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TI Z80 / Re: Keytar Hero
« on: June 01, 2011, 12:51:32 am »
Random? It needs more... through the fire and the flames.
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. 901
TI Z80 / Re: Keytar Hero« on: June 01, 2011, 12:51:32 am »
Random? It needs more... through the fire and the flames.
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TI Z80 / Re: Shift+Dimension: Contest Entry 2011« on: May 31, 2011, 10:51:08 pm »
Oh never mind I see the player there ^^ very small it is.
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TI Z80 / Re: Shift+Dimension: Contest Entry 2011« on: May 31, 2011, 10:41:29 pm »
Very cool. Hope you get player shifting done soon ^^
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TI Z80 / Re: Shift+Dimension: Contest Entry 2011« on: May 31, 2011, 09:05:07 pm »
This looks pretty awesome. Great concept, mashing a ton of awesome stuff together ^^
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Official Contest / Re: Who is going to participate in the 2011 programming contests?« on: May 31, 2011, 12:44:53 am »
Exactly.
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Official Contest / Re: Who is going to participate in the 2011 programming contests?« on: May 31, 2011, 12:38:17 am »
My goal is top 2 ^^ And we all know who top 1 is xD
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OmnomIRC Development / Re: Scrollling GLitch?« on: May 30, 2011, 06:31:35 pm »
Yup it was doing that in my Chrome too.
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So basically I was rewriting my object routines to store objects into level data, and I was like, if I'm going to change my code anyways, why not make it even better?
Ladies and germs...I give you moving walls! The elevators of tomorrow! Here's a cool little demo demonstrating some stuff I did with the new engine: ![]() (Note that switches are still glitchy and the moving walls will look different from normal walls in the future.) This was also a test to see how well it would run with a large number of objects. 910
TI Z80 / Re: Shift+Dimension: Contest Entry 2011« on: May 30, 2011, 05:45:45 pm »
I had to use 768 byte appvars. Hope you find some way ^^
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TI Z80 / Re: AXLE - 2011 Axe Platformer Contest« on: May 30, 2011, 04:38:06 pm »
To stabilize the framerate, don't draw the entire map. Use
For(A,0,12 For(B,0,8 Tile code here End End Don't draw the entire map, only draw what's on the screen. It keeps it fast and framerate constant, because it draws the same number of tiles each time. And yes, keep the values in the for loop like that. It seems one more than you would use but you need to draw the tiles offset. 913
Computer Projects and Ideas / Re: [Project] Aperture Laboratories Terminal« on: May 29, 2011, 10:32:43 pm »
There's terminals in Portal? You mean the monitors that just scroll garbled cake recipes?
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TI Z80 / Re: Contest entry - Continuity« on: May 28, 2011, 09:25:43 pm »
But sprites can be reused, saving you 768 bytes per map ^^
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