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Messages - tloz128

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226
Miscellaneous / Re: Pet Peeves-Post Here
« on: September 02, 2010, 10:56:27 pm »
^^post 404 :D

227
News / Re: A Tribute to Omnimaga's Ninth Anniversary
« on: September 02, 2010, 09:00:43 pm »
nice video DJ!

228
Miscellaneous / Re: Pet Peeves-Post Here
« on: September 02, 2010, 08:52:39 pm »
Mine-
1: forgetting to predefine functions in c (and other stupid errors like that)
2: not being hungry at breakfast time, and then being starving by 10:30
3: self-righteous/smug people who constantly try to have ethical debates with you (similar to guy's #4)
4: getting points taken off of quizzes/tests for not showing enough work

229
@Hot_Dog and shmibs
thanks :D

230
^^ok, thanks I will

231
Blazing fast or not, it looks good already.
Unless there's still a ton more stuff to add, it doesn't look like you'll have much of a problem with speed.
Thanks ;D. The one main thing I'm worried about, though, is how fast it will go if there are enemies, because if you think about it, they will need to also have their own variables and code for movement and collision detections and all that fun stuff

232
It's fine. I'm glad you managed to do it, though. Do you redraw the entire tilemap every frame or just the side that is scrolling in? That's one part in particular I never figured out.
Every frame. That's what causes me to worry about speed...
*tloz hopes that it will be okay on his 84+ SE

233
Wow nice. Do you use any form of compression?
Well, I read SirCmpwn's Axe tilemapping guide and found out about storing each tile as a nibble (though I didn't use the code from the tutorial- that I figured out myself :D).
Aaah good, and yeah it's a nice guide. I wonder, though: Do you have acceleration/deceleration physics when moving left or right? I really wonder how you handle the scrolling with such compression if you do? Scrolling up/down seems easier but left and right seems more complicated to me.
Pulling off the acceleration wasn't very hard. I made it so that you would increase your velocity if you were holding down left or right, and decrease if neither or right and left together (so xor logic). I'm not going to say how I got the acceleration to work with collisions until the contest is over, though. As for the scrolling, all I have is a variable for how far vertically and horizontally it is scrolled, which is added to X and Y when determining your position on the tilemap.

234
Wow nice. Do you use any form of compression?
Well, I read SirCmpwn's Axe tilemapping guide and found out about storing each tile as a nibble (though I didn't use the code from the tutorial- that I figured out myself :D).

235
Hmm I heard about that game before, I swear. I doN't exactly remember what it was, though. I would need to check online for it (probably Youtube vids). I wish you good luck on your project. Remember you are not allowed to post a download until Sept 16th 12 AM, though, and if you have external levels, I recommend including at least one or two (or more if they,re very short)
Actually, I think the levels will be small enough that they will be able to be stored within the program(or app- I can't decide). They're only 256 bytes  8).
EDIT: oh wait, you were talking to Darl  :-X my bad

236
Ok now that's just epic win o.o. Nice graphics and I like the scrolling too. Can't wait to see jumping and stuff being added. Will this be a puzzle game or a game with enemies like Mario?

Thanks! I'm thinking that the game is going to be like a mixture between Mario and Kirby, in that it will involve jumping on enemies like in Mario, but will allow you to travel between rooms like in Kirby's Adventure. Also note that this game is running in 6 mhz mode right now, so I'm *hoping* that it will run at an alright speed on 84s.

237
I clicked yes because I'm pretty sure I'll make it by the 15th ;D (been working on it every chance I've gotten at school). I just finished the horizontal collisions today, actually. Here is a screenshot just showing off some tiles and the character sprites. I'm not going to go into much detail about it right now (mainly because I'm still a bit unsure about a lot of things :P), but what I can say for sure is that there will be 3 different room sizes (24 x 16, 48 x 8, and 12 x 32), and there will be about four rooms per-level. Also note that you won't be able to fly in the actual game  ;).

238
Art / Re: Sprites in the Contest
« on: August 28, 2010, 07:46:01 pm »
so you just want their torsos?

239
Art / Re: Sprites in the Contest
« on: August 28, 2010, 07:43:40 pm »
are those supposed to be different outfits that the player can wear?

240
TI Z80 / Re: Clash of Dimensions
« on: August 28, 2010, 04:01:20 pm »
@xXepicxXXxfailXx
how do you store the rooms in memory?

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