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Messages - leafy

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181
Blast Labs / Re: Blastlabs [Axe]
« on: September 13, 2012, 09:33:54 pm »
So guys, I'm extending this question to you - what would you want to see? What kind of enemies do you like, what kinds of platforming techniques do you want to see programmed into this game?

182
Maximum Security / Re: DT's unnamed puzzle platformer
« on: September 12, 2012, 09:54:04 pm »
I was amazed at this when you showed it to me for the first time, when it was running 3x slower XD Still looks just as exciting!

183
Blast Labs / Re: Blastlabs [Axe]
« on: September 11, 2012, 02:27:17 am »
There won't be any real AI; however, that doesn't mean the hazards will be static either ^^

Check out this awesome sprite made by our very own Deep Thought!


184
Blast Labs / Re: Blastlabs [Axe]
« on: September 10, 2012, 06:57:34 pm »
No, I meant the one I used in the new Graviter, which if I'm correct, is totally original :P It's okay, because the awesome Deep Thought has sprited me some cool stuff :D I'll see what I can do with that! ^^

185
Blast Labs / Re: Blastlabs [Axe]
« on: September 10, 2012, 06:35:11 pm »
Hey guys,

Like squidgetx said, let's not get this off on a discussion about 6MHz vs 15MHz. They both have their merits. I'll try and keep it 6MHz if possible, but I've got a lot of cool features planned for this game that might not be possible at that kind of speed. I've had a few discussions with Runer, and what I might end up doing is making two versions in the final release - one will run at 6MHz but have no greyscale (which saves a lot of time in shifting buffers and DispGraphr and whatnot - it might also not include a lot of special effects) and the other will have all the features but will run at 15MHz. I personally don't like it when games sacrifice quality just for the sake of a wider audience; I see this happening a lot with iPhone games these days, and I think it's right to not force games to run on devices that can't run them. That being said, Tegra-only games are a total ripoff >:)

This game is going to be a fast-paced action platformer - The max level size will be 32x32, but I'm aiming for around 25-30 for both width/height for each level. It'll feature arcade-style platforming (think walljumping and soforth). The player will get a shotgun near the beginning of the game, and the objective of each level will be to kill all the enemies and grab three optional intel briefcases. The briefcases will be located in difficult-to get to places and will unlock new levels. Once all the enemies are killed, the level ends (I've got a cool bullet time effect planned out for this :D ). You'll also get a rating based on the time it takes you to beat the level, but I'm still working that out.

As for tilemapping, I'm using full-byte RLE but I might switch to half-byte if I don't need the extra tiles and I need the extra space. I have some ideas on how to use dynamic tilemapping to load more tiles into a single tile, and I'm really trying to get this to look nice.

That being said, does anyone want to help me sprite a player character? :P I might end up using the sprite from Graviter if I don't come up with something else and theme the entire game around that instead :P

186
Miscellaneous / Re: correlation coefficient
« on: September 09, 2012, 12:15:22 am »
I thought the correlation coefficient is based on a series of points from which a best-fit line or curve is derived, indicating how closely the line fits? You'd have to provide the points from which that graph is derived.

187
Computer Projects and Ideas / Re: Nightmare
« on: September 08, 2012, 11:11:17 pm »
Excellent! It's great seeing that you've begun using Eclipse, it should definitely help with those larger projects :D

As for Nightmare, that screenshot looks amazing! The soft shadows will certainly add to the feel of the game :)

188
Hmm, well I tried this according to what yeong said: but it isn't working? Whats wrong >.>

Code: [Select]
:.A
:AsmComp(SPEEDKEY)
:[7E81BD817E18183C]→Pic1
:[7EFFC3FF7E18183C]→Pic2
:ClrDraw{^r}{^r}
:0→X→Y
:While 1
:Zoom Out→A
:Pt-Off(X/256,Y/256,Pic1)
:Pt-Off(X/256,Y/256,Pic2){^r}
:DispGraphClrDraw{^r}{^r}
:If A=1
:Y--
:End
:If A=2
:X--
:End
:If A=3
:X++
:End
:If A=4
:Y++
:End
:EndIf getKey(15)

I'm assuming that when you press the enter keys, the sprite doesn't appear to move. That's totally normal, because you're only subtracting or adding one to each variable, and it takes 256 such adds or subtracts to move one pixel. To mitigate this, you might try Y-25->Y instead of Y-- and see if that makes a difference.

189
Ugh, I got big endian and little endian mixed up XD Big endian sounds like the big byte should be at the end, that's my justification.
* leafy runs

190
Wait, if you use +1 to access the high byte, why isn't it big endian? :P I've been deceived D:

191
No, when you display it, you do /256, which means that you have to add 512 to the value in order to move 2 pixels. It's kind of hard to explain it in a condensed form, I'd try looking at some of the many physics tutorials. :)
K, and this is used in pretty much all physics right?
It's certainly the most optimized number for position inflation. In fact, since Axe is big-endian, instead of doing VAR/256, you can do {°VAR+1}. This method also has a lot of uses outside of physics, too.

192
Blast Labs / Blastlabs [Axe]
« on: September 07, 2012, 09:08:49 pm »
After getting that new calculator, I've finally started another project. This one's called Blastlabs, and it's an action platformer centered around killing people ^^. The levels are going to be "bite-sized," which means that they should each theoretically take less than 15 seconds to beat, but they'll be as difficult as I can make them and will probably take new players multiple tries :D I might also put in a plot if I have extra space, but don't count on it.

The first thing I've been working on is getting the tilemapper working, and I've also introduced something new in this project - a camera. As you can see in this screenshot, it doesn't snap directly to the player, but has a kind of "inertia" that makes it ease to the player position. Runer has forbade me from using Full, so what you see here is a really slow Normal program. Please guys, help me convince him to let me use Full :P



I'm also working on a title screen. I kinda like this one I made:



but at the same time, I would have preferred the Blastlabs logo to be centered.

So the way I'm going to deal with this project is to post frequent updates (or as frequent as my progress is) so you guys can see exactly what I'm working on at any point xD Hopefully, that should stop me from giving up so easily.

193
Axe / Re: How to create 4 level greyscale in Axe?
« on: September 05, 2012, 06:20:11 pm »
Flicker occurs when the calc program is refreshing the screen either too fast (resonance) or too slow. I've found that if you only have a Dispgraph(r) or (rr) in your loop, Pause 22, Pause 23, or two 768 byte Copy('s are all good options for getting it close to perfect.

194
Art / Re: General purpose art thread
« on: September 03, 2012, 01:28:30 pm »
Looks great, although I would say there needs to be a bit more neck, and either of her front legs needs to be fixed.

Much better than my first attempt, at any rate xD

195
TI Z80 / Re: Temple Run [Axe]
« on: September 02, 2012, 02:08:54 am »
Thanks everyone!

Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
It doesn't support rotation, since I won't need it for Temple Run. If I ever make a separate general-case library release, I'll probably add rotation. It doesn't currently support zooming in/out either, but that's a really easy addition to make (basically just have to change the fixed focal length value to a variable)

Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.

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