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Messages - squidgetx

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361
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: February 18, 2012, 11:33:28 pm »
Yes, 3 lvl gray but there's nothing stopping me from making it 4lvl gray (which I think I am doing in my reboot)

362
Axe / Re: Calling one axe program from another
« on: February 17, 2012, 09:14:00 pm »
Woah, that's pretty nice. I knew that you could do it from an app, but I didn't imagine that it could work from program-to-program.

Incidentally, where is 33912?  Does it corrupt any other data? And would using Return in the called program return to the homescreen or return to the parent program?

363
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: February 17, 2012, 09:08:51 pm »
Necropost, much? ???

Lol. I should get back to work on this sometime, hmm? Maybe when swim season ends...(late March)

364
TI Z80 / Re: Zombie Gun
« on: February 17, 2012, 09:06:30 pm »
Oh hai guys :) Nice to know people like the game!

...a new updated screenie, with the RAM cannon.
Yeah, I can get that up soon I guess. Originally I had been planning to add more stuff before making a new screen, but then I kinda forgot haha. Sorry! I'll get it soon (I'm not on the right computer atm)
BTW, when does the contest end?
No one knows....hahaha. I'll get a release as soon as possible though

365
News / Re: ZTrumpet Retires From Omnimaga Staff
« on: February 13, 2012, 09:40:14 pm »
Can't really say anything new here, everyone's summed it up for me already...We'll miss you.:(

366
Fruit Ninja / Re: Fruit Ninja
« on: February 05, 2012, 11:36:09 pm »
wow nice animations, especially the rotation. What control scheme are you using (I can't figure it out lol)

367
TI Z80 / Re: Zombie Gun
« on: February 05, 2012, 09:14:30 pm »
Woah this looks awesome!
Yay! Thanks :)

(Side note: When i read "Zombie Gun" I thought of Bakuman, then I found out you made this program, and I went, "Oh that makes sense.")

Haha..yeah :P
Wow, this is looking pretty awesome! I like the large selection of weapons and the blood effects. If you know how you could make just the title screen grayscale.
Thanks! I've actually added two or three more weapons since the last update. The most powerful one is called a RAM Cannon, and it shoots random pieces of memory at the zombies XD. I'd have a screenie but...eh

368
Axe / Re: Pt-Mask
« on: February 05, 2012, 03:31:24 pm »
I think squidgetx made a bunch of Pt-Mask spriters somewhere. I've never used them (though I probably should, since it takes a tremendous amount of time to do it by hand), but I guess they should be useful.
These can be found in the Ash:Phoenix subforum in this thread and are actually pretty useful if i do say so myself

Note that i made them a very very long time ago and as a result they are very crude. Some of the larger size ones like 24x24 require you to have free RAM or something. Don't look at the source, I'll be embarrassed XD

369
Math and Science / Scale of the Universe
« on: February 01, 2012, 11:22:19 pm »
Scale of the Universe

This is just something kinda cool a friend showed me. It really gives you a sense how small we really are  :-\ (And how small a quark is...and how massive a quark is in comparison to the strings in string theory)

370
TI Z80 / Re: TinyCraft [Axe]
« on: January 31, 2012, 07:57:21 pm »
I know it'd slow down the tilemapping quite a bit, but maybe there's a way to make the mountains look at lot better by giving them contiguous outlined edges...

The idea would be to check the 8 surrounding tiles to test if they are mountains as well. For each surrounding tile, there would be a sprite to XOR onto a default mountain tile sprite, removing that wall/corner outline from the sprite. How plausible is this?

Here's an example:

(The bottom 8 sprites are supposed to be inverted like that so the XOR removes them)

The top sprite is the default mountain sprite. Before drawing the tile, that would be copied to a temporary memory area. The other tiles would be XOR'd onto the temporary sprite to remove that outline based on surrounding mountain (in order: top-left, top, top-right, left, right, bottom-left, bottom, bottom, bottom-right). The result would look something more like the example I threw together below the sprites.

Obviously it would make it slower, but the question is how much slower?

Hm, you could achieve that by putting it into the map-generation portion of the program, right? Have tiles for every possible mountain edge/corner and place them accordingly with your routine. (Then I guess if the terrain changed you would have to re-run the routine..but that could be coded separately as it is a special case event, right? :P)

Anyway I'd love to help you guys but I have a few coding habits that would not work well in a group environment. But give me a shout if you guys ever need some help with anything :)

371
Music Showcase / Fire Dance Party
« on: January 30, 2012, 04:59:53 pm »
Fire Dance Party


Another original piece, going this time for a more dance-like pop-synth flavor

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=777

372
Music Showcase / Ocean Melts Away
« on: January 30, 2012, 04:57:58 pm »
Ocean Melts Away

Another original piece, this time making use of both LMMS and Audacity. Enjoy! I went for a warmer, more romantic but upbeat theme on this one.


http://www.omnimaga.org/index.php?action=downloads;sa=view;down=776

373
Music Showcase / Crime and Punishment
« on: January 30, 2012, 04:55:47 pm »
Crime and Punishment






A differently flavored piece. Might be movie music, even. Enjoy! Again, made with LMMS.

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=775

374
Axe / Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« on: January 29, 2012, 10:27:06 pm »
I like this, it's very well explained
But to make it simpler,
When you use
Code: [Select]
If T
T--
Pt-On()
End
to check if the space is not a zero, you could instead delete that loop and instead define Pic1 as
Code: [Select]
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]
[F0F0F0F0F0F0F0F0]
so it's just
Code: [Select]
Pt-On():)

This works but it also changes the program slightly. The tilemap will move noticeably slower (well maybe not since you're not smoothscrolling) with this since it will be drawing a tile for every 8x8 juncture on the screen. Before, the tilemap would be drawn faster or slower depending on how many tiles are on screen. Both methods have their advantages/disadvantages- basically it's speed vs consistency.
could you attach a source code for this so I don't have to retype it into my calc?
You can copy it into Tokens or SourceCoder and export it that way :)

375
Axe / Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« on: January 29, 2012, 09:31:12 pm »
Hm well basically the way the If command works is it checks if the value is 0 or not, right? So if we say EXP-1 instead of EXP=1, it'll return 0 if it does equal one (which is why we use !If). -1 is the smallest, fastest way to do something in Axe (although I think =1 might be auto-opted, but I'm not sure). In general you can always use this trick even for checking values that aren't 1. However, if you're not testing 1,2,255,256,512, etc. you can save more by doing !If EXP xor value

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