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Messages - leafy
Pages: 1 ... 36 37 [38] 39 40 ... 104
556
« 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 )
This is all the particles L1 can hold (85). It still goes pretty darn fast ^^
557
« 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
« 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  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
« 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
« 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
« on: October 11, 2011, 11:44:06 pm »
Buttons were never meant just for opening doors ^^
562
« 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  ) Is this going to use Zedd? That would be awesome ^^
563
« 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
« 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
« on: October 09, 2011, 12:28:43 am »
bump - have you found any problems? (Not rushing you or anything  )
566
« 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 
Exactly. I wish there were an axiom for this.
567
« 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!
568
« 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:  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
« on: October 07, 2011, 11:23:01 pm »
GetCalc("appvFrreFall")->K For(A,0,21) 1->{A+K} End
* leafiness0 runs
570
« 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
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