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Messages - squidgetx
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571
« on: July 08, 2011, 07:58:20 pm »
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity? This looks nice, but I'm wondering how you are storing level data and stuff-haha; anything that's not a tile or height map just gives me a headache...xP
572
« on: July 08, 2011, 07:56:23 pm »
I think it's just the pointer to the tilemap.
573
« on: July 08, 2011, 07:53:25 pm »
I'm pretty sure he means "pointer to matrix data," since "buffer" typically refers to locations of free RAM
574
« on: July 08, 2011, 07:49:47 pm »
575
« on: July 06, 2011, 08:54:12 pm »
This looks great, and has come a long way since I last downloaded it...Ready to update as soon as my computer gets fixed haha.
576
« on: July 06, 2011, 08:41:38 pm »
more competition...lol. I'm very interested as to how this gameplay's going to work out...and good luck making an RPG-style battle engine
577
« on: July 03, 2011, 06:19:49 pm »
Yeah, I managed to save all my important stuff. I've gotten injury-death working properly now (classic character flash and temporary invincibility), as well as a cool GUI for lives and stuff but I have to remake the main level selection level since it got lost in a RAM clear (it'll only take twenty minutes or so, but it's a pain =/)
578
« on: July 02, 2011, 08:54:25 pm »
cool I will try it out and can I use some of the source?
I wish you good luck in trying to use it. I looked at it and my head exploded lol xP
579
« on: July 02, 2011, 08:39:17 pm »
uh, necro? haha
so what's everyones high score on tetris? on penguin's tetras marathon my best is a little over 1000000.
580
« on: July 02, 2011, 01:52:49 pm »
so basically my computer exploded... I think I'll be able to get access to ti connect to enter it in the contest, but I'm not going to be able to post too many updates here, and if I do, they'll be text only That being said, I did get some work done. Room switching works perfectly, as do new spring and spike tiles >
581
« on: June 30, 2011, 11:29:14 am »
Yes, and especially stuff like {P*2+4390+E+C}++; because whenever you have the form {EXP}+1->{EXP}, the expression has to be evaluated twice, while with the ++ and -- it only needs to be evaluated once.
582
« on: June 29, 2011, 08:46:04 pm »
Haha, nice. Looks good I'm almost done with my Eagle project . Good luck to you on yours!!
583
« on: June 28, 2011, 08:32:00 pm »
Woah, that's crazy?
But no one's actually tried running anything >8kb yet with this, right? Like penguin said, there's a chance it would do some weird thing instead haha
Or am I interpreting it wrong?
584
« on: June 28, 2011, 08:22:16 pm »
Haha, thanks everyone! Right now I'm working on the room-switching. I'm kinda feeling a little lazy and just hardcoding it into the game.... (data set with the door coordinates and a data search loop....rather than having support for any amount or location of doors-which is what I did for A:P lol) To do: Fix small bug with animations-can anyone see it in the screenie? Sprite some more stuff Make sure all the torches work correctly Make levels Code more enemy movement patterns ITEMS: hehe, this will be fun. You'll get a sword that can hit from a distance Dying/saving, etc. More tiles? Springs, spikes, hm, what else can I throw in?
585
« on: June 26, 2011, 08:34:10 pm »
So I ditched the isometric 3d thing... Anyway, here's my contest entry. Inspired from all those stick figure platformer flash games, and Zelda. Jump around with a sword and kill stuff, yay! Enemies and coins are fully functional but not shown in the screenie. Best viewed in FF/Opera, sorry Runs at 6mhz. The torches light when you hit them, they can open doors and things, etc. (Phantom Hourglass, anyone?) They can also be linked to other torches: ie you'll have to light 2 before it activates. Others can also have a limited burntime, and will only stay permanently lit if you activate the other torch. Fun stuff, hehe. I'll use this to add a puzzle element to the game as well.
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