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Messages - squidgetx

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376
TI Z80 / Re: Zombie Gun
« 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
TI Z80 / Re: Zombie Gun
« 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
Axe / Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« on: January 26, 2012, 05:33:14 pm »
Added to the specific tutorials list.

Also one really easy optimization: instead of doing
Code: [Select]
!If something = 1 you can do
Code: [Select]
If something - 1

379
The Axe Parser Project / Re: Features Wishlist
« 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
TI Z80 / Re: Zombie Gun
« 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
Computer Projects and Ideas / Re: Nightmare
« 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
TI Z80 / Re: Zombie Gun
« 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
TI Z80 / Re: Zombie Gun
« 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
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 18, 2012, 03:45:19 pm »
Very nice concept, can't wait to see where this one goes :D

385
Axe / Re: The Optimization Compilation
« 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
TI Z80 / Re: Zombie Gun
« 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 :D
  • Level progression/logic
  • Money and the Shop
  • Expand HUD for detalied hp bar, level, score, and $
  • Make more weapons

387
Axe / Re: The Optimization Compilation
« 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
TI Z80 / Re: An Exercise In Futility [Contest Entry]
« 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
Elimination / Re: Elimination Test Version #1
« 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
Axe / Re: The Optimization Compilation
« 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 :P Edit: hm, and I want to discuss the structure of loops utilizing addition in place of mulitplication...So much to do so little time D:

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