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Messages - squidgetx
Pages: 1 ... 14 15 [16] 17 18 ... 123
226
« on: July 26, 2012, 09:50:57 pm »
So I was planning on picking this back up after the contest ended, and wrapping it up for a final release... Unfortunately the backup on my computer was corrupted and I'm not familiar enough with the code/didn't make enough other backups to attempt to piece it back together. So basically that means that the project just stands where it last was; playable, but no pickupables, a couple glitched sprites and some slightly confusing menus Edit: Added to archives
227
« on: July 26, 2012, 03:05:00 pm »
blue_bear, i'm pretty sure parserp was being sarcastic facetious
228
« on: July 25, 2012, 11:00:32 pm »
DJ, see me other post for what to do after you get the security logs I think my other post either never got sent or was deleted??
Anyway, after the security logs talk to Jenkins (one of the guys in Eli labs) to get a key that lets you out of the city
229
« on: July 25, 2012, 10:35:00 pm »
RELEASE!Thanks for everyone who supported me in the contest! I tried to fix most of the bugs, lemme know what you guys think! Edit: also added to ticalc
230
« on: July 24, 2012, 05:39:53 pm »
I just edited it so that you can change your vote
231
« on: July 21, 2012, 08:31:07 pm »
Voting ends on Sunday July 22nd.
Better hurry DJ! :O
232
« on: July 19, 2012, 07:46:23 pm »
Since each door is just represented by a 5 byte piece of data telling target map, x, y, target x, and target y there I don't think a single door can mess up without other doors also able to mess up (which makes the problem easier, yet in a way more difficult to fix)
If anyone else encounters the same problem, please let me know. In the meantime I guess I'll get out my own calc and take a look at the code again.
233
« on: July 19, 2012, 07:37:50 pm »
Oh my, that shouldn't happen Can you reproduce it, or is it a one-time bug? If you can repro it, does it happen on other doors? I'm suspecting that since the sliding-door animation requires a slightly hackish (read: circuitous and inelegant) call to the warp routine, you might have entered the door at a direction/position combo that doesn't mesh with the logic I used and is rare enough that I didn't uncover it while coding. (Usually the warp tile coords can be taken from your x,y, but the sliding door needs to be taken via your projected x,y using your current x,y and direction. This would also explain why a second door appeared)
234
« on: July 16, 2012, 03:53:10 pm »
Wait, you're calling DispGraph^^r^^r inside an interrupt?
235
« on: July 16, 2012, 03:46:27 pm »
Is the gray that flickery-while-moving on calc? It looks great when you're standing still but it seems to be a blur while moving.
Maybe play with the delays a little bit? Since axe gray doesn't use interrupts, changing the amount of cylces between screen refresh can make a big difference, especially for 4scale
236
« on: July 15, 2012, 05:21:14 pm »
Even the equivalent of TiBoy for 84 would be awesome.
Are there any (potential) resolution issues? For me, that was the only thing that made tiboy hard to use to actually play games.
237
« on: July 13, 2012, 08:44:56 am »
Ah ok. I think the collision boundaries are just stored in an array, so it shouldn't be too hard to fix The problem with the text wrapping is that I'm already abusing the pencol/penrow so I can't modify it to help in a wordwrapping routine without having to make a couple annoying workarounds. I'll see what I can do though
238
« on: July 12, 2012, 03:23:03 pm »
I think there's some issue in Axe that actually caused the bugs in Cyanoid, for the judges' reference. Also, (again) when does the voting period end?/when do we see results?
239
« on: July 12, 2012, 03:18:49 pm »
I love this game even though I really don't get the last part of the arrow panel maze thingy (the ending) is the part of the text cut off or am I missing something?
Yeah that part's broken. Shhh don't tell anyone! Haha, no, but I'll fix that (yes the text is cut off) I thought it was very well designed and looked very professional. Right from the beginning everything sorta drew me in, the world was really pretty and made me want to explore even more. The only two things are: 1) the text wrapping, and 2) at times, like walking around corners or buildings and whatnot it looks a little clunky. Other than that, i was really really impressed by it and would love to see more! It felt very polished and now i just want to play more! This is something that would definitely stay on my calculator Thank you for writing it!
Thank you! 1) The text wrapping, mhm yeah, I don't have a word wrapping algorithm per se, but whenever the text parser encounters a certain byte in the text data it will reset the cursor to the next row/pause and reset the whole box. So all the text wrapping is manual which is why much of the text isn't wrapped properly after the first few areas of the game (time constraints). When I make another release I'll try to get all of those fixed 2)Looks a little clunky? Could you elaborate on that? (What does it look like) Btw, did this just happen to me? I think it's supposed to say "formula". And is there a way to leave the city? After fighting the little miniboss guy i've just been wandering wondering what to do with the key the guy gave me
Yes it's supposed to say "formula", TokenIDE auto tokenized the mu to the character you see there. I assume you're referring to the key that's supposed to get you out of the city right? Well, idk if you noticed before but one of the houses on the edge of the city was locked before
240
« on: July 12, 2012, 08:41:31 am »
When does the voting period end?
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