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Messages - leafy

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391
TI Z80 / Re: TinyCraft [Axe]
« on: January 10, 2012, 01:33:33 pm »
I never said your program was bad, just that I thought I could find a better way. In normal mode it scrolls at the same exact speed, the grey while scrolling is just a bit crappier.

I'll post up the source later so you guys can check it out.

392
TI Z80 / Re: TinyCraft [Axe]
« on: January 10, 2012, 01:55:38 am »
I'm starting to work on player movement and tilemapper stuff in general. Has anyone figured out that levelgen code yet?

393
Axe / Re: Axe Q&A
« on: January 09, 2012, 10:35:54 pm »
Buff(768)->GDB1, or something like that.

394
TI Z80 / Re: TinyCraft [Axe]
« on: January 09, 2012, 09:34:00 pm »
Saintrunner, if it's not too much trouble I'd like you to make the tiles 8x8.
We're still using the vast majority of the sprites you made,and I'm sure we'll be using the awesome title you make as well ^^

395
TI Z80 / Re: TinyCraft [Axe]
« on: January 09, 2012, 07:01:42 pm »
Hey guys,
After reading through his source, I thought that the way kindermoumoute accessed the data was roundabout and not that fast or efficient, so I tried making my own. Tell me if we should keep it or not ^^



It does, however, use the same item identification system as kinder's menu does.
(Also, I haven't put in the sprites for the weapons yet :P)

396
TI Z80 / Re: TinyCraft [Axe]
« on: January 09, 2012, 02:00:02 am »
Alright guys, if we're using 8x8 tiles saintrunner's going to have to convert the current ones to 8x8 and make the player sprite 6x8. Challenging, I know but give it a try! :D

Also, is there any chance of shrinking the size of the items in the crafting menu so we can stick more in there?

Great work, guys. :D

397
TI Z80 / Re: TinyCraft [Axe]
« on: January 08, 2012, 04:17:45 pm »
kindermoumoute, there are only 4 colors. Saintrunner's doing the best he can. >>

We can map two weapons to one color, the text should differentiate anyways.

398
TI Z80 / Re: TinyCraft [Axe]
« on: January 08, 2012, 02:55:27 pm »
Seems a bit too slow for me, I'll see if I can speed it up ^^

399
TI Z80 / Re: TinyCraft [Axe]
« on: January 08, 2012, 02:25:54 pm »
Guys are we using 8x8 tiles or 16x16? I need to know soon.

400
TI Z80 / Re: TinyCraft [Axe]
« on: January 08, 2012, 01:38:52 pm »
Saintrunner, can you finish up those tiles ^^ I need 'em.

401
Axe / Re: Help with tilemap collision?
« on: January 08, 2012, 01:24:00 am »
Alrighty, so what you want to do is make a subroutine like this:

Lbl GT
{r2/8*12+(r1/8)+GDB1}
Return

Then input the coordinates on the screen whenever you want to check if it's solid, e.x.

If sub(GT,X,Y)
DelVar "System32"
End

and you should be good to go!

A breakdown of that code:

When you call the subroutine, X gets stored to r1 and Y gets stored to r2. What you're doing is dividing both by 8 (because your tiles are 8x8), then multiplying the Y value by 12 to get the right row, then adding the X value to get the right column (and thus the tile you want.)

Note: This works if tile 0 is empty and tiles 1 and onwards are solid. There are more complicated things you can do (check out BuilderBoy's tile-masking tutorial)

402
TI Z80 / Re: TinyCraft [Axe]
« on: January 07, 2012, 10:26:03 pm »
1200 bytes larger? We'll have to cut that down xD

Anyways, I think I've figured out the overworld map generator. Wasn't terribly difficult, the code's just bloody long.

403
TI Z80 / Re: TinyCraft [Axe]
« on: January 07, 2012, 08:14:43 pm »
I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.

404
TI Z80 / Re: TinyCraft [Axe]
« on: January 07, 2012, 06:34:38 pm »
It's the source Notch released himself :/

405
TI Z80 / Re: TinyCraft [Axe]
« on: January 07, 2012, 06:15:28 pm »
I'm more concerned about how it generates areas and pieces them together (so you don't have scattered desert in the middle of a forest, etc.)

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