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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
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 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
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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?
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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.
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TI Z80 / Re: Swords« on: December 06, 2011, 03:45:53 pm »
It's designed that way (I found out the hard way)
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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
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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
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Axe / Re: Axe tile mapping! HELP!« on: December 05, 2011, 07:54:50 pm »
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
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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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