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Messages - squidgetx
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376
« on: January 27, 2012, 08:12:55 pm »
Woops you're right, off by 10. And I figured using the factor of 100 or 10000 might be cleaner but then I just now remembered that multiplication by powers of 2 is faster and smaller anyway lol
377
« on: January 26, 2012, 05:40:37 pm »
Hm, according to contest rules I'm not allowed to release until results are out...Until then I will be balance testing, etc. I think it should be ready in about a week (or so).
In the meantime, I've added 2 more weapons, am thinking about more achievements, and working on expanding the money to a 3 or 4 byte value (With either max 6,553,500 or 6,553,500,000)
378
« on: January 26, 2012, 05:33:14 pm »
Added to the specific tutorials list. Also one really easy optimization: instead of doing !If something = 1 you can do If something - 1
379
« on: January 25, 2012, 03:14:46 pm »
Request: Option to turn off the progress bar and just show percentages like in old versions for faster compiling, or alternatively have it be off by default for zoomed compiles
380
« on: January 23, 2012, 03:19:16 pm »
Submitted to the contest! I'm happy to say that it is almost done, but I'm holding out on a final release because i'm thinking about fixing some balance issues and adding more achievements. Completed since last update: -Achievements (Press MODE at the title screen) -Fully functional store plus 8 new weapons -Armor/Health at the store -Faster, stronger, healthier zombies as the levels go up -Random location spawn -Spawn animation -Save/Load -Many, many bugfixes
381
« on: January 23, 2012, 03:14:50 pm »
Wow, haven't seen this thread for a while
Everything looking really nice so far, great job builderboy
382
« on: January 19, 2012, 08:01:54 pm »
Wooow ! Is it in full speed mode or not ?
Nope, 6mhz , compiled via the Zoom feature. Currently working on the shop, money, spawn animations, and balance. Trying to keep it under 8811...
383
« on: January 18, 2012, 04:36:47 pm »
Update! Parallax scrolling background ftw. Began work on the shop/HUD and level progression. It's coming along nicely
384
« on: January 18, 2012, 03:45:19 pm »
Very nice concept, can't wait to see where this one goes
385
« on: January 14, 2012, 09:37:09 pm »
That should work (sorry for the late reply lol) No harm in trying these things out yourself btw haha
386
« on: January 11, 2012, 07:13:02 pm »
Finally got back to work on this. I decided to go for an old-school screen-inverted color scheme which I think looks pretty nice. Completed: - Weapon switching
- Collision works perfectly
- Variably-placed blood splatters
- Zombie sprites/animations
- Title screen
To do: - Parralax scrolling background
- Level progression/logic
- Money and the Shop
- Expand HUD for detalied hp bar, level, score, and $
- Make more weapons
387
« on: January 10, 2012, 07:50:29 pm »
Well it really depends on the circumstances... As far as 16bit numbers, I don't know for sure but I think not... And what do you mean 'with pointers'?
Wow I'm so helpful. Haha but can you clarify a little bit?
388
« on: January 09, 2012, 06:04:43 pm »
Hm, so it's kind of like part-simul,part-graviter/sandland....interesting..I'm impressed as to how many game elements you managed to fit in....you've got the bullet/arrays along with what looks like tile masking and/or intelligent collision checks, etc. Nice job.
389
« on: January 06, 2012, 03:28:03 pm »
i tried this on wabbit briefly:
I know this would be a huge pain to deal with, but I feel like the graphics are too indistinct...? Idk how to explain it... One solution: maybe make the textures less complicated...It's just that it's hard to discern what the walls are. It's playable fine, but I feel like if I was actually in a legit firefight I would want to be able to know my surroundings without having to guess at them Edit: it's definitely the textures: here's an example place where I had difficulty figuring out where I was. The path forward is directly in front of me, but it's hard to see. Maybe you can scale the walls less extremely?
390
« on: January 04, 2012, 10:39:41 pm »
Hm, I thought that it doesn't matter because you're only storing the least significant byte into wherever you're storing? Also I need to add stuff on the Select() command...Maybe later Edit: hm, and I want to discuss the structure of loops utilizing addition in place of mulitplication...So much to do so little time
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