Author Topic: The Blue Platform  (Read 123587 times)

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Offline DJ Omnimaga

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Re: The Blue Platform
« Reply #240 on: December 21, 2010, 06:41:53 pm »
Yeah the switch to ASM migth make some old stuff harder to implement because in Celtic and Axe some things are done for you. in Axe it's even harder to do things you could do in Celtic since in Celtic you could use sprites of any size and that stuff. I guess it could be possible, though. Good luck with whatever you decide and don,t forget to backup often. :P

Offline TIfanx1999

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Re: The Blue Platform
« Reply #241 on: December 21, 2010, 06:43:20 pm »
Wow, nice to see that this is back in the works again. And in ASM this time! :o O my!  ;D

Offline Eeems

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Re: The Blue Platform
« Reply #242 on: December 21, 2010, 07:22:26 pm »
@DJ, exactly :/

thanks Art! I'm excited :) almost got a demo of the tilemapper done, but I ran into some inexplicable trouble with the menu routine that I need to fix first.
/e

Offline DJ Omnimaga

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Re: The Blue Platform
« Reply #243 on: December 22, 2010, 12:59:38 am »
Aw sorry to hear, I hope you don't have too much trouble fixing it. I heard it was hard to deal with text and make menus in ASM. X.x

Offline Eeems

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Re: The Blue Platform
« Reply #244 on: December 22, 2010, 02:37:17 pm »
Well from all accounts it should work, just some random fluke makes it quit all of the sudden when I move past a certain item x.x debugging doesn't help because it just randomly quits, nothing seems to make it do that
/e

Offline DJ Omnimaga

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Re: The Blue Platform
« Reply #245 on: December 22, 2010, 03:00:06 pm »
Ouch, I hate that kind of bug. In BASIC it's usually due to a missing End or an inverted logic error x.x

Offline Eeems

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Re: The Blue Platform
« Reply #246 on: December 22, 2010, 03:05:05 pm »
yeah, wish it was that simple in ASM, no idea what's happening...just posted a topic about it
/e

Offline Eeems

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Re: The Blue Platform
« Reply #247 on: December 22, 2010, 05:54:11 pm »

Just thought you guys would like to keep updated on the art :)
Still working on getting a masked sprite routine for him 8*16 would do it, but all I can find is 8*8 and it just crashes it :/
/e

Offline Eeems

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Re: The Blue Platform
« Reply #248 on: December 22, 2010, 08:08:37 pm »

just thought you guys might like another update, sorry about the doublepost
/e

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Re: The Blue Platform
« Reply #249 on: December 22, 2010, 08:10:02 pm »
Looks very nice, Eeems!  Great progress so far man, looks really impressive! :)

Offline Eeems

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Re: The Blue Platform
« Reply #250 on: December 22, 2010, 08:27:05 pm »
Thanks! :)
hows this look?


EDIT: starting to work on physics now!
« Last Edit: December 22, 2010, 08:37:18 pm by Eeems »
/e

Offline MRide

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Re: The Blue Platform
« Reply #251 on: December 22, 2010, 08:45:26 pm »
Looks nice, Eeems!

Offline Eeems

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Re: The Blue Platform
« Reply #252 on: December 22, 2010, 08:48:17 pm »
Thanks MRide! I can't wait to actually get some physics in and release a demo of it :)
/e

Offline MRide

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Re: The Blue Platform
« Reply #253 on: December 22, 2010, 08:51:44 pm »
Yeah, once you implement collision detection, it'll be fun to mess around with a little during my free time*.

*Some restrictions apply

Offline Eeems

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Re: The Blue Platform
« Reply #254 on: December 22, 2010, 09:03:20 pm »
haha :P
Well first I'm working on getting him to move and the screen move correctly around him, metroid style
/e