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Messages - saintrunner

Pages: 1 ... 17 18 [19] 20 21 ... 119
271
Art / Re: nxtboyIII's pixel work (mine)
« on: January 31, 2012, 09:24:52 pm »
All I got to say is, make sure you keep some proportions clean, I got the muscle effect, but personally I use color change to show this. Also the legs could go for a little tweaks so you can have clean walking. Other than that nice job :) I like your spriting progress!

272
Computer Projects and Ideas / Re: Nightmare
« on: January 31, 2012, 09:21:05 pm »
(I think I deserve that considering they are my guns ;) )

273
Computer Projects and Ideas / Re: Nightmare
« on: January 31, 2012, 09:18:55 pm »
to match proportions, I had to make them like that :( but if you can scale them down, go ahead :)

274
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 09:16:38 pm »
Double post sorry: but it's kinda an update

I'm choosing Carnage as the name, as it has gotten the most votes.

update to the actually game:

I have decided it will be a free realm, fighting game. most likely will take quite a while as I want a bunch of fun factor features. working on my weapons right now, and also my text display and store/equipment menu :)

edit: also could an administrator change this thread name to 'Carnage: an Axe RPG'

275
Computer Projects and Ideas / Re: Nightmare
« on: January 31, 2012, 08:46:47 pm »
Thanks :) and yes they are my own originals! I did it all from scratch (it helps be around guns a lot)

276
Art / Re: my best pxl work yet!
« on: January 31, 2012, 08:34:01 pm »
This good? or something like this?

277
Computer Projects and Ideas / Re: Nightmare
« on: January 31, 2012, 08:22:34 pm »
I hope you enjoy your weapon arsenal :)


278
Computer Projects and Ideas / Re: After Dark [Mindstorm NXT]
« on: January 31, 2012, 07:00:20 pm »
I'm busy right now :( I'll try later if I have time

279
Computer Projects and Ideas / Re: After Dark [Mindstorm NXT]
« on: January 31, 2012, 06:55:42 pm »
I can't think of much more to add :( sorry

280
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:54:51 pm »
Thanks :) I'll try it out

281
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:47:15 pm »
um, can I see an example? I'm lost at the pointers stuff....and its in hex

282
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:42:20 pm »
Well, how do I store it as an appvar?

283
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:24:48 pm »
how would I do that? I'd end up having to save the whole tilemap in it, but I thought you had to use GDB1 for that

edit: more over, how do I redraw a tile? would that be easier?

284
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:22:35 pm »
GDB1

285
TI Z80 / Re: the beginnings of an RPG Shooter
« on: January 31, 2012, 06:21:08 pm »
Sorry for double posting

Wow, it looks great! I'm glad my tutorial was of assistance to you! I hear you said you will be able to destroy blocks... this routine may help you a bit:
Code: [Select]
Lbl ST
r3->{r2/8*12+(r1/8)+GDB1} //Change the GDB1 to whatever variable you stored your tilemap in
Return
Then, you can do it just like the GT routine from my tutorial, just a little different. If you wanted it to delete the block that is directly above you, you would do this:
Code: [Select]
If sub(GT,X,Y-8)=2 //Let's say the block above you has a value of 02
ST(X,Y-8,0) //Set the tile that is 8 pixels above your character to a value of 00, or empty
End
You could easily do this to fit your "bullet" routine for your shooter. Just change the If statement :)

after inserting this into the code, I can delete tiles in game, but when you exit the game and come back into it, the tile is still gone O.O

question...how make it so the tile isn't permanently gone?

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