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Messages - squidgetx

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1711
Other Calculators / Re: NEED HELP- cant send files from/to my calc!!!!
« on: September 23, 2010, 03:13:00 pm »
Are you getting any error messages? also, does your computer recognize that the calc is connected?

1712
TI Z80 / Axe Cuberunner
« on: September 22, 2010, 03:48:15 pm »
My next project will be a psuedo-port of the itouch game, Cuberunner!
For those of you that don't know it, it's a simple game where you attempt to navigate through a course full of cubes, without hitting any of them.

Attached is a screenie of my current progress as well as the nostub exectuable. The current version is in (almost) full 3d. The square size and position is done with 3d math. However, they are only squares lol as opposed to cubes. I am probably going to keep them as only squares anyway, and will also probably move to scaled sprites as well for speed purposes.

Currently there is no collision detection and the 3d is a little glitchy, but that can be fixed ;)

1713
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 22, 2010, 03:43:27 pm »
bleh, couldnt fix the bg star erasing thing. It's good enough (i think) as it is. Submitted to ticalc, zip file attached here if you want it

1714
KnightOS / Re: KnightOS Logo
« on: September 21, 2010, 04:40:59 pm »
yeah, the font seems kind of....graffiti-like? not sure quite how I'd put that either

1715
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 20, 2010, 03:17:42 pm »
I highly doubt anyone will make it over 65k lol. Even on an older version I was playtesting where there were only the level 1 obstaclesets for the whole game I only got to around 14000.

1716
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 20, 2010, 03:06:00 pm »
Yes, they do. I wasn't very clear: i just thought, scores seem to top out under 10k (my personal best is 8k on the old scoring system), but scores can go all the way up to 65535. So I thought, why not 'spread out' the scores a little bit, so they can go higher and make use of the full 5 digits that they could take up.

1717
TI Z80 / Re: Jump!
« on: September 20, 2010, 12:03:00 pm »
Lol, spacedash was actually inspired by Robot Unicorn Attack. (and to some smaller degree the Impossible Game). I have actually never played HGP :P

1718
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 20, 2010, 12:00:06 pm »
Lol, the gun mining bug has been fixed.
Also, I've changed the scoring in 1.2 to go at 1 point per pixel scroll (before it was 1/2 point) so that scores can actually make use of the full 2 bytes allocated to them

1719
TI Z80 / Space Dash rerelease, help with v1.2
« on: September 19, 2010, 05:01:20 pm »
hey guys, here is v1.1 of space dash (my contest entry, only with now most of the bugs fixed :D)

I need a little help with a planned 1.2 though, so I posted this poll; I need to make sure the difficulty curve is adjusted right, so please input!

Also, I need help with the last bug that I deem important enough to need fixing: when your ship passes through the background stars, they disappear. Here's what my code looks like right now:
Code: [Select]
[0000000000000000]->Pic0
[black part of ship]->Pic1A
[gray part of ship]->Pic1B
...
Repeat Q
Pt-Off(X,Y,Pic0
Pt-Off(X,Y,Pic0)r
...
Horizontal -
Horizontal -
Horizontal -r
...
Pt-On(X,Y,Pic1A
Pt-On(X,Y,Pic1B)r
DispGraphr
End
I can't figure out any way to do this without changing everything around....

For those of you that haven't seen this game in the Axe Contest thread, there's a screenie attached.

Bugs Fixed since Contest Release:
random death upon starting game
screen vomit for split seconds between rounds (thanks, shmibs)
spikes/other non-explodable objects cannot be exploded by bombarding them with lasers anymore

SPACED is the nostub executable, SPACED2 is a MirageOS executable

edit: gif runs a little slow in chrome, btw

1720
News / Re: Axe Contest poll and judging starts
« on: September 18, 2010, 02:18:23 pm »
Oh, ok, I see. I also see I sounded a little harsh in my initial post. I guess Simul just doesn't really vibe with me :P

1721
News / Re: Axe Contest poll and judging starts
« on: September 18, 2010, 01:19:32 pm »
Ah, finally time to write up my own reviews. I'm going to keep it short-er and try not to repeat anything anyone else has said, so that's why I might not mention every game

Simul: I like the concept, though I have to admit it got a little bland, even on ninja mode. Not sure why, maybe just because calcs have seen these classics so many times. also there was a noticeable speed drop on advance to multiple games (not sure if this was intentional or not).

Blur: well implemented tunnel game. I liked the option to have different ships.

HoMM: a pain to get oncalc and to get working, but amazing graphics; an almost fullfledged rpg demo. Battle system is a little slow and confusing, and the lack of content makes it get old after the first couple of plays, but massive potential here once the game is finished.

Axe Minesweeper: best minseweeper clone I've ever seen.

Axe Pak: Probably Swap! is my favorite out of the four. It adds a small but difficult dimension to the game. Starcatch was really hard (and really fast lol)

Advance Wars: Being a diehard advwars fan, i can see the potential in this. have to say though that I'm just a little disappointed. it seems very incomplete, but I look forward to when it's finished.

AxePlatformer Demo: awesome physics and spriting. Demo provides only a small amount of entertainment, however. Looking forward to its completion.

Space Dash; well it's mine, so I'm not going to say anything about it ;) I'm planning to release a bug free version sometime in the next week.

1722
News / Re: Axe Contest poll and judging starts
« on: September 17, 2010, 03:03:28 pm »
i'm having some issues with jump; it looks like the square landed, but then it just falls through the line and I die....

1723
News / Re: Axe Contest poll and judging starts
« on: September 17, 2010, 07:09:54 am »
variety wise, there are 20 different sets of 5 tile obstacles. Around 1337 points, the height of each 5 block set has the potential to change. Around 2100, the graphics change,your ship begins to move at full speed, at 3000 all the obstaclesets are unlocked, and around 4200 the gfx change again. If you ever get to 6666, (which I haven't so far lol) the grayscale turns off and it goes even faster.

1724
News / Re: A Tribute to Omnimaga's Ninth Anniversary
« on: September 16, 2010, 07:08:49 pm »
each level takes approximately 90 seconds to complete, according to the itouch apps' promotional literature. it sounds about right.

1725
News / Re: Axe Contest poll and judging starts
« on: September 16, 2010, 06:37:49 pm »
yeah...i was joking lol :P

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