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Messages - leafy
Pages: 1 ... 10 11 [12] 13 14 ... 104
166
« on: September 29, 2012, 06:56:48 pm »
Shouldn't it be:
While getKey(0) End
or more optimized (I think)
While 1 EndIf getKey(0)
if you want the same functionality as zTrumpet's code?
A trick I like using to make sure the player doesn't hold the button, but at the same doesn't use the getKey→ function is to do this (using 2nd as an example)
If getKey(54) If K 0→K [code goes here] End Else 1→K End
I'm sure there's more optimized ways to do it, but that's one of the easiest ways to understand how it works.
167
« on: September 24, 2012, 01:55:36 pm »
 A new project that will surpass Blastlabs?
168
« on: September 22, 2012, 02:00:18 am »
Good news, everyone! The restraining order doesn't cover webcams, and technically, I am more than two feet away, so I can continue stalking DJ_O and Juju as I always have!
169
« on: September 20, 2012, 12:28:25 am »
The sprite is just as good as you make it. Whether a pixel is white or not makes little difference; the conglomerate is all that matters. If you choose to have your ball with a slight shine to it, or a solid ball, make sure it works well with the game.
170
« on: September 20, 2012, 12:14:33 am »
Absolutely not. All sprites take (roughly) the same amount of time to draw. The only difference you'll see in drawing is when the sprite is aligned to L6 bytes (i.e. aligned to every column of 8 pixels)
171
« on: September 19, 2012, 05:23:38 pm »
If you feel like it, you should definetely share that interrupt code with us! I'd love to know how it works
172
« on: September 18, 2012, 11:30:55 pm »
Well, calc84maniac said they looked questionable (read: urine) so I changed them  I think it still looks pretty decent, but if you want to make any arguments against it I'm all ears!
173
« on: September 18, 2012, 11:15:32 pm »
Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working! I'll probably make some more detailed tilesets in the future, but I've just made a simple line tileset for now.
175
« on: September 17, 2012, 03:49:52 pm »
I thought you already named it Turret
176
« on: September 17, 2012, 01:23:42 am »
That looks useful, especially for people who want to import maps from other games. But you should really finish greyscale tile support first
177
« on: September 16, 2012, 07:41:14 pm »
Alright, magic it is. I'll see what I can do. I've spent a lot of time fine-tuning the player movement engine so that it feel natural. This involved adding a slight "stickiness" to the wallsliding, fixing walljumping, adding player inertia, and just all-around tweaking of values. I've also done quite a bit of optimization and taken out greyscale so that it'll run on all devices. Here's a quick screenie (everything's running at 6MHz):  I've attached the screenshot level so you can test out the movement and tell me what you don't like about it. (I haven't put in the new sprites yet, I'll do that eventually  )
178
« on: September 16, 2012, 07:35:52 pm »
It's a game with three races. If you're Zerg, you do baneling rushes. If you're Protoss, you do DT rushes. If you're Terran, just select all your barracks, rally them to the opponent's base, and hold A.
179
« on: September 16, 2012, 02:05:06 am »
I don't have it personally, but I've played on a friend's account who did. I think I spent the majority of that time making Warhounds, because they're just so good. Blizzard, why you nerf
180
« on: September 13, 2012, 10:58:39 pm »
Alright, so after thinking about my game for a while, I've decided to take a different approach that will hopefully be a lot more epic. Instead of guns (which could break a lot of things with long range), I'll give the player a variety of melee attacks and just polish it to give it a nice platformer feel. Ledge hanging is certainly a possibility, but I'm not sure what money could buy. Hats maybe? * leafy runs
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