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Messages - leafy

Pages: 1 ... 36 37 [38] 39 40 ... 104
556
Graviter / Re: Graviter
« on: October 18, 2011, 06:46:42 pm »
Pretty cool.  Is there a random factor tho, why are some flung off the central point like that?
(and how many particles can there be before major slowdown :P)

This is all the particles L1 can hold (85). It still goes pretty darn fast ^^

557
Miscellaneous / Re: So what is everyone up to?
« on: October 17, 2011, 01:49:47 am »
I am up to no good ^^ but honestly, my internet access is limited these days, and comp access especially so, so i cant update as frequently as I used to.

558
TI Z80 / Re: Unnamed puzzle platformer
« on: October 15, 2011, 05:38:45 pm »
most likely, yep.
finished jumping, moving, gravity. now I need to do the buttons. Leafiness, how do you do buttons?

Sorry, didn't check this thread :P
Um, so the way I do it is use a For( loop to check if there are any pixels whereever the button is, and if there are, then the button is depressed, and if it isn't, then it's not. I can PM some code to you if you want.

559
Graviter / Re: Graviter
« on: October 15, 2011, 05:34:38 pm »
Boredom compelled me. I think this would make a cool background for the title screen, though ^^


560
TI Z80 / Re: Crabcake
« on: October 15, 2011, 03:37:16 pm »
Nope I fixed it ^^ I was using sub() instead of Goto, which was overflowing some random memory stack.

561
Graviter / Re: Graviter
« on: October 11, 2011, 11:44:06 pm »
Buttons were never meant just for opening doors ^^



562
TI Z80 / Re: Unnamed puzzle platformer
« on: October 09, 2011, 10:44:28 pm »
Tips to making a platformer:

1) Find a really innovative (or at least unusual) mechanic that your game will revolve around.
2) Choose a name that's short and concise (fits in the 8-char limit :P)

Is this going to use Zedd? That would be awesome ^^

563
TI Z80 / Re: Grey - zContest Entry
« on: October 09, 2011, 03:03:52 pm »
One word of warning - 256 will be too large for a map the size of grey, and unless you use 4-byte positional values you'll get overflow.

564
TI Z80 / Re: Essence
« on: October 09, 2011, 01:17:11 am »
Why not give the enemies a one-byte attribute that gets subtracted from the health, such that normally its zero and if the enemy is on fire, the value is like 4 or something.

565
TI Z80 / Re: Crabcake
« on: October 09, 2011, 12:28:43 am »
bump - have you found any problems? (Not rushing you or anything :P)

566
TI Z80 / Re: Firefall (Beta)
« on: October 08, 2011, 01:17:56 am »
Is it possible to clip the lines?  Is there an app routine for that somewhere?
One of the few things that bug me about this game, you have a nice healthy 60+ combo going, then you drift to the bottom of the screen where you can't see what you're doing x.x

Exactly. I wish there were an axiom for this.

567
TI Z80 / Re: Gravity Guy
« on: October 08, 2011, 01:14:05 am »
Alright squidgetx a couple of problems ^^ I've played this too much I think.

1) Detection is off. It detects to the back of the sprite, so you fall through tiles at the front.
2) The in-game menu swaps the position of main menu and restart so it's kinda irritating moving to the right one :/

Other than that, this game is frickin amazing! :3

568
Graviter / Re: Graviter
« on: October 08, 2011, 01:13:40 am »
Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:



Quote from: Hayleia
An idea also came to me: after the rays appeared, you could erase the screen then redraw it without the portal and the character, like if he was teleported in a flash of light.
This is just an idea, note that I don't tell you how to make your game.
I was thinking of doing the same exact thing ^^ Great minds think alike (or not great minds xD)

569
TI Z80 / Re: Firefall (Beta)
« on: October 07, 2011, 11:23:01 pm »
Code: [Select]
GetCalc("appvFrreFall")->K
For(A,0,21)
1->{A+K}
End
* leafiness0 runs

570
TI Z80 / Re: Firefall (Beta)
« on: October 06, 2011, 05:06:34 pm »
121000 - beat that ^^
Also, I have all the achievements except the bottom right, two above that, and two above that D:

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