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Messages - leafy

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376
TI Z80 / Re: The Mighty Jill Off
« on: January 14, 2012, 08:06:50 pm »
If anybody wants to test this out on-calc for me, here's the file.
It uses Full, and it's adjusted for the older TI-84's, so I have no idea how nice it'll look on the newer ones, which have slightly faster refresh rates.

377
TI Z80 / Re: The Mighty Jill Off
« on: January 14, 2012, 12:49:22 pm »
It looks pretty fantastic - There's a bit of flicker here and there but the grey is for the most part flawless.

378
TI Z80 / Re: The Mighty Jill Off
« on: January 13, 2012, 10:04:11 pm »
Actually, it's 3-scale :P But awesome 3-scale at that :D

379
TI Z80 / Re: The Mighty Jill Off
« on: January 13, 2012, 08:28:46 pm »
Hey guys, check this out! After implementing the new tilemapper, the game actually ran so fast that it became unplayable. I've throttled it to about 4 times slower to both steady the greyscale and decrease game speed, so check it out ^^



I love this game!! Are you planning to port the full level?
Absolutely. I'm about 3/4 done mapping. After that, I might even port Jill Off Harder, you never know :P

380
Axe / Re: Axe Q&A
« on: January 13, 2012, 06:58:31 pm »
Runer! Quick! How does that even work?

381
TI Z80 / Re: TinyCraft [Axe]
« on: January 13, 2012, 11:48:28 am »
No idea what you mean in the first bit, but it's easy enough to generalize the menu. Specify a first argument for the title, then another argument for the list of pointers for the items. You'll have to modify the stuff, but it's easy enough to modify.

382
TI Z80 / Re: TinyCraft [Axe]
« on: January 12, 2012, 04:24:59 pm »
Actually, it is faster. In addition, I am using only the routines I have used in the other parts of the game, so in the long run I'm actually saving space.

383
TI Z80 / Re: TinyCraft [Axe]
« on: January 12, 2012, 03:29:10 am »
Jacobly's working on a routine that should generate a 64x64 map.

384
TI Z80 / Re: The Mighty Jill Off
« on: January 12, 2012, 02:37:44 am »
Holy weird necropost.

I've just put my (read: builder's (read: runer112's)) awesome tilemapper into the mighty jill off, and it's working fantastically! This project might just be a milestone for the first awesome-looking greyscale platformer - or I certainly hope so ^^

385
TI Z80 / Re: Zombie Gun
« on: January 12, 2012, 01:27:10 am »
If it's anything like the real game, it'll have weapons, weapon upgrades, and health ^^

386
TI Z80 / Re: TinyCraft [Axe]
« on: January 11, 2012, 10:54:19 pm »
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.



(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)

387
TI Z80 / Re: TinyCraft [Axe]
« on: January 11, 2012, 01:48:43 pm »
Sorry, I haven't had a chance to transfer stuff to my comp recently. I'll get it up soon, don't worry. 

388
Contra / Re: Contra
« on: January 10, 2012, 10:10:01 pm »
DT, is the entire screen redrawn every frame? Cuz if it is, you can just apply horiz commands to saved greyscale buffers and redraw only the tiles you need to.

Unless you already did, that, in which case awesome work ^^ Does get a little hard to see, though.

389
TI Z80 / Re: Seeker
« on: January 10, 2012, 09:02:07 pm »
You beat the entire game that fast? Liesss

390
TI Z80 / Re: Seeker
« on: January 10, 2012, 08:46:13 pm »
I have played the game a few times and I can confirm that level 3 is indeed impossible.

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