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Messages - simplethinker
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196
« on: July 22, 2009, 08:53:34 pm »
Updates (already!) - I've got most of the kinks worked out in the tilemapper, so that won't need to be changed until I get to the grayscale. - All sprites/tiles are done. - All items and doors are programmed in. - I'm almost done with the basic movable block stuff (everything short of what happens when the blocks go on ice) - Levels 1 and 2 are done and playable The only problem so far is that I need to insert 250,000 clock-cycles worth of nop's to slow it down enough to be playable Nice, I do hope this gets finished. I assume this one will have more levels?
Definitely. Many of the levels that will be left out in the Basic version (mostly due to enemies) are possible in assembly. Plus, the memory taken by storing the maps in the asm version will be less than half that of the Basic version.
197
« on: July 22, 2009, 08:45:11 pm »
I do hope you finish both. In my past 8 years in the TI community, when someone switched to another language halfway into project developpement, he simply vanished a few months later. Idk if it's some sort of curse or anything like that, but I never seen such project completed. I hope you change this
I will . That's why I waited until I was sure the asm version was within my capabilities.
198
« on: July 22, 2009, 11:48:46 am »
I do have the power to rob everyone of their nuts
This may be worse than nitacku and netham's sausages.
I have no idea what you're talking about ...
199
« on: July 22, 2009, 11:37:49 am »
*sharp hands simplethinker a bag of poo. Theres your nuts.
Thanks you want to stay on simples good side...
I'm hurt that you think I'm so mean :'( ... j/k I'm actually a nice person, but I do have the power to rob everyone of their Omnimaga peanuts if I remove them from my photobucket account
200
« on: July 22, 2009, 11:26:34 am »
That looks great (it puts my old map editor to shame )
201
« on: July 22, 2009, 11:22:47 am »
maybe you guys could coordinate efforts?
I'm using this as an opportunity to use and improve my Asm knowledge, so working with someone else would mean less for me to do. Well, props to you if you can make one that works in 6MHz. I don't have enough asm experience to write any features that would require a 15MHz processor Heck, maybe you could even smooth-scroll like on the original Atari Lynx version.
I'm going off of the PC version, so the tilemap and the sprites are aligned (which is one of the reasons I decided that Chip's Asm is within my abilities).
202
« on: July 20, 2009, 06:39:46 pm »
Aw, did you have to go and accidentally steal my idea like that?
What idea?
203
« on: July 20, 2009, 12:43:47 pm »
they are not hard-coded, they may be hard-coded in the future but as of now they just are sitting in the pic variables, if one gets changed or deleted, it will be changed/deleted in piworld, it uses pic1-pic6 but i may hard code the maps later if it doesn't take up too much space, im programming on a non-silver edition so small size is rather important to me :p i also have saving, i think i forgot to mention that :{0
Ah. What I meant by hard-coded (probably not the best word choice) was that they're saved in the pic variables.
204
« on: July 20, 2009, 11:52:24 am »
It looks great so far miotatsu So the maps are hard-coded in as pictures?
205
« on: July 20, 2009, 11:50:25 am »
The Basic version of Chip's Challenge will be on hold for a while so I can devote my efforts to the assembly version. Rest assured that I will finish this as I've already put so much time and effort into it.
206
« on: July 19, 2009, 10:14:53 pm »
Cool I was wondering about this and it's progress sometimes basic just can't do everything.
The Basic version isn't dead, just on hold. I've been in a rut lately, and haven't made many changes besides finishing up the tile actions and redoing the HUD, so I decided to see what I could come up with in assembly. I'll definitely finish up the Basic version since I've already put so much work into it, so don't worry
207
« on: July 19, 2009, 09:19:29 pm »
I believe my asm knowledge is decent enough to write a game with it. Thus, as you can guess from the title, I'm going to try and make an assembly version of Chip's Challenge!
Due to the fact it will be written in assembly, this will enable me to add in a few features beyond what the Basic version is/will be capable of (there are more but I forgot everything I was going to say): - A timer for all calc models - Enemies - Better speed - (possibly/probably) grayscale
So far, over the last couple days I've written a tilemapper, converted a few levels to an asm format (no more damn matrices or strings!), and implemented a basic movement engine (including some tile effects). I'm really motivated to work on this now, so I should progress fairly quickly (at least initially).
And before anyone asks, I'm not sure if this will be an app or a program. In the plans I have for the movement engine, I've already put in some SMC, but I'm not sure if that will stay there.
208
« on: July 18, 2009, 11:35:40 pm »
Do you need to delete the program every time? Couldn't you just overwrite the line? (or is this just until LOOKUPINDEX strips newlines?)
209
« on: July 18, 2009, 03:18:43 pm »
NecroTopic?
Well, the post had something to do with the topic, and I don't think anyone's said this project is officially dead, so it *could* be alive (maybe).
210
« on: July 18, 2009, 03:14:56 pm »
Welcome and, uh... enjoy the peanuts?
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