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Messages - squidgetx

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556
Ash: Phoenix / Re: Ash: Phoenix
« on: July 16, 2011, 08:26:40 pm »
I am a good bit late but I downloaded the demo PURE awesomness  :D

Thanks.

The contest is over. I'm going to start working on this again.

557
Hm, here're my little reviews. Note I'm pretty nitpicky, lol.

Spacky Emprise-
Crabcake couldn't seem to work with this one... :(

AXLE-
Great graphics, traditional concept. The physics were a little off though, and movement seemed jerky. Excellent level design and animations, however.

FPA-
I know myself how difficult this would be. I even contemplated trying to make this for the contest. So I'll say you did a pretty good job, considering.

Nymless-
Surprisingly fun to play around in, but a little too simple for my taste. Excellent physics- I enjoyed that.

Stick Ninja-
no comment

Escape-
Looks like the beginning of a great puzzle game. Liek tloz, I agree it could use some more polish. Smooth movements would be awesome :D

Tag-
Great concept and implementation. The controls were slippery though. Nice title/level select screen, did I see that in Graviter before (as well as the platform engine lol j/k)

Dimension Shift-
Took a little while to set this up. The screen flip is beautiful. The menu/level flow could use some work. The platform engine reminded me of Tio ;)

Easy Game-
LPLOLOLOLOLOLOOLlo there's a bug in the last level though, I waited two years and still won.

Cube Droid-
Fun if I knew how to play. I think I should check out the flash game. First impressions: great graphics, menu, and animations.

I am also highly amused by how many of us used Builderboy's flame animation to do transitions.

558
Official Contest / Re: Axe Contest Judging
« on: July 16, 2011, 11:57:51 am »
I fixed the problem with my entry not compiling due to a missing file. Check this post for details and download

559
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 16, 2011, 11:56:24 am »
Check the contest poll thread XD

560
Yo everyone who is having issues with StickNinja; resend the application, and make sure the appvar is in archive and you have at least 3081 bytes of free RAM. There shouldn't be any problems if you followed the setup instructions in the documentation

561
Wait, stickninja crashed your calc? sorry guys....haha

Also: to anyone who is trying to compile the source (hi judges); I realized I left out one of the include files necessary to compile it....To the judges I'm going to ask for some leeway here because I was trying to get it in on time before my computer with time restrictions automatically logged me out =/

562
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 15, 2011, 09:12:51 pm »
Pretty much finished. Packaging it up to send it in now. Have a screenie.

Did I mention this is 6mhz?

563
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 13, 2011, 01:01:11 pm »
Haha, not quite that easy because the jumping is governed by realistic physics, so I can't precision adjust it by pixels. But I can increase the initial velocity of the jump.

Update-wise, I've optimized a bit and got a cool enemy killing explosion animation going. I've also fixed several major bugs, as well as begun working on some other levels.

564
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 13, 2011, 12:00:01 pm »
yeah, the collision detection isn't perfect, but it saves a lot on speed and size =/

565
TI Z80 / Re: New Contest Entry Spoiler
« on: July 13, 2011, 11:55:18 am »
(:< j/k, sorry to hear :( I'll be looking forward to this when it comes out though

566
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 11, 2011, 03:29:40 pm »
It's under control 8) Only one more 'major' element to add, then title screen and a few levels to go, and we're good :)

567
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 11, 2011, 08:08:25 am »
Thanks, ztrumpet!

Right now I've got some sick new enemy movement patterns working...hehehe

568
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 09, 2011, 10:54:07 am »
Computer fixed :D

To-do:
Make levels
New sword type
Save/load (easy)
Title screen
More sprites/tiles/enemy patterns

569
Axe / Re: Physics Lessons
« on: July 08, 2011, 10:59:22 pm »
No, he forgot to multiply the tile value by eight.

You would not need multiple sprites, I don't think, just run a loop like any other variable velocity physics engine and use that piece of code for collision checks.

570
Axe / Re: Physics Lessons
« on: July 08, 2011, 08:08:02 pm »
Wait, Builderboy might've messed something up...let me give my (i think) fixed code with explanation
Code: [Select]
 

{{r2/8*W+   // get tile row, multiply by width
(r1/8)+   //get tile column
L1}*8+  // now we have the value of the tile you are in, then multiply by 8 because 8 bytes per sprite
(r2^8)+      //get pixel row # with respect to the tile you are in
Str1}    //we add this to the pointer to the mask table, thus returning the exact byte of the sprite mask
e r1    // and now we check if the appropriate pixel is lit or not in the given row
Return

Where r1 is your X position, r2 is your Y position, W is the width of your tilemap (in tiles), L1 is the location of your matrix data buffer, and Str1 is the start of your Mask Sprite table.

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