Author Topic: Swords 2  (Read 28397 times)

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Offline parserp

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Re: Swords 2
« Reply #15 on: January 02, 2012, 09:01:37 pm »
Bump

Got all but a few bugs out of player movement, now working on collisions :D

Offline annoyingcalc

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Re: Swords 2
« Reply #16 on: January 02, 2012, 09:03:06 pm »
Great!
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Offline saintrunner

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Re: Swords 2
« Reply #17 on: January 03, 2012, 01:35:52 pm »
Sounds like it will be a good sequal! May i make a suggestion, why don't (when swords 2 is finished) you offer them both in a pack!? Like have an opening menu screen that gives you the option of which game to play, swords 1 or 2! Good luck with this one, it sounds promising :)
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Offline parserp

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Re: Swords 2
« Reply #18 on: January 03, 2012, 04:35:07 pm »
Sounds like it will be a good sequal! May i make a suggestion, why don't (when swords 2 is finished) you offer them both in a pack!? Like have an opening menu screen that gives you the option of which game to play, swords 1 or 2! Good luck with this one, it sounds promising :)
That would be awesome, but with both of them compiling into 1 program, I would run out of RAM before it was done :P

Offline saintrunner

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Re: Swords 2
« Reply #19 on: January 03, 2012, 05:33:57 pm »
Hmmm, maybe, you might be able to do it on computer then archive it. And send on calc
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Offline saintrunner

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Re: Swords 2
« Reply #20 on: January 03, 2012, 05:34:29 pm »
Compile it on wabbitemu?


Edit: sorry to double post
« Last Edit: January 03, 2012, 05:35:23 pm by saintrunner »
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Offline parserp

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Re: Swords 2
« Reply #21 on: January 03, 2012, 05:35:13 pm »
Hmmm, maybe, you might be able to do it on computer then archive it. And send on calc
maybe, but I'm not an asm person, so I don't know if that's even possible. asm people, is it possible?

Offline aeTIos

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Re: Swords 2
« Reply #22 on: January 05, 2012, 10:13:31 am »
Looking a lot more playable then the previous version! Great stuff!
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Offline C0deH4cker

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Re: Swords 2
« Reply #23 on: January 05, 2012, 10:20:30 am »
Code: [Select]
Menu("Pick a game","Swords 1",1,"Swords 2",2

Lbl 1
Asm(prgmSWORDS1

Lbl 2
Asm(prgmSWORDS2


This would work...

Also, I believe that the small sword is like mario, and it should grow with a power up (no dirty minds, now...)
« Last Edit: January 05, 2012, 10:20:46 am by C0deH4cker »

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Re: Swords 2
« Reply #24 on: January 05, 2012, 12:22:53 pm »
i don't think that manner would be really useful, would it?

since then you need to have 3 programs; the menu one, and swords1 and 2.. so 3 programs instead of one, while you could just pich it out of the list of programs

and that powerup is a great idea, would be very nice to see that happen :)
« Last Edit: January 05, 2012, 12:23:22 pm by Nick »

Offline parserp

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Re: Swords 2
« Reply #25 on: January 05, 2012, 04:45:05 pm »
Also, I believe that the small sword is like mario, and it should grow with a power up (no dirty minds, now...)
hmm, maybe, but what would be the function of that? (what "power" would you get) ?

Offline saintrunner

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Re: Swords 2
« Reply #26 on: January 05, 2012, 04:52:48 pm »
A mushroom? lol jk how bout a rock? some rocks sharpen swords lol
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Offline parserp

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Re: Swords 2
« Reply #27 on: January 05, 2012, 04:54:23 pm »
A mushroom? lol jk how bout a rock? some rocks sharpen swords lol
ok, but what would be the benefit from getting it?

Offline saintrunner

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Re: Swords 2
« Reply #28 on: January 05, 2012, 04:56:54 pm »
I have know idea...it would take to big of a back story...maybe a hilt or something
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Offline parserp

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Re: Swords 2
« Reply #29 on: January 05, 2012, 05:49:58 pm »
I have know idea...it would take to big of a back story...maybe a hilt or something
hmmmm, I'll think of something...


anyway, I want this game to have internally supported levels, but I'm not sure how many. I was thinking maybe 30? or 25?

Also note that each level will take ~176 88 bytes :D
« Last Edit: January 07, 2012, 03:16:23 pm by parser padwan »