Author Topic: Wormsblock [Axe]  (Read 27091 times)

0 Members and 1 Guest are viewing this topic.

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Wormsblock [Axe]
« Reply #135 on: August 09, 2012, 10:27:57 am »
Doing some sprites! Which do you need?

Offline Progammer

  • LV3 Member (Next: 100)
  • ***
  • Posts: 68
  • Rating: +9/-0
    • View Profile
Re: Wormsblock [Axe]
« Reply #136 on: August 09, 2012, 10:45:23 am »
Hmm every sprites you can see on gif / screenies xd . Blocks , Worm , button etc
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/e1c7a850d530fb8e.png" alt="NerdTests.com says I'm a Cool Light-Weight Nerd.  Click here to take the Nerd Test, get geeky images and jokes, and talk to others on the nerd forum!">
</a>
Have fun !

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Wormsblock [Axe]
« Reply #137 on: August 09, 2012, 10:47:59 am »
Here a wall sprite test. Yup, the interior looks like a floor, but if you want, I can change that

Offline Progammer

  • LV3 Member (Next: 100)
  • ***
  • Posts: 68
  • Rating: +9/-0
    • View Profile
Re: Wormsblock [Axe]
« Reply #138 on: August 09, 2012, 10:50:49 am »
this is 32x32 :o
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/e1c7a850d530fb8e.png" alt="NerdTests.com says I'm a Cool Light-Weight Nerd.  Click here to take the Nerd Test, get geeky images and jokes, and talk to others on the nerd forum!">
</a>
Have fun !

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Wormsblock [Axe]
« Reply #139 on: August 09, 2012, 10:52:01 am »
Yup, Cut these on 9 sprites. Each of the 8 border sprites are facing "air", and the middle fills the wall.
« Last Edit: August 09, 2012, 10:58:54 am by Eiyeron »

Offline Progammer

  • LV3 Member (Next: 100)
  • ***
  • Posts: 68
  • Rating: +9/-0
    • View Profile
Re: Wormsblock [Axe]
« Reply #140 on: August 09, 2012, 10:55:41 am »
Eh I see not too bad :)

Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
« Last Edit: August 09, 2012, 10:58:24 am by Progammer »
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/e1c7a850d530fb8e.png" alt="NerdTests.com says I'm a Cool Light-Weight Nerd.  Click here to take the Nerd Test, get geeky images and jokes, and talk to others on the nerd forum!">
</a>
Have fun !

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Wormsblock [Axe]
« Reply #141 on: August 09, 2012, 11:00:12 am »
2 options for you!
You make a intelligent tilemap routine, or you use the other 8*8 sprite I did ^^

Offline Progammer

  • LV3 Member (Next: 100)
  • ***
  • Posts: 68
  • Rating: +9/-0
    • View Profile
Re: Wormsblock [Axe]
« Reply #142 on: August 09, 2012, 11:32:34 am »
2nd solution :) thank you
Check out my New Axe game : Wormsblock http://www.omnimaga.org/index.php?topic=8393.msg154258#msg154258
Any suggest would be welcome :)

<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/e1c7a850d530fb8e.png" alt="NerdTests.com says I'm a Cool Light-Weight Nerd.  Click here to take the Nerd Test, get geeky images and jokes, and talk to others on the nerd forum!">
</a>
Have fun !

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: Wormsblock [Axe]
« Reply #143 on: August 09, 2012, 11:37:23 am »
Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
Easy way to avoid this problem: use two buffers.
One buffer is for displaying, the other one is not displayed and is for collision detection ;)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Wormsblock [Axe]
« Reply #144 on: August 09, 2012, 11:39:55 am »
Good idea! Should work! ;)
(I'm p2, using sorunome's laptop) ^^

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!