Falling left
Falling right --> Falling up

Falling up --> Falling right
Falling left-->Falling down

1475
Graviter / Re: Level Design
« on: January 29, 2011, 02:36:01 pm »
The only comp language I know is Python. I guess I could write a level editor GUI with Tkinter but I'm too lazy D:

1476
Graviter / Re: Graviter - Axe
« on: January 28, 2011, 08:16:48 pm »
I've tried to write one but gave up. I can't figure out how to make an editor, let alone convert tiles to a hex string.
So I use graph paper xD

Also I have no greyscale?

1477
Metroid: Chozo Mission / Re: M.C.M Screenshots
« on: January 28, 2011, 04:32:14 pm »
This looks bloody amazing. Great work.

1478
Graviter / Re: Graviter - Axe
« on: January 28, 2011, 03:43:09 pm »
New release uploaded.

1479
Graviter / Re: Graviter - Axe
« on: January 28, 2011, 01:30:27 am »
Before I'm going to make any more levels or concepts, I'm rewriting my tilemapping system to use runer's horizontal/vertical tilemapper to see if I can speed things up.

1480
Axe / Re: Storing Levels into an Appvar
« on: January 27, 2011, 09:32:56 pm »
Why do you use Str2-Str1-1? Is it because of that empty byte after every string?

1481
Humour and Jokes / Re: Weird/funny pictures thread
« on: January 27, 2011, 09:22:45 pm »
When I saw that for the first time I squirted water out of my nose and broke out laughing in the middle of class.
I'm so immature.

If anyone knew about the Iran photoshop:

1482
News / Re: Security update and reminder
« on: January 27, 2011, 09:13:20 pm »
What a troll. <sic>

1483
Art / 5 by 5 walking person
« on: January 27, 2011, 09:01:02 pm »
I need a 5x5 walking person, something that looks like the guy in Portal X. I can't figure out how to make it look right by myself, so I'm asking you guys for help once again :D
Thanks in advance.

1484
Axe / Storing Levels into an Appvar
« on: January 27, 2011, 07:12:59 pm »
How could you store a bunch of levels into an appvar, then read from the appvar to create a temporary variable? The levels are in the format [10240blahblahblah] in hex, and then there are 6 other variables that are tilemap width, tilemap height, starting tilemap x, starting tilemap y, starting sprite x, and starting sprite y.
Any help is appreciated.

1485
Graviter / Re: Screenshots
« on: January 27, 2011, 03:57:18 pm »
Sprite changes, new levels, minor playability fixes, and a new screenshot!

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