Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - squidgetx

Pages: 1 ... 57 58 [59] 60 61 ... 123
871
TI Z80 / Re: SandLand
« on: February 09, 2011, 08:05:43 pm »
rawr, double post update!
Anyway, I've fixed up many collision/jumping bugs as well as added the ability to slowly move in the air if you have no initial x velocity (basically you use this to get out of holes).

And I finally made a chrome friendly screenie, heh heh :)

Also I have a bunch of ideas for different blocks: think conveyor belts? super bouncy or floaty ones? some with massive friction, others with none? And I have an idea on how to implement moving platforms as well....(pixel testing collision makes for lots of flexibility in the engine :D)

872
Miscellaneous / Re: Appeal from Ashbad
« on: February 09, 2011, 07:55:46 pm »
Ashbad: well said. I edited your post for one grammar mistake that was bugging me ;) (upmost->utmost lol)

DJ: Sorry to hear you've really lost interest for calcs (as of now, anyway). Hope issues with that guy IRL and with name withheld improve soon :)

873
Axe / Re: Greyscale Pictures
« on: February 09, 2011, 07:22:43 am »
He's only copying 720 bytes since his picture doesn't take up the whole screen (What are the dimensions of your pic btw? If the length is less than 96 it could get a little messy)
Anyway, if you want to put the pic data into the appvar, you'd have to do something like...
Code: [Select]
GetCalc("appvSC",1536)->P
Copy([Hex],P,720*2)
Copy(P,L6,720)
Copy(P+720,L3,720)
Repeat getKey(15)
Dispgraphr
End
But there's not really a point to putting it into an appvar anyway since it's stored in the program...so
Code: [Select]
[Hex]->Pic1
Copy(Pic1,L6,720)
Copy(Pic1+720,L3,720)
Repeat getKey(15)
Dispgraphr
End

874
TI Z80 / Re: SandLand
« on: February 09, 2011, 07:12:58 am »
Note; there's a bug. Change the line Q<<0-(Q>>0)->W to Q<<0*2-1->W. Otherwise you'll sink through the ground ;)


875
Introduce Yourself! / Re: Hey world -gcolella
« on: February 08, 2011, 08:04:06 pm »
Welcome to Omni. Here are your peanuts XD

!peanuts

876
TI Z80 / Re: SandLand
« on: February 08, 2011, 08:03:02 pm »
Here is sourcey. It is slightly more optimized than before, too, thanks to calc84maniac.

It probably could be optimized more too, but I think then it would get too unreadable, plus I need the flexibility of the current setup.
Anyway, this offers a pretty good physics lesson as well as a tilemapping one. Have fun guys :)

877
Ash: Phoenix / Re: Ash: Phoenix
« on: February 08, 2011, 07:48:27 pm »
Thanks for the support ^^

Currently I'm working on adding lots of awesome features to my map editor to facilitate the ease of entering said data. Basically, the current process I have to go through to add a new map goes like this:
1)Create map entry in a program
2)Compile program and run to write in new data
3)Compile sprite editor
4)Make tiles, paste hex into another program
5)Compile program and run to write in new data
6)Make map and write out NPC convos
7)Compile and run 2 programs to update NPC data
8)Write down all the tile coordinates that are warp tiles and their destinations
9)Write down all the NPC tile coordinates
10)Enter all of this data into the map data program
11)Compile, run it.
12)Debugging requires repeats of entire parts of the process.

As you can see, this is not good for my flash chip nor my sanity, so my new mapmaker will hopefully be able to boil down the process to this:
1)Hit "Create New Map" and enter appropriate data (tileset, name, etc.)
2)Make map and tileset
3)Select warp tiles graphically (with the map viewing engine, to save hassle on writing down numbers and stuff)
4)Select NPC tiles the same way
5)Use old process for NPC convos, but that's ok i guess

Also, I posted a new release in the release thread, so check it out if you were having any bug issues before :)

878
News / Re: DJ no longer manager
« on: February 08, 2011, 06:32:31 pm »
Ah, sorry to hear :( Hope irl stuff works out, and that you can still come and hang out here sometimes :)

879
The Axe Parser Project / Re: Features Wishlist
« on: February 08, 2011, 06:18:42 pm »
Can I request some sort of sign function that would return the sign (65535, 0, or 1) of a number? Too bad sign{} is already in use though...

880
TI Z80 / Re: SandLand
« on: February 08, 2011, 07:18:56 am »
Haha, thanks guys. I'll comment up the source and get it to you later shmibs :)

881
Axe / Re: Routines
« on: February 07, 2011, 06:01:23 pm »
Hm. Yeah, that's true. I guess it's not really very useful then lol XD

882
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: February 07, 2011, 05:54:01 pm »
This is hopefully the last prebeta release. Please report any bugs ;D though I have done my best to make it so that there aren't any. Also, hold MODE while cutscening and you can skip it. Additional changes include a subtle addition to the xp system that is hard to notice but will be more obvious as you get to higher levels, as well as shaving 1k off the total game size (thanks Runer)

The next release will be the complete beta. I'll tidy up any in-game event bugs and stuff and we're finished :D

883
TI Z80 / Re: SandLand
« on: February 07, 2011, 05:41:33 pm »
shmibs: thanks! and I would love to help you optimize for blastermaster :).
ztrumpet: Currently the collision is pixel based, but theoretically maybe I could make a special case for the sand tiles...perhaps
Binder: The program is on Normal mode. here's what it looks like on Full XD. It's so fast I can barely control it

Currently I am having issues with slopes, and I'm thinking I'll just resort to having slopey-ness be part of a block's list of attributes (instead of pixel testing) in addition to friction, bounciness, and breakability. (which I haven't really added yet either). So while I brainstorm about this, you guys can have fun with this new build that has different tiles in it :o (and hopefully fixes shmibs' bug)

Note that I haven't yet added level support and that the game, every time you run it, reads whatever happens to be in L1 :P

884
Axe / Re: Routines
« on: February 07, 2011, 07:24:24 am »
While messing around with my memory mapper I came across a way to basically use file objects in archive as pointers. This means that you can draw sprites from archive :o Unfortunately, it only works with nostub executables :(
Code: [Select]
Asm(DB0665)^256->theta //run this line at the beginning of the program and make sure that you don't touch theta ever)
...stuff
GetCalc("prgmBLA",Y1)
{degreeY1+2}Asm(7DD306)
.Now whenever you want to reference Y1...
Pt-On(X,Y,{degreeY1}r
.If you have more than one file object make sure that the last 7DD306 matches the one you are using.
...at the end of the program
thetaAsm(7DD306)

885
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!
« on: February 06, 2011, 08:47:17 pm »
So would changing this make the new nibble routines opposite the ones found in .4.6? (or the same?)

Pages: 1 ... 57 58 [59] 60 61 ... 123