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Messages - tr1p1ea

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211
Art / Re: Mockups "please say this is going to be a game"
« on: July 22, 2013, 06:07:06 pm »
As for tiles they just need to have a width/height that is divisible by 8 (since tiles are 8x8). I usually use 128x64 sized images.

212
Art / Re: Mockups "please say this is going to be a game"
« on: July 22, 2013, 07:54:55 am »
Sure, here is the colour table:


213
Art / Re: Mockups "please say this is going to be a game"
« on: July 22, 2013, 05:34:59 am »
Looks awesome! Here it is in xLIB colours just so you can see:


214
TI Z80 / Re: xLIB 84C Edition
« on: July 19, 2013, 12:02:51 am »
Well i should say that this is a raw line test, so the xLIB commands will be a bit slower. But still it gives a good idea of the colours that can be used.

That being said this routine is 8-bits only, so i do need to extend it to allow for the full range of coords.

215
TI Z80 / Re: TI84 Speaker Dongle
« on: July 18, 2013, 08:53:31 pm »
That would be awesome!

Will this require you to send audio info constantly or will it have the facility to 'upload' music data etc for it to play by itself (which can also be interrupted if need be).

216
ASM / Re: Non-Standard gBuf Ideas
« on: July 18, 2013, 05:33:36 pm »
Ahh good old buffer changeup :). Its always good to change things up, since as you have realised ... you can get some good improvments out of it! :).

Great set of routines btw :).

217
TI Z80 / Re: xLIB 84C Edition
« on: July 18, 2013, 07:52:47 am »
Just a small colour drawLine test. Note that this is in 160x120 res ... but i have limited the random line coords to the middle ofthe screen because there is no clipping.

Also its a jsTIfied screenie so its a lot smoother in reality:


218
TI Z80 / Re: TI84+C Buttonz
« on: July 18, 2013, 12:35:14 am »
Nice work AssemblyBandit! the low color mode is clever. It would be interesting to see what the % difference is as far as battery usage goes.

219
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 14, 2013, 10:49:27 pm »
Well it should be pretty straight forward, just 1 point for a sprite and then the actual scaled sprite routine itself.

220
Humour and Jokes / Re: Userscript that changes all text to "chicken"
« on: July 11, 2013, 11:01:38 pm »
What about making one that changes most words to 'Badgers' with the occasional 'Mushroom' and eventually a super rare 'Snaaaake'?!

:).

221
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 10, 2013, 05:39:31 pm »
Yeah he is doing it a more traditional way (and thus more accurate). The method we used was the 'quick and easy' way, with the tradeoff being accuracy (though it is minimized if you sort faces, though with proper culling you may not need to sort if you are using convex objects).

222
TI Z80 / Re: What if Metroid... were on the 84+CSE?
« on: July 10, 2013, 04:48:15 am »
Moving to area by area is no problem at this stage, if i get time ill attempt an experiment.

223
TI Z80 / Re: What if Metroid... were on the 84+CSE?
« on: July 10, 2013, 03:48:11 am »
Wow thats perfect! I bet those graphics should translate well to the 84C :).

224
TI Z80 / Re: What if Metroid... were on the 84+CSE?
« on: July 10, 2013, 12:16:26 am »
Small update with a few more frames. I have only just been messing around so im not happy with the legs, but its a start:




225
TI Z80 / Re: What if Metroid... were on the 84+CSE?
« on: July 09, 2013, 09:54:43 pm »
Here is the sprite i posted, its just a mockup but i added some running frames (sprites are 24x24):



Here is the running animation, obviously there are usually more frames to Samus's running but its just a start (scaled 2x):


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