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Messages - squidgetx

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331
TI Z80 / Re: Zombie Gun
« on: April 15, 2012, 10:28:09 pm »
It looks to me like the sprite data are missing. That'd be my guess.
Not exactly: I guess it's easier for me since I know what it's supposed to look like, but the sprite data is there. It's just scrambled :(

332
TI Z80 / Re: Zombie Gun
« on: April 15, 2012, 04:25:30 pm »
Yeah, I know about those glitches, I can't figure out what's causing them though -_-. The sprite data is formatted the same as all the others...

I haven't been able to work on this recently, been on a lot of trips recently (and heading off on another one tomorrow x.x)

333
TI Z80 / Re: Zombie Gun
« on: April 10, 2012, 09:06:37 pm »
That reminds me... would it be a good idea to add flying zombies and allow shooting vertically/diagonally?

Hm, shooting diagonally wouldn't be hard at all actually (I just realized that the up/down buttons do nothing atm) since I already have y-velocity of the bullets. However, zombies are restricted pretty solidly to right/left movement....

I'm working on a melee attack too..I'll think about it. It would definitely help add some variety to the game.
or adding a boss stage. :D
I was thinking about this: it is possible I think. Hm...

334
TI Z80 / Re: Zombie Gun
« on: April 09, 2012, 09:31:21 pm »
So far I have fully implemented and coded
-Shield
-Time freeze
-Power fire (Bullets do 4x more damage)
-God mode (Shield and bullets do 16x more damage)

I also have a rapidfire power up in the game, but it currently causes a RAM clear as soon as you pick it up...lol. Gotta fix that :P Also I want to put in invisibility as well.

335
TI Z80 / Re: Zombie Gun
« on: April 09, 2012, 07:55:40 pm »
Well, powerups are only going to last for a certain amount of time. I already had a shield/invincible powerup planned, so a drain would just be an extension of that. However, it would make it kind of hard to program...The code for removing a zombie and recording a kill is fairly complicated and embedded in the bullet code loop. The code for checking for zombies' proximity to the player are in a completely different place and environment :( I could make it that zombies lose health via drain, but they wouldn't be able to die. Would that be weird?

336
Axe / Re: Optimization Help
« on: April 07, 2012, 01:57:15 pm »
Even this is unnecessary due to the new peephole optimizer :P

It would make sense to think this, but this is actually not true. A peephole optimization to do this was added in Axe 1.0.5, but it was disabled in the next version (Axe 1.1.0) and has been ever since. Don't ask me why because I don't know; a quick test with Axe 1.0.5 appears to suggest that the optimization works fine. Perhaps I'll ask Quigibo in a more appropriate thread why this optimization (called o_PushPop5 in Commands.inc) is disabled.


Although I believe (I need Runer to confirm) that a While 1 : EndIf getKey(15) might be better than Repeat getKey(15) : End

This is true. :)

Wow, really? That is weird (The first part). By habit i automatically will type "0,," instead of "0,0" but thanks O.o.

Also thanks for the second part too. In terms of what they accomplish they are exactly the same, no? (Well I guess using Repeat checks the condition at the beginning, where the EndIf version checks at the end?)

337
Art / Re: Type this code into your calc and get a surprise!
« on: April 07, 2012, 01:54:49 pm »
What's the window range?

338
TI Z80 / Re: Zombie Gun
« on: April 07, 2012, 12:42:22 pm »
Thanks :D Half-update time!

I've managed to get the item system working pretty well :). When you kill something, there'll be a 25% chance an item is dropped. 50% of the time it will be money, 25% of the time it will be ammo, 12.5% of the time it will be health, and so on. Armor pickups are also available (6.25%). I haven't yet coded the actual power-ups yet XD that's next on my to-do list. Also armor has been made way better (5x more effective, since before it was kinda worthless haha)

339
Axe / Re: Optimization Help
« on: April 05, 2012, 10:32:07 pm »
Code:
Code: [Select]
:.KARRACE
:identity(318C4BD24FF24E724FF2366C0FF0166818181BD87BDE981997E99FF99FF967E6)
:.KAR
:[314B4F4E4F360F16]→Pic1
:[8CD2F272F26CF068]→Pic2
:[181B7B98979F9F67]→Pic3
:[18D8DE19E9F9F9E6]→Pic4
:.DRAW
:Repeat getKey(15)
:Pt-On(0,,Pic1
:Pt-On(0,8,Pic3
:Pt-On(8,0,Pic2
:Pt-On(8,,Pic4
:DispGraph
:End


that's all i see
Edit: It will be best to stick with Pt-On IMO, as you already have the command in the previous and assumed related code
Even this is unnecessary due to the new peephole optimizer :P Although I believe (I need Runer to confirm) that a While 1 : EndIf getKey(15) might be better than Repeat getKey(15) : End

340
TI Z80 / Re: GeoCore - (Formerly YAZP)
« on: April 03, 2012, 07:31:21 pm »
Looks really good so far, congrats. (Haven't had time to try it yet, but I'll let you know. Or I might just wait for the final release.....haha)

341
TI Z80 / Re: Zombie Gun
« on: April 03, 2012, 07:26:55 pm »
Thanks :D

Does anyone have ideas for powerups?

342
Axe / Re: 16x16 tilemap smoothscrolling
« on: April 03, 2012, 07:26:23 pm »
Sorry, code edited ({B+Y*16+A+X..} should've been {Y/16+B*16+A+(X/16)..})

343
Axe / Re: 16x16 tilemap smoothscrolling
« on: April 03, 2012, 05:11:39 pm »
You can in general use the same algorithms and ideas from smoothscroll 8x8 tilemapping: just instead of incrementing the draw by 8, increment by 16, etc. Instead of a single pt-on(), you can use 4 pt-on()s or you can try the bitmap command if you want. I haven't tested this code btw, just wrote it on the spot but it should work (I might have reversed the Y buttons by accident..idr)
Code: [Select]
.Super simple unoptimized with a 16x16 map and 16x16 tiles
[MAPDATA]->GDB1
[TILES]->Pic1
Repeat getkey(15)
getKey(3)-getKey(2)+X->X
getKey(1)-getKey(4)+Y->Y
For(A,0,4
For(B,0,6
subroutine(B*16-(X^16),A*16-(Y^16),{Y/16+B*16+A+(X/16)+GDB1}*32+Pic1)
End
End
DispGraphClrDraw
End
Lbl subroutine
Pt-On(r1,r2,r3)
Pt-On(r1+8,r2,r3+8)
Pt-On(r1,r2+8->r2,r3+16)
Pt-On(r1+8,r2,r3+24)
Return
If you would rather use Horizontal and Vertical instead of redrawing every frame, you can still use the same engine as Horizontal/vertical 8x8 just with similar tweaks as the above example. The easiest way you call your 16x16 routine to redraw the whole set of edge tiles, but you can also try to optimize by only drawing the two 8x8 tiles of the 16x16 that would be necessary. I don't have a lot of experience with these types of tilemappers though :P while they can be faster I personally find the redraw-every-frame approach cleaner and more flexible. To each his own.

344
TI Z80 / Re: Zombie Gun
« on: March 29, 2012, 07:58:26 pm »
I thought that was the whole point. Screw up management of your supplies, and you've screwed yourself over. I liked that. Although, That made the KF7 the only thing economically worth it, because the ammo for everything else was way too expensive.
Yeah, management of supplies will still be very important, but there'll just be a slim chance of survival now instead of certain death :)


345
TI Z80 / Re: Zombie Gun
« on: March 29, 2012, 05:03:21 pm »
Woops haha that is indeed true. Fixed now :P

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