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Messages - leafy

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916
TI Z80 / Re: Contest entry - Continuity
« on: May 28, 2011, 05:29:56 pm »
@Freyaday if each map is one picture, not including the buttons and doors, that's already 768 bytes, which is massive. Using a tilemap you can cut it down a lot.

917
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 28, 2011, 05:28:49 pm »
Personally I like it slowed down a bit, gives a bit more of the actual shift feel. But that's IMO, change it however you like.

918
Graviter / Re: Graviter - Axe
« on: May 28, 2011, 05:21:51 pm »

919
TI Z80 / Re: Tag
« on: May 28, 2011, 02:38:35 pm »
Yes! I've gotten objects working, switches and doors, and it's working fantastically. Screenshots later today. And I've made some pretty epic puzzles to boot ^^

EDIT: Awww yeah.

Demonstrating objects, switches, and doors interacting with paints.

And...more difficult puzzles! Solution to this one is very cool, but I don't show it to avoid spoilers. Demonstrates new blood splatter and non-paintable tiles. (The goal is at the top left.)

920
TI Z80 / Re: Contest entry - Continuity
« on: May 28, 2011, 12:00:15 am »
You can use that pucrunch axiom that guy released.

921
TI Z80 / Re: Contest entry - Continuity
« on: May 27, 2011, 11:28:05 pm »
Each of my levels is 108 bytes. It's so small because it uses a tilemap. Freyaday, I think you draw all your maps manually (like manual placement) which takes up much more space.

922
TI Z80 / Re: Tag
« on: May 27, 2011, 04:23:58 pm »
Nope he's going to bicycle kick ^^ Gives a feel for how fast he's going.

923
Graviter / Re: Graviter - Axe
« on: May 27, 2011, 03:30:20 pm »
Sadly, it is indeed on hold. Don't worry, the contest will be over in a month or so, and I'll probably lose, but with the contest entry I've learned some optimizations that'll definetely help with Graviter.

924
TI Z80 / Re: Tag
« on: May 27, 2011, 01:24:01 am »
Basically you can shoot a paint gun that fires paint bullets in all directions. When the paint hits a wall, it covers that wall in a specific type of paint. Each paint has its own attributes, which will be used to solve puzzles.

I'm not going to give up, don't worry ^^

925
Other Calculators / Re: ChainFire Pinball Physics Library
« on: May 26, 2011, 02:54:38 am »
Builder had another engine that might be more suited to sonic games. I forgot where it is though.

926
TI Z80 / Re: Tag
« on: May 26, 2011, 02:44:49 am »


Got some swag in here with speedy and bouncy gels.

927
The Axe Parser Project / Re: Axe Parser
« on: May 25, 2011, 11:58:43 pm »
I'm in favor of that fourth pass. For me, size is everything ><

928
Miscellaneous / Re: New omnimaga
« on: May 25, 2011, 10:42:49 pm »
^ I don't think that's how it works.

929
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 10:38:26 pm »
Instead of narrowing the tiles it looks like it just crushes them together - just change the tilemap y-offset and height of each one (from 4 to 3 to crush them together)

930
TI Z80 / Re: Axe Shift: Contest Entry 2011
« on: May 25, 2011, 10:34:33 pm »
If you have directional arrows it will ^^
That looks amazing builder. I have no idea what that would look like in code, but I'm pretty sure the ascii code is astonishing.

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