Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - squidgetx

Pages: 1 ... 16 17 [18] 19 20 ... 123
256
General Calculator Help / MOVED: Mirage OS usage
« on: July 03, 2012, 01:16:00 pm »
This topic has been moved to Axe Language.

http://ourl.ca/16500

257
Axe / Re: Axe Q&A
« on: July 03, 2012, 10:57:34 am »
Doesn't Axe have a built in tan-1 routine?

258
TI Z80 / Re: [Contest] Embers:Phoenix
« on: July 01, 2012, 07:47:03 pm »
I guess I might as well add that it also runs on arbitrarily sized maps that are located in an arbitrary spot in memory ;)

259
TI Z80 / Re: [Contest] Embers:Phoenix
« on: July 01, 2012, 09:32:14 am »
Thanks :3

The tilemapper's nothing special, it precaluclates a little and redraws every frame (and gets to draw less since the HP bar blocks one column's worth of tiles) :P It might get a little slower because I think I'm going to have to move the main tileset into an appvar...:(

260
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 30, 2012, 10:23:06 pm »
I guess I should provide another update+screenie...
Changed since last update
Enemy movement engine overhauled again...now supports 256 directions, simple obstacle-avoidance routines, and customizable attack and retreat patterns
16x16 enemies supported (not shown in screenie)
Many areas added, storyline modified slightly
Key/Door routines
Save bug fixed
Death routines created
UI overhauled to help the tilemapper run faster

To-do (required)
Add more behaviors for the AI (60%)
Sprite/Code more enemies (40%)
Sprite/Tile maps (70%)
Breakable tiles random chance give you health packs
Move some data to appvars to make more room (this will be an app)

To-do (if I have time)
Particle effects for enemy deaths and tile breakage
Fake wordwrapping
RLE compression
Consolidate appvars

261
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 21, 2012, 03:46:41 pm »
Wow, I just looked through this topic and I have to say, this is some really impressive stuff! Especially given the time you took to make it, which wasn't much. This even looks better in some ways than Ash :P

Keep up the great work, and good luck on the contest!

Thanks :D

In the meantime, I've overhauled to enemy system after reading about the AI in Halo to try and streamline the AI process. I'm not gonna say that much about it here since I want it to be part of the first-time adventure experience of playing the game :3

262
TI Z80 / Re: In Medias Res (Contest Entry)
« on: June 18, 2012, 08:13:54 am »
I don't think it's that hard to program - from what I gather the left/right are used to increment an angle value (theta?), then moving forward is adding sin(theta) to y, cos(theta) to x, and moving backwards is adding the negatives of those two values (adjusting for inflation ofc).

I know, I didn't have trouble implementing it, I had trouble moving around with this movement scheme. Originally Zombie Gun was going to be a top-down crowdcontrol instead of one dimensional left/right with exactly this movement system but I scrapped it because it was difficult for me to actually move my character around lol. Maybe I'm just bad at these types of games but it was awkward for me :P

263
TI Z80 / Re: In Medias Res (Contest Entry)
« on: June 17, 2012, 10:40:48 pm »
Oh my, that looks pretty nice. I like your sprite work and the scrolling mechanic. How is the main character controlled/how many directions do you have? I once experimented with a rotate-forward-backward movement scheme but it was hard to control for me :( but judging from the smoothness that's what I'm guessing you have going on ???

264
TI Z80 / Re: In Medias Res (Contest Entry)
« on: June 15, 2012, 08:47:23 pm »
Seems pretty cool so far, can't wait for the screenie~

I take it it's a sort-of-not-really adventure game? What's your "objective"? Or does it change as you're thrown into each 'new situation'

265
Axe / Re: Axe Q&A
« on: June 15, 2012, 12:04:11 pm »
What do you mean, "copied"? When you GetCalc() a file, all that happens is that a pointer (2 bytes) and a mem bank ID (1 byte) are stored to an area in memory (oYn) to where the archived file resides. No copying is done unless you use the Copy()/conj() command, and there you can choose exactly how many bytes you want to copy.

266
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 14, 2012, 09:49:46 pm »
Eh, I kinda like it this way. I don't want to have 'outlines' for the letters, and at this point each component of each letter is fully articulated... Call it an artistic vision if you will

Unless everyone else feels really strongly about it? I mean, most people will already know what it's supposed to say anyway :P

267
Music Showcase / Re: Squidgetx's music dump
« on: June 14, 2012, 09:38:58 pm »
Hm, thanks for the feedback. I'll try to scale it back a little and see what it sounds like. Do you have any more specific suggestions on which instruments/which songs you're talking about?

268
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 13, 2012, 08:42:27 pm »
Hm, how about this one? (Made the letters bigger, basically)

269
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 13, 2012, 04:53:52 pm »
Hm, I'd rather redo the text than make the background gray due to size constraints. What does everyone else think?

270
Music Showcase / Squidgetx's music dump
« on: June 12, 2012, 10:14:02 pm »
I've been forgetting to post! I've made a few new songs, which you can find on SoundCloud:

Memoirs
Soft Shell
All Through the Night

These three basically show how I've been messing with different chord progressions and instruments lately...Enjoy!

Pages: 1 ... 16 17 [18] 19 20 ... 123