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Messages - squidgetx

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301
General Discussion / Re: Watcha Been Listening Too?
« on: May 30, 2012, 11:10:27 pm »
BEACH HOUSE ALL DAY~~~~~~

I guess you can call them dreampop...

Beach Fossils and Frankie Rose are also good/similar

A recent (more electronic) find: Black Light Dinner Party's (Gold Chain
And we can't forget Starfucker and LCD Soundsystem :)

Yuck, The Strokes, Franz Ferdinand, The Killers, OK Go, The Fratellis (Quigibo ;)), Miike Snow, Vampire Weekend, Two Door Cinema Club, and Tokyo Police Club are also on my indie pop list.

302
@ben_g: That's valid, but you may lose originality points. Though your 3D engine is pretty unique already, so I doubt you will be penalized too much.

@stevon8ter, I believe you can participate in 2 different categories but even as a team you cannot have more than 1 entry in any single category.

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The Axe Parser Project / MOVED: External variables in axe parser
« on: May 30, 2012, 03:19:48 pm »
This topic has been moved to Axe Language.

http://ourl.ca/16285

304
TI Z80 / Re: [Contest] Embers:Phoenix
« on: May 29, 2012, 10:50:54 pm »
Progress is coming...slowly-ish.

Anyway, a (very preliminary) enemy engine is up and running along with a map-linking routine that is reminiscent of Ash:Phoenix :). I also added player kick-back and recoil, for when you hit any solid object (although I had to rewrite the entire movement engine to do so x.x) Additionally, speed is now default 2px/frame.

Now for a lot of spriting and mapmaking (and item/status management :O)

305
TI Z80 / Re: zStart - an app that runs on ram clears
« on: May 29, 2012, 10:02:56 am »
Just loaded this, loving the label menu and the On+Zoom features for Axe dev.

I haven't encountered any major bugs yet. One time a program name got corrupted, but other than changing the name there were no observable side effects

306
Axe / Re: Axe Tutorial: Interrupts
« on: May 29, 2012, 10:00:26 am »
@p2, according to Quigibo interrupts are turned off while the interrupt routine is running. So it'll run the Pause 5000 fully, return to the regular program, and the next time an interrupt fires it will Pause 5000 again

307
TI Z80 / Re: [Contest] Embers:Phoenix
« on: May 29, 2012, 09:57:37 am »
I guess I can change it to 2px per frame, we'll see how it goes. The main character is masked btw, I just thought maybe giving him a 1px white border would help give it some distinction (but I can remove it and see how it looks) :)

Flame:Phoenix...Hmmm Well, since Ash was 12x12 3 lvl gray, Embers is 8x8 mono, maybe I'll make it 16x16 4lvl? XD Haven't thought that much about it yet, hmmm

308
The Axe Parser Project / Re: Bug Reports
« on: May 28, 2012, 09:47:35 pm »
In constant For(EXP) structure loops, ending with an EndIf throws an invalid token. Is this supposed to happen? (All I remember is that gotos cannot be used inside these loops)

EDIT; Not sure if this is a feature request or a bug report, but when the EXP in For(EXP) evaluates to 0, can the loop execute 0 times (ie, skip the loop) instead of 65535?

309
TI Z80 / Re: [Contest] Embers:Phoenix
« on: May 28, 2012, 09:19:13 pm »
Basic tilemapping finished :) Holding ALPHA makes the character run at 2px/frame as opposed to 1px/frame. Some preliminary sprites made as well. Next, map linking :D

310
TI Z80 / Re: [Contest] Embers:Phoenix
« on: May 27, 2012, 11:52:15 pm »
Well, it'll be shorter than most games I think. Probably equivalent to the length of Desolate or so. Also the battle engine will be significantly smaller and easier to code compared to the battle engine of a turn-based RPG. Additionally, after Ash and Zombie Gun I can wrap my head around most of the concepts needed (ie intensive data storage and management, bullet/enemy arrays, etc.)

Probably should get back to work though XD. I'm writing it all from scratch, hopefully so that I can organize everything better (Unfortunately there is no such thing as a black box in Axe programming...sigh)

311
TI Z80 / [Contest] Embers:Phoenix
« on: May 27, 2012, 07:49:55 pm »
So while I haven't actually done any coding yet, I've decided on what I'm entering in the contest this year :D

The sequel to Ash:Phoenix-Ember:Phoenix
(Well actually in my mind there would be 3 games if I were to realize this series...Ash, Flame, and Embers).

Anyway, going against your typical FF style RPG (Verdant Forest) I'll be putting something more similar to Desolate together. Combat will take place in real-time against enemies with *gasp* (hopefully good) AI. The story will take place in the future, at the twilight of Earth's humanity. Society has begun to crumble...there have been no technological innovations for the past 300 years and the Earth is dying. That is, until the current head of the world government gets wind of a rumor that the formula for immortality has been discovered. He decides to send his top agent (you) to investigate...And the adventure begins.

Some specs I'm thinking about:
-8x8 monochrome, for speed and convenience
-Byte-sized tiles instead of nibbles for less intensive data organization and more variety in tiles. This is possible since each tile is 8 bytes as opposed to 64 in Ash:Phoenix.
-Pokemon style smoothscroll tilemapping
-A small variety of weapons
-Very smart/tactical AI (this is the hardest part XD)


312
wow matthias, long time no see! nice to hear you're thinking of joining :D

313
Originality criterion edited in XD Can't believe we forgot that haha

314
Miscellaneous / Re: Quigibo's Return
« on: May 26, 2012, 06:34:35 pm »
Hot damn.

315
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: May 26, 2012, 11:32:20 am »
What exactly are your problems with GetCalc()?

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