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Messages - nemo
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1201
« on: June 06, 2010, 03:15:43 pm »
not sure if this will help, but about deep thought's bug, i had the same thing happen to me when i tried to romdump my calculator about 3 months ago using TiLP. so if you tried to romdump recently it may have been that rather than axe parser.
1202
« on: June 06, 2010, 01:41:25 pm »
i've made a tunnel clone. except it's a tad bit different than your normal tunnel game -- you have two ships to control. the arrow keys control the ship on the top of the screen keys 1 and 4 control the ship on the bottom also, it features two different ways of getkey(). basically, the old BASIC way and Axe Parser's way. let me know which one you prefer credit to DJ Omnimaga for the ship sprite credit to Raylin for the spike sprite ZSIMUL = source ASIMUL = no-stub executable
1203
« on: June 05, 2010, 12:14:52 am »
hello again. i learned a few things from my spike sprite posting mess, and here is what i would like:
8x8 spaceship sprite. it can face any direction. 3 level grayscale.
credit will be given, of course (:
1204
« on: June 03, 2010, 09:44:33 pm »
can anyone explain how this works?
1205
« on: June 03, 2010, 07:07:55 pm »
it's going to be my axe parser program, and i'm not planning on announcing anything about it. maybe you'll be able to piece it together from any posts i ask for help, but i doubt it. it's very unique (i've only found 1 game similar to it online).
1206
« on: June 03, 2010, 04:01:23 pm »
will there ever be a way to invert all 64 pixels of a sprite? like if i had a white 8x8 sprite with a black border, and i wanted to change it into a black sprite with a white border, will that be implemented? i know i can use two for( loops to do it with pxl-change(, but i'm wondering if it may be implemented in the future
1207
« on: June 03, 2010, 03:39:00 pm »
I'm sticking with raylin's, since the sprite is moving so the pattern of Raylin's makes the spike look like it's spinning, in a way. thanks raylin! and to everyone else who tried (:
1208
« on: June 03, 2010, 03:36:00 pm »
instead of Disp A use Disp A>Dec
A will be random gibberish, A>Dec will give you the actual value, and A>Frac gives you the code of an ASCII character
1209
« on: June 02, 2010, 10:58:05 pm »
can you post all the criterion for judging?
1210
« on: June 02, 2010, 08:35:44 pm »
i'm going with Raylin's so far, with a small modification. i'm still open to other sprites if anyone's willing to try. thank you raylin!
1211
« on: June 02, 2010, 08:15:25 pm »
monochrome. no problem, it's my bad i didn't specify. to summarize:
-spike(s) pointing to the left. -8x8 -monochrome -preferably more than one spike, though 1 very realistic spike will work
1212
« on: June 02, 2010, 08:02:20 pm »
any number. preferably more than one, but if you can make a very realistic single spike, i'd like to see it.
1213
« on: June 02, 2010, 07:03:11 pm »
sorry i forgot to mention, 8x8 please.
1215
« on: June 01, 2010, 08:53:21 pm »
what?! i was playing that game all day in math today! i know the controls are weird for example, when you hit your head on an overhead platform, your velocity is set really low so it seems like your character kind of hangs there for a moment before descending.
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