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Messages - meishe91
Pages: 1 ... 109 110 [111] 112 113 ... 207
1651
« on: August 24, 2010, 01:00:11 am »
How did you make them? *has never dabbled in text sprites before*
Oh, sorry, didn't realize. Basically since the buffer edge of graphscreen text is on the right side you can run multiple tokens right next to each other off-set by a pixel and it will leave that far left side of the token. So just doing that with different tokens makes different tiles. HarrierFalcon made a text sprite finder a while ago. If you give me a minute I'll put a quick example of code together for you. Thanks
It runs better on the calculator, the text spriting is barely noticeable
That's what I thought. Besides, I'm using Internet Explorer, and most screenshot .gifs run slower on internet explorer.
Ya, though even if you're in IE one of them should still run at close to normal speed since I made one at 9fps.
1652
« on: August 24, 2010, 12:53:08 am »
Thanks It's turning out better than I thought it would this early. They are just text sprites.
1653
« on: August 24, 2010, 12:49:11 am »
Thanks It runs better on the calculator, the text spriting is barely noticeable, I think, but on the screenshot for what ever reason it shows the ending "i" token.
1654
« on: August 24, 2010, 12:45:02 am »
So a few nights ago I decided I would start on a game that is something like an RPG type game. Now I don't know how far I'm going to go into making this an RPG game but what it is basically gonna be, as of right now, is a game where you go around kill enemies, level up and such. Nothing to big or anything since it's my first of this type of game. Now, I'll tell you right now that I don't have a whole lot of the game done. Right now I only have the map done and walking (with map switching) which is what you see in the screenshots. For now it is only going to be a 5*5 map of 15*5 tiles. The reason that it is taking a bit to load the map (not including the display, I'm talking about when it stays white for a second) is because the whole map is stored in a string and then I just put the part that is being displayed into a matrix (which is how I'm doing collision right now). Right now it really is not anything special and if you guys have any suggestions or questions or anything I would be happy to hear/answer them.
As for code, I will not be releasing any of the code (except in small segments when I'm explaining something or ask for help or something) until I get much further in development (probably around when I need to start Beta testing).
1655
« on: August 23, 2010, 11:47:36 pm »
For what ever reason when you run this the first time, or at least when I did, it converted one of the negative signs to a subtraction symbol and gives a ERR:SYNTAX. Also, it's quite easy to get a ERR:DOMAIN. I would put restrictions on the size and box size. (Ex. If you put eight as all three and then try to turn on a pixel in the bottom row it gives you the domain error.)
Edit: Also, I'm afraid to say that I don't think it isn't really completely working...whether its because it's a bugger version or something happened when you uploaded/downloaded it or something. But when I export sprites it doesn't give the correct hexadecimal.
1656
« on: August 23, 2010, 11:00:36 pm »
That looks really cool.
1657
« on: August 23, 2010, 10:45:32 pm »
Oh, that's the size restriction. Greater-than-or-equa-to one pixel but also has to be less-than-or-equal-to fifty-six pixels.
1658
« on: August 23, 2010, 10:44:23 pm »
Ok, here it is. I based the scoring based on how far up the lane you are, so the farther up you are the more you score but the lower you are the less you make.
1659
« on: August 23, 2010, 10:20:17 pm »
Do you mean when it says "56≥SIZE≥1?"
1660
« on: August 23, 2010, 09:40:13 pm »
Ah ok. I figured he would but just checking. Hey _player, I got bored so I optimized it and shaved off 30 bytes and put in scoring. Mind if I post it?
1661
« on: August 23, 2010, 08:47:13 pm »
Not bad. The key pressing is a bit slow but that's about it. Only thing I would change is add in a score and change the token for the tunnel. Those periods make it really hard to see sometimes, for me anyways. Would it be possible to make it get smaller as it goes too? And does Ztrumpet have a tunnel game for HGP yet?
1662
« on: August 23, 2010, 06:51:08 pm »
Nice, good luck
1663
« on: August 23, 2010, 06:48:35 pm »
Ya, that's what I thought. Are you making it look sort of like the actual game?
1664
« on: August 23, 2010, 05:47:13 pm »
That's cool you're picking this back up. I have no idea what this game is like (mainly because I have been to lazy to look it up ) but it sounds cool Good luck
1665
« on: August 23, 2010, 05:41:38 pm »
Sounds like a good plan Quigibo. We all understand the time restraints
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