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Messages - leafy
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196
« on: September 02, 2012, 02:07:48 am »
A Jamaican highschool student! Wow  I'm glad to hear you'll be joining us here, as most of us are programmers  C/C++ is incredibly useful these days, but learning to code simple things in BASIC and AXE on your TI-84 (if you decide to) is a tremendous help for gearing your brain towards logic and all that fun math you'll have to do in getting your programs to work. Best of luck, and welcome to the community!
197
« on: August 31, 2012, 12:42:17 pm »
Well done! This is really shaping up quite excellently, and I can't wait for the map generation to finally work
198
« on: August 25, 2012, 09:31:40 pm »
3. I Wanna Be the Guy.
199
« on: August 24, 2012, 03:39:56 pm »
If I were you, I'd check out Builderboy's recent contest entry. You might not understand the code, but there's a pathfinder that calculates the significance of nodes based on a dynamically generated tilemap. PM'ing him might be good if you want to go through with this, but it will be fairly challenging
200
« on: August 22, 2012, 12:58:45 pm »
I agree that the scrolling maps will become unmanageable if you keep them 2x2 blocks. Why not make them larger, say 4x4 or 8x8, add a bit of detail, and give the environment a more comfortable look? Also, if the entire tilemap is loaded into L3, why does the map need to be loaded again to check bullet collisions? If you're using pixel-based checks, you can easily change that to pointer-based detection to avoid the screen problems (there are plenty of tutorials on this lying around). Good luck!
201
« on: August 20, 2012, 07:53:59 pm »
I actually had an idea for splitscreen where you turn the calc sideways, with players opposite from each other; each half of the screen can then be used as a smaller screen.
202
« on: August 15, 2012, 11:30:20 pm »
Well, considering that dead space runs on an actual 3d engine, I don't think it's a very feasible option for the calculator. The basis of the game might still hold valid, however, and it's definetely something I'd think would be cool.
203
« on: August 15, 2012, 11:25:52 pm »
I believe this is the competition that spawned minicraft, no?
204
« on: August 15, 2012, 05:09:06 pm »
This looks amazing! Maybe you could make the squashers "tremble" a little before falling, also via Super Mario?
205
« on: August 10, 2012, 01:05:26 am »
Looks great! I love the trampolines, really adds a new dynamic element. I think that everyone should have a project like portalX when they're getting started with real platforming  You hear that Builder? hurry up and release
206
« on: August 09, 2012, 11:23:28 pm »
I think this game is fine as is. if you want eyes, make another game
207
« on: August 09, 2012, 09:39:39 am »
It does indeed sound like quite the awesome project ^^ I'm glad to see the gravity games getting a revival
208
« on: August 08, 2012, 12:51:43 am »
What I do is really think through the project first. Is this something you'll have the time to finish to completion? Is it something that's creative and fun? These are often things people forget before the come out with a half-assed project, and I certainly made this mistake many times in my calc programming career.
Then, try programming out a simple engine. What does your game really revolve around? Is it possible given the limited capabilities of the system you're running it on? Do you have the expertise or access to help that can bring that engine to completion? Sadly, I've had quite a few projects that I just didn't know how to program.
Once you've got that down, the hardest part is imminent. Designing your game. Levels, storyline, etc. What I've done in the past is take a laboratory notebook with graphed paper and fill page after page with tilemaps. It's often much easier to plan out on paper, but you can program a level editor if you don't feel like doing that manually.
And then the easy part - optimizing and packing! Do some fine-tuning; make that creation really shine. Lots of games fail because they just don't have that spark. I try to put something interesting in my projects, whether it's the graphics or just some special particle effects. Share it with your friends, so they can tell you what sucks and what's good. Once you know people are definitely going to like your project, post your creation on the interwebs, and hopefully something will come of it!
209
« on: August 03, 2012, 10:22:23 am »
You could always generate "dynamic" wall tiles. Just use 1 wall tile in your tilemap, but while loading the map make it detect what types of tiles are immediately adjacent to it. Then, you can figure out what kind of tile image is supposed to go there. If you do this, I recommend calculating all the tile image types beforehand. It'll take a bit of time and space, but the level compression will save more in the long run.
210
« on: August 02, 2012, 12:47:26 pm »
If you really need the extra space, there are ways to create two-page apps. I know this has been done before, but the process is exceedingly tricky and complicated.
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