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Messages - necro

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226
Art / Re: other other stuff
« on: November 22, 2008, 10:57:35 pm »
I’ve decided to cut down on some of the original features so as to make it faster to program, so all of the metal parts of the colony seen in the screen shot won't be in the game anymore (at least not in normal levels, might use them in some sort of boss levels).  I had originally planned to make the game much like a vertical Gradius with levels scrolling by and a mix of stationary enemy turrets and ships, but I decided making levels that way would be much more complex both to code and to make.  If my velvet engine editor was remotely close to being able to handle tiles and large levels and such, it wouldn’t be such a big deal but eh, the game should still be fun.

The way I think levels could work is as follows
1. set timer variable to 0, set length variable for level section in 30ths of a second (30 frames per second)
2. create an array of events to occur at certain times, such as adding an enemy to the level
3. have a conditional statement for what happens when the timer runs out.  For instance, should the level not end until all enemies are dead (boss level for instance)
4. at the begining of each step, timer increments and the array is checked for events that should be triggered
5. the timer is then checked against the level "length" to see if the conditional should be checked

227
Art / Re: other other stuff
« on: November 22, 2008, 05:06:23 pm »
well, work continues on 8bit shooter, not much else other than I came up with another velvet engine game concept that I'll put up info for when I have something more substantial.

228
TI Z80 / Re: Game Info & Progress
« on: November 19, 2008, 09:35:49 pm »
eh, they'd just rebalance the stats and moves

229
TI Z80 / Re: Game Info & Progress
« on: November 19, 2008, 02:34:57 am »

rat, another rat, rat, a rat, ratfolk with sword, slime
phantom, skeleton, rouge, thief, zombie, goblin with two swords
rabit, musheroom, bee, wolf, wizard, skull

230
Art / Re: other other stuff
« on: November 19, 2008, 12:48:59 am »
@metagross: I might be able to make one here shortly, but only if my karma is at least 3... ::)

231
Art / Re: necro's cg art
« on: November 18, 2008, 10:35:47 pm »
I used the digipad.  Non variable pressure sucks for shading things.

232
Art / Re: other other stuff
« on: November 18, 2008, 02:55:57 pm »
Its from fire emblem and I will make my own bg if i decide to do anything more with this.  The base tiles need sprucing up as the original size I made them was far to small and simply scaling them up doesn't do them much justice.  Further, the two crystals seen are just a few of the neat little pieces of sprite work I have made, mostly for lorn, that would work well in other games to.

233
Art / Re: necro's cg art
« on: November 18, 2008, 03:13:14 am »
I may use it as part of a bg for my games, or just make it look better as it was a good practice piece.

234
Art / other other stuff
« on: November 18, 2008, 03:08:17 am »
eh...just sprite concepts...forest bg isn't mine though





235
TI Z80 / Re: The updated Multilevel Grayscale Kit
« on: November 17, 2008, 01:32:23 am »
...150+ pokemon at three levels of gray would take something like 18 pics by themselves though...

236
Project M (Super Mario) / Re: Progress of "M"
« on: November 17, 2008, 01:27:17 am »
indeed, I wish youtube would fix that

237
F-Zero 83+ / Re: F-Zero Screenshots
« on: November 17, 2008, 01:25:25 am »
looks good.  To bad there is no grayscale

238
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 17, 2008, 01:24:49 am »
hope it works

239
Project M (Super Mario) / Re: Progress of "M"
« on: November 17, 2008, 01:09:16 am »
try a diffrent browser?

240
Site Feedback and Questions / Re: MOAR FEMALZ!
« on: November 16, 2008, 07:38:29 pm »
I thought speler was only 1/4 leprachaun

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