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Messages - squidgetx

Pages: 1 ... 80 81 [82] 83 84 ... 123
1216
TI Z80 / Re: Axe Raycaster
« on: December 07, 2010, 08:06:53 pm »
What exactly do you mean by 'curved walls' ?

Also, textures are hard x.x

1217
Art / Re: 64xXX Humanoid Sprite
« on: December 06, 2010, 06:39:02 pm »
made in about 10 minutes in paint :P

1218
TI Z80 / Re: Axe Raycaster
« on: December 06, 2010, 06:27:04 pm »
Yes. Yes it could. I'm not sure why I wrote it like that :P

1219
The Axe Parser Project / Re: Bug Reports
« on: December 06, 2010, 06:24:14 pm »
The archived source might be hidden. Do you have Calcsys? You might be able to find it in the VAT if it did get hidden somehow :P

also offtopic, but nice new avatar ;)

1220
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 06, 2010, 06:13:33 pm »
4

Estimated size for A:P: 225384 bytes :P (hopefully will be less than that D: )

Not trying to push a z80 version on you, it's just that we don't know too much about the Casio, and making a large game with z80 isn't quite as hard as it may sound (especially with axe- i'm only using a single page app for the executable code in A:P and the rest is all data)

1221
TI Z80 / Re: Axe Raycaster
« on: December 06, 2010, 06:09:51 pm »
Weird, I thought I had fixed that bug...>.>

Yeah, the dithered walls are monochrome, though once I move from bit-maps to nibble or byte maps to accommodate different textures/colors and sprites, I might mess around with grayscale since then the backbuffer is free to use. The dithered walls are drawn the way you'd expect them to be drawn, with a simple
Code: [Select]
:For(Var,Start,End)
:If Var+(X^2)^2
:Pxl-On(X,Var)
:End

Also, remember that we're in 15 mhz mode right now, so the speed isn't quite so impressive (although it is still bearable in 6mhz mode)

1222
TI Z80 / Re: Axe Raycaster
« on: December 06, 2010, 07:09:00 am »
ok update  ;D

much smoother, plus added fake lighting. note this is 15mhz speed, but still pure Axe (I haven't yet used Runer's asm code)

1223
Ash: Phoenix / Re: Ash: Phoenix
« on: December 05, 2010, 08:45:28 pm »
Done with animations.....I wish x.x

First I have to (again) decide on all the moves. Then I'll have to make the animations >.> of which there are a lot of. (around 40 I think) I want to get the balance of the game *relatively* even before I make animations, which means i have to figure out how to take an enemy's type, class, and level and generate its moveset accordingly. This I've been putting off for a little bit, plus i got distracted by the raycaster lol. I'll get around to it though, probably when I'm bored in class sometime this week

1224
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: December 05, 2010, 08:38:59 pm »
or just make it in axe ;)

1225
TI Z80 / Re: Axe Raycaster
« on: December 05, 2010, 08:37:05 pm »
Basically I'm hoping that the distortion/blockiness problems will be fixed once I finish implementing the engine change and it *does* draw 1 line with its own height per ray cast so I'm hoping it'll fix itself when I finish the "update"

1226
TI Z80 / Re: Axe Raycaster
« on: December 05, 2010, 10:44:47 am »
I've been busy all weekend and haven't gotten to physically work on anything yet, but I've figured out how to have the rays be more accurate in the way that you described, Runer. I'm glad to see everyone's excited about this, and I'll probably post an update tomorrow morning.

Also yes, this is a vertical raycaster, not a floorcaster :P. Different height-walls are possible, but are hard to deal with (I think not even calc84maniac was satisfied with his attempt). Apparently (for those of you who are familiar with the raycasting concept) you have to keep tracking the ray even after it hits a wall and it can get pretty messy

1227
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 03, 2010, 07:52:33 pm »
The cream cheese gives it away :P

1228
Other Calculators / Re: Professionalism in calculator games
« on: December 03, 2010, 07:51:38 pm »
-Having all of your nice, non-TIOS menus, look and operate exactly the same. Same goes for custom input routines. When you prompt for input, do it the same way every time.

6: Having the program run out of the box. It's far too common for me to try to run a program, only to find out that the author was using data not contained in the program. All data necessary to run the program should be included in the download.

^This

1229
Ash: Phoenix / Re: Ash: Phoenix
« on: December 03, 2010, 07:48:43 pm »
I'm thinking about having a separate, hidden, difficult to get to area, which will be full of memes and the secret boss WILL use that transition and his sprite will be a 24x24 version of Rick Astley's head. ;)

And, actually, I'm not kidding. (But it will probably be the last part of the game made)

I haven't made any new transitions, as I'm mainly working on the different moves and making sure every class is relatively balanced (ie archer types won't get crappy moves whereas mage types get awesome ones)

1230
TI Z80 / Re: Axe Raycaster
« on: December 03, 2010, 07:43:13 pm »
And I was thinking....If only there was a super-optimized vertical line command ;)

Now if I am understanding your code correctly, Runer, I put Asm(E5) after the X coordinate, put the height into H, put Asm(E5) after the first Y coordinate, then the massive Asm() block in VL after the 2nd Y coordinate, right? Thanks....I'll be sure to credit you if this ever goes anywhere.

Next, scaled sprites.....

Oh and if anyone could help me with this bug/flaw in the algorithm:

You may notice that the height of the lines drawn on the screen are based on E, or R in the updated version, which is the length of the terminated ray. However, this is inaccurate: it should be based on the straight distance of the triangle instead:

______
|    /
|   /
|Z /
| /
|/
player

So you'd think that I'd then multiply the E (or R) value by cos(Z)/128, but it doesn't seem to be working...is there anything wrong with my trig?

Oh and @Scout David, the map isn't repeating :P the beginning just has two parts that are the same :P

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