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Messages - matthias1992

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151
Axe / Re: [AC] rotating sprites
« on: October 09, 2010, 04:31:45 pm »
@Runer yea maybe I should have them pre-made...good idea.
@Quigibo, an excellent idea! Personally I have far too much projects in parallell to take on the challenge plus, I suck at mathematics in general...

152
Art / Re: Assassins Creed Sprites request
« on: October 09, 2010, 04:16:21 pm »
Keep in mind that with 32 pixels high sprites, it might be a bit hard to see where you are going when moving up/down, though.
Correct but I think I am going to make every level/city two 'screens' high. The lower screen will be containing all the ground action and the upper screen all the free running over the roofs and so...

Basically I intend it to be possible to scroll the screen left, right and up and down. If needed I might cut of the top 3 pixels which would make it 29 pxls high...
maybe because I seem to recall that scaling in levels of 8 is best on calc...mostly because the ion routine was written for that and something in the LCD drivers worked best for that as well. Anyway I still might go with custom sized sprites since a 16x3 area of waste pixels would be, well...eh..., a waste...

Thanks for the concerns though :)

153
Art / Re: Assassins Creed Sprites request
« on: October 09, 2010, 03:58:47 pm »
Albeit I like your sprites do you think you would be able to pull off something more close to the real game if I gave you width 16 pixels and height 24 pixels? or maybe even 24 wide and 32 high? No intends of being rude, I really do like your sprites and was about to use them but i just felt I wanted to graphically stick closer to the original game...

edit:16x32 should be enough. The attached image is a front view at 12x32...now, with this increase in canvas size I will do some attempts of my own at making a walk cycle...just to see if it is possible...

154
Axe / [AC] rotating sprites
« on: October 09, 2010, 02:59:28 pm »
Ok scrap my previous idea, way too hard D:

So new idea. Make individual sprites for the arms. legs, torso, head and all other movable body parts and just make it possible to rotate them. Now I recall that rotating a 8x8 sprite will need a 9x9 canvas in order to be able to rotate by 360 degrees. So I intend on making all the body parts 7x7. Point is, how do I rotate a 7x7 black box in axe? I am quite a newb at nearly all the physics stuff and do rotations/translations and so, (basically I suck at doing math but I wont admit it hehe) therefore if someone could come up with a small demo of a rotating 7x7 box in axe then that will help me out. I can quite easily learn from code but I would appreciate some explanation...

I hope I don't sound too demanding but I just need a memory and cpu efficient way to handle all the animations in AC and this method seems to be the golden midway...

May thanks!

155
Art / Re: Assassins Creed Sprites request
« on: October 09, 2010, 11:04:26 am »
tloz128, I actually am basing my engine for this game alot of from your platformer demo (alebit I didn't copy your code you will get credit if you want...)

156
Art / Re: Assassins Creed Sprites request
« on: October 09, 2010, 10:19:39 am »
Cool thanks!

157
Art / Re: Assassins Creed Sprites request
« on: October 08, 2010, 05:05:01 pm »
Such project would be awesome ;D

I wish you good luck :)

Keep in mind if it's a massive game, you may have to either put your data as multiple external appvars or make an hybrid of BASIC+Axe (where a basic program launches the appropriate Axe sub-programs when required, assisted by XCOPY, if you need RAM)
thanks for the encouragement and the tip!

158
Art / Re: Assassins Creed Sprites request
« on: October 08, 2010, 04:30:52 pm »
Ok full list (Ok not full, subject to change):

Altair
>Default
>Walk
>Stealth Walk
>Run
>Probe Sword
>Probe Dagger
>Probe Hidden Blade
>Attack Sword
>Attack Dagger
>Attack Hidden Blade
>Defend Sword
>Defend Dagger
>Defend Hidden Blade
>High Profile Hidden Blade Kill
>Low Profile Hidden Blade Kill
>Counter1
>Counter2
>Counter3
(During typing this I wondered, what if i were to make a puppet like system? Altough I have not the faintest Idea of how to do that it should be possible, If I just have loose sprites for the head, torso and all the other parts that are attached with joints then by rotating and moving them some sort of puppeteer system could be developed???)

Guard
>Walk
>Run
>Attack Sword
>Defend Sword
>Idle

Building
I want to structure buildings this way:

----
|   |
|   |

so 2-3 sprites high and 2-4 sprites wide.
>Cornerpiece
>Vertical Wall (about 3 different ones)
>Horizontal 'floor' (about 3 different ones)
>Rooftop hiding spot

Misc
>Floor corner tile with paved road pattern
>Floor mid piece tile with paved road pattern
>

159
Art / Assassins Creed Sprites request
« on: October 08, 2010, 03:34:48 pm »
Ok so I thought about this for a couple of weeks, since I am doing so many projects at the same time but I just couldn't resist. Ever since I first played assassins creed I wanted to make a port to the calc, now with axe, this is possible. The only thing stopping me from doing this is that I have no sprites, 0. I tried making them myself but they suck and to be honest I don't have the patience for it. I plan to make this a sidescroller and I intend on using either 12x8 or 16x16 sprites, whatever is easier for the spriters...(assuming you are willing to make me those sprites, I'll give you a bag of peanuts hehe).

So I hereby politely aks for:

-Sprite of Altair standing straigth up facing right
-Walk cycle of altair
-Run cycle of altair
-"blending" stealth walk cycle of altair

there are quite a few more but this is a LOT to begin with already, that is, if somebody is ready willing and able to pick this up...
You will get credit in the game and my near eternal thanks (I will still die one day by the blade of an assassin)

many thanks in advance!

160
Site Feedback and Questions / Re: HL:OC board bug
« on: October 08, 2010, 03:21:55 pm »
Hmm..who will tell? I ahve experienced this before with chromium on other boards but I can't say for sure whether the board or chromium is to 'blame'

161
TI Z80 / Re: Half Life 2: On-Calc
« on: October 08, 2010, 03:00:45 pm »
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Well I am certainly gonna give it a try when you release that Physics library!

162
News / Re: Eeems is Back! Bearing jBOS2!
« on: October 07, 2010, 05:16:19 pm »
nice to have you back, maybe a friend of mine is interested in developing jBOS apps....I am very unfamiliar with any programming language related to the internet but he isn't, he osts his own site so I guess he knows something about it :)

Anyways I'ma try jBOS2 now :D

163
TI Z80 / Re: Half Life 2: On-Calc
« on: October 07, 2010, 05:12:04 pm »
I can't wait to see a sandbox demo released. Now I wonder about how dynamic objects like slings and or cloth would be in a game, I mean it's very cool to have those in a game but probaly rather hard to do it...
* matthias1992 rattles on

164
TI Z80 / Re: Half Life 2: On-Calc
« on: October 07, 2010, 05:16:19 am »
Cool! keep it up :)

165
Humour and Jokes / Re: Limited Edition S.A.D. Peanuts Available
« on: September 23, 2010, 05:17:07 pm »
me wants!

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