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TI Z80 / Re: The Mighty Jill Off
« on: August 01, 2011, 08:37:05 pm »
Right now I'm working on remaking the tilemapper to use nicer numbers so you'll have better greyscale (I hope.) Mapping is almost complete ^^
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 661
TI Z80 / Re: The Mighty Jill Off« on: August 01, 2011, 08:37:05 pm »
Right now I'm working on remaking the tilemapper to use nicer numbers so you'll have better greyscale (I hope.) Mapping is almost complete ^^
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News / Re: Omnimaga Contest 2011 Part 1 results« on: August 01, 2011, 01:05:10 am »Awesome! Also good job everyone for the awesome games!Oh yeah someone should make a victory userbar (BTW that was also part of your prize 663
News / Re: Omnimaga Contest 2011 Part 1 results« on: August 01, 2011, 12:30:00 am »Seriously, that is an incredible game. Is it "done," or are you still working on finishing it up completely?Nope, I'm going to make 16 more levels and a level editor. Then it'll be "done." Thanks everyone! I honestly wouldn't have won without the help of a lot of you (runer112). * leafiness0 runs off to make a victory userbar
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Art / Re: Sprite Resizing« on: July 30, 2011, 02:56:09 pm »
@Art_of_camelot I'm not sure, I found them a while back and saved them, and they gathered dust until I uploaded them back up.
@shmibs Sorry to bother you again, but it turns out I can only use 3-shade ![]() EDIT: Never mind, I got masked 4-shade working. 665
Art / Re: Sprite Resizing« on: July 29, 2011, 11:55:07 pm »
Wow this is awesome! Just what I needed. Thanks so much!
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Art / Re: Sprite Resizing« on: July 29, 2011, 11:02:09 pm »
Wow shmibs that's perfect! If you could do the rest that would be awesome! Thanks so much
![]() DOUBLE EDIT: Nvm, you're just keeping proportions. That's awesome. 667
Art / Sprite Resizing« on: July 29, 2011, 08:39:29 pm »
Can someone help me resize this sprite sheet to 16x16 for each view of the character? 4-shade greyscale would be good.
Thanks in advance! ![]() 668
Axe / Particular Explosion Tutorial« on: July 29, 2011, 02:14:08 pm »
So some of you might be wondering - how do I make those awesome particle explosions I've seen in games like Stick Ninja, Tag, and Graviter? Although it might seem a bit daunting, they're actually really simple to create.
![]() First of all, let’s start out with some pseudocode so it’s easier to understand what we’re about to do. We’re going to want to store each particle as part of a larger array, and loop through the array to update and draw these particles. The particles will be affected by gravity and collisions with other pixels. This method is similar, but not exactly like cellular automata. First of all, we’re not going to want any of our particles to interact with each other, because they’ll end up colliding where we don’t want them to and that could be painful. Let’s start out with some container code: Code: [Select] Repeat getKey(15) Awesome. We just finished the most important part - a way to get out of the program. Give yourself a pat on the back! But we’re not done yet - we still have to make that particle code. In this tutorial we’ll be using L1, which is 714 bytes. You can use other sections of free ram or even appvars, but we’re not going to be going there. Let’s first list out all the attributes of each particle: x-position: 2 bytes (inflated by 256) y-position: 2 bytes (inflated by 256) x-velocity: 2 bytes (signed) y-velocity: 2 bytes (signed) So each particle will take up 8 bytes. The maximum number of particles L1 can support will then be 714/8=89, but we’ll go with 80 just to be safe. If you want your explosion to be faster, you can decrease the number of particles or use Full. NOTES: {r} is the superscript r, located in Angle (2nd+Apps) Code: [Select] Repeat getKey(15) //Our container code. Keeps repeating until user hits Clear Awesome. Now we have code that can update and draw pixels. But there’s one problem - we haven’t set the inital values for these particles! Code: [Select] For(r1,0,79) To put it all together, Code: [Select] For(r1,0,79) Just type that all in and you’re all ready to go! Keep in mind that this code can be adapted for a wide variety of purposes. For example, by adding a z-position and z-velocity as well as collision checks, you can make a 3d-looking explosion: ![]() So the possibilities are endless ^^ Minor Optimizations: Code: [Select] For(r1,0,79) 669
Site Feedback and Questions / Re: So... how about having a Chinese section...« on: July 29, 2011, 01:07:40 pm »
I can speak Mandarin and read traditional pretty well, but I don't think it's necessary. We have too many language boards as it is.
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Miscellaneous / Re: Tutorial Request Thread« on: July 29, 2011, 02:14:13 am »
I'm currently writing an explosion tutorial which will probably be finished by today.
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News / Re: Tutorial section now open« on: July 29, 2011, 01:10:45 am »
buttsfredkin i'll post up an explosion tutorial soon ^^
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Miscellaneous / Re: favorite pets« on: July 28, 2011, 02:47:18 am »
Doogggssssss ^^ I want a corgi
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TI Z80 / Re: Nyan Cat« on: July 27, 2011, 12:23:12 am »
Well I just changed it so it's an accurate timer, so it'll take several hours*10 now ^^
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Other Calculators / Re: Explosions that Look Good« on: July 26, 2011, 09:13:16 pm »
I kinda upgraded the particle explosion in Graviter for Tag - in Tag there's more particles and they interact with the environment more fluidly. I must say I'm partial to particle explosions (of course) but seeing the kind of explosions builder and darl pulled off really had me going wow.
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TI Z80 / Re: StickNinja (Contest Entry)« on: July 26, 2011, 09:11:21 pm »
Oh squiddy just saying in Stick Ninja if you break too many of those glass boxes the particles accumulate and eventually overrun and crash the program, so you might want to limit that.
Also is the last level even frickin possible? I got to the bit where two opposing conveyer belts smash you into a spike, but I don't know where to go from there. Unless...you're supposed to drop down? * leafiness0 goes to check
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