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Author Topic: Your Projects - Post and Critique -  (Read 32595 times) Bookmark and Share
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Eeems
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« Reply #15 on: 23 February, 2010, 09:35:32 »
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No, the program flow doesn't work well withtye new commands...I need to re-organize it.
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« Reply #16 on: 23 February, 2010, 17:27:55 »
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Hmmmm the unsigned numbers are killing me in new development X.X I  cant wait for signed support!!
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calc84maniac
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« Reply #17 on: 23 February, 2010, 21:47:31 »
+2

I made something that was inspired by the Star Demo:


I used inline ASM to access my array of bullets, in case anyone is wondering how on earth I did that.
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« Reply #18 on: 23 February, 2010, 22:16:15 »
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darn this will be awesome what ppl will be able to come up with in Axe Parser
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« Reply #19 on: 23 February, 2010, 23:33:41 »
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WOW!!
Can we see the source for that?
Awesome job, but then again it is calc84... Grin
Amazing program! Cheesy
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« Reply #20 on: 23 February, 2010, 23:36:38 »
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wow calc84 that looks amazing. you make me want to try axe parser
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« Reply #21 on: 23 February, 2010, 23:53:52 »
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wow that's amazing! what routine did you use for the array?
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« Reply #22 on: 23 February, 2010, 23:56:13 »
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I made something that was inspired by the Star Demo:


I used inline ASM to access my array of bullets, in case anyone is wondering how on earth I did that.
Hey, that looks very similar to the next example program I'm writing to test out the new features I'm adding.  Though mine has enemies, collision detection, animated explosions, and even a story line so far Wink
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« Reply #23 on: 24 February, 2010, 00:15:34 »
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He stole the code!

j/k

Btw is it me or does this ship looks slightly like a metroid?
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« Reply #24 on: 24 February, 2010, 03:02:39 »
+1

Woot i finally finished my sonic inspired physics sphere of DOOM!  Lol i came up with the idea a while back, and had a slow but workable demo in xLib, but now i have ported it to Axe!  Look at all its magesty!



You press left and right to change the rotation speed of the ball, but its a bit slippery so it doesnt stick to the floor that well and kinda slides around.  You can also jump with [2nd] ^^.  Unfortunately due to the sprite clipping but there are some times when it crashes though Undecided and the code is anything but clean and optimized Tongue

* SonicBall.zip (0.5 KB - downloaded 64 times.)
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« Reply #25 on: 24 February, 2010, 03:19:19 »
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Nice, I wonder if you could make it so it jump by more pixels every frame since it might run much slower with collision detections on tilemaps and enemies moving around?
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« Reply #26 on: 24 February, 2010, 03:25:56 »
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I could, but i don't think this will ever be ported to a tilemap, as the whole engine would have to be rewritten.  It was more of a fun demo Tongue
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« Reply #27 on: 24 February, 2010, 03:28:36 »
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aaah ok,  still cool, tho. I am curious if a simpler game like Ys could be done...

As excuse to not have to write collision detection for enemies, someone could make an adventure game ghost-themed Tongue
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« Reply #28 on: 24 February, 2010, 04:42:51 »
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This is awesome!!  Great job, and it looks amazing! Grin
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« Reply #29 on: 24 February, 2010, 07:17:27 »
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I've completed a new version of Alien and it has sprites and a better AI. Instead of trying to keep the enemy from hitting your side you are trying to kill it before it kills you.
I have:
Animated shots (only one on the screen at a time each)
AI that moves and attacks (admittedly it looks kind of sad :p)
healthbar at the top (for both you and your enemy)
multiple keypresses (enemy does too, but not as many as you do)
[clear] quits
animated death animation by enemy
animated background (both scrolling and changing as it scrolls)

I'll try my best to get it up tomorrow but I don't know if I will be able too...
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