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Messages - saintrunner
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271
« 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
« on: January 31, 2012, 09:21:05 pm »
(I think I deserve that considering they are my guns )
273
« 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
« 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
« 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
« on: January 31, 2012, 08:34:01 pm »
This good? or something like this?
277
« on: January 31, 2012, 08:22:34 pm »
I hope you enjoy your weapon arsenal
278
« on: January 31, 2012, 07:00:20 pm »
I'm busy right now I'll try later if I have time
279
« on: January 31, 2012, 06:55:42 pm »
I can't think of much more to add sorry
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« on: January 31, 2012, 06:54:51 pm »
Thanks I'll try it out
281
« 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
« on: January 31, 2012, 06:42:20 pm »
Well, how do I store it as an appvar?
283
« 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
« on: January 31, 2012, 06:22:35 pm »
GDB1
285
« 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:
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:
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 question...how make it so the tile isn't permanently gone?
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