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Messages - saintrunner

Pages: 1 ... 84 85 [86] 87 88 ... 119
1276
TI Z80 / Re: Swords
« on: December 06, 2011, 08:10:32 pm »
not collisions but you could get over them by just pressing jump over ad over.....like just fly/hover over them

1277
TI Z80 / Re: Swords
« on: December 06, 2011, 08:08:45 pm »
But doesn't it also allow to just keep jumping acrossed spikes with out using plat forms?

1278
TI Z80 / Re: Seeker
« on: December 06, 2011, 08:05:48 pm »
fixed it
And just so you know a lot of the screenie has changed already
 edit:Newest screenie
http://www.mediafire.com/i/?r7o33u9r9cbiw9o

1279
TI Z80 / Re: Seeker
« on: December 06, 2011, 03:52:25 pm »
I might put a screenie later, but no concept till it's all done! Like I said I meant for this to be silent, cause it will take a while.

edit: http://www.mediafire.com/i/?b9fs7sl3iezus77

1280
TI Z80 / Re: Seeker
« on: December 06, 2011, 03:48:49 pm »
I'm so confused... um and yeah 20%=Main loop done, concept done, three levels done. It's only 20% because I intend on having this game to be MASSIVE! And I will only release 10 of this game as a test.

1281
TI Z80 / Re: Swords
« on: December 06, 2011, 03:45:53 pm »
It's designed that way (I found out the hard way)

1282
TI Z80 / Seeker
« on: December 05, 2011, 09:59:28 pm »
This is a game I've been working on in silence, but when annoyingcalc asked for a screenie, it came time to show it.
It's still in the REALLY early stage! so no critics yet please
Basically its a shooting/rpg/puzzle/plat former styled game, and I plan to make it MASSIVELY large! and no it won't be released anytime soon like my last three games (Wow those came quick) because I want this one to be awesome!

(screenie won't upload, so It will come soon)

1283
Axe / Re: Axe tile mapping! HELP!
« on: December 05, 2011, 08:53:22 pm »
OH! I see what your wanting, *Face Palm*, and sorry, I am not skilled in that area :(

1284
Axe / Re: Axe tile mapping! HELP!
« on: December 05, 2011, 08:28:42 pm »
Oh I see what you want i think, I've always done

:[12908479610374]->pic1
:[89785454612539]

then put a pt-on(X,Y,pic1+8) //+8 counts down 8 (or one sprite) for the second

1285
Axe / Re: Axe tile mapping! HELP!
« on: December 05, 2011, 08:09:56 pm »
I guess so, I just know the horizontal and vertical commands move the stuff of the screen in a specified direction one pxl. sorry I don't really know exactly how it works. I go look for a tut

edit: ok this is copy and paste from the axe commands list

Horizontal +
Horizontal +r
Horizontal +(BUF)   //The main buffer, back buffer, or specified buffer is shifted right by 1 pixel. White pixels are shifted in.

Horizontal -
Horizontal -r
Horizontal -(BUF)   //The main buffer, back buffer, or specified buffer is shifted left by 1 pixel. White pixels are shifted in.

Vertical +
Vertical +r
Vertical +(BUF)   //The main buffer, back buffer, or specified buffer is shifted down by 1 pixel. New pixels are not shifted in, that row remains the same.

Vertical -
Vertical -r
Vertical -(BUF)   //The main buffer, back buffer, or specified buffer is shifted up by 1 pixel. New pixels are not shifted in, that row remains the same.

1286
TI Z80 / Re: Swords
« on: December 05, 2011, 08:07:54 pm »
With one side being invisible/ disguised as a hilt :) lol

1287
TI Z80 / Re: Swords
« on: December 05, 2011, 07:56:12 pm »
YEAH!! pointy hilts!

1288
Axe / Re: Axe tile mapping! HELP!
« on: December 05, 2011, 07:54:50 pm »


How would I do something simple like shifting the tilemapper 1 pixel to the left or something?

horizontal + and - and vertical + and - do that I think... or do you mean like move a tile mapped square down?

1289
TI Z80 / Re: Swords
« on: December 05, 2011, 07:53:44 pm »
Yeah I played it without the cheat, but the cheat helped the first time! :) oh and apparently the hilt of the sword kills the enemies too....not just the point

1290
TI Z80 / Re: Swords
« on: December 05, 2011, 03:50:54 pm »
so i found a bug ... if you jump towards the lined walls, and press alpha twice you can go straight through it
 

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