Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
N sprites
« previous
next »
Print
Pages:
1
[
2
]
3
4
...
6
Go Down
Author
Topic: N sprites (Read 13612 times)
0 Members and 1 Guest are viewing this topic.
saubue
Guest
N sprites
«
Reply #15 on:
April 21, 2006, 09:23:00 am »
Of course. The method I like the most is to add the Assembly Source File to the project and then proto-type the function in a header.
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #16 on:
April 21, 2006, 12:41:00 pm »
Ok, well I didn't know if you meant you were making a basic 68k program and calling an asm program within the basic one.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55942
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
N sprites
«
Reply #17 on:
April 21, 2006, 01:36:00 pm »
wow nice sprite I cant wait to see what you'll make it do! DONT KILL IT O_O
Logged
Now active at
https://discord.gg/cuZcfcF
(CodeWalrus server)
Liazon
Guest
N sprites
«
Reply #18 on:
April 21, 2006, 05:22:00 pm »
Don't worry xlibman, I'll try me best to finish.
btw, I didn't kill r/p/s. I just don't feel like searching for the bug rooted in the greyscale implementation after I've only finished about 6% of the game. Now that I know how to define a C structure, I think I'll make a structure to organize different character types and make the tile stuff easier. I'll have to fix the way I store data, but I'll eventually fix the greyscale sprites and finish the battle engine.
@saubue: thanks. I hope C will be sufficient for a black and white game.
Logged
saubue
Guest
N sprites
«
Reply #19 on:
April 22, 2006, 02:36:00 am »
QuoteBegin-Liazon+Apr 22 2006, 06:22 AM-->
QUOTE
(Liazon @ Apr 22 2006, 06:22 AM)
@saubue: thanks. I hope C will be sufficient for a black and white game.
sufficient? You can do almost anything with TIGCC. However, if you might need some help, feel free to ask
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #20 on:
April 22, 2006, 03:33:00 am »
Oh, so this will be a 68k project?
Oh well, at least we will have axchos/cdi or who ever is working on it, as they are making it for z80s
. Good luck with yours though.
Logged
Liazon
Guest
N sprites
«
Reply #21 on:
April 26, 2006, 02:21:00 pm »
Sprites:
From the top left going clockwise:
1. Standing still
2-3. Running
4. Sliding to halt
5. Jumping frame
6-7. Possible falling frames. I like #7 (the one on the left) personally.
8-10 Possible wall sliding frames. I personally like #10 (bottom left) the most.
I'll have to use the other comp to experiment with animation frames in imageready. Just to see if I like the sprite sets. Any suggestions for the game or the sprites is welcome!
I'll probably have more to add to the project description later.
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #22 on:
April 26, 2006, 02:31:00 pm »
Haha, I still love that animation. I think you should make it into a bigger one, so you can have it as a avatar
. I hope to see more progress on this!
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55942
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
N sprites
«
Reply #23 on:
April 27, 2006, 01:20:00 am »
wow those lil dude sprites look nice, best stickfigure animation I saw in a long while, and prbly the best 8x8 one
Logged
Now active at
https://discord.gg/cuZcfcF
(CodeWalrus server)
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
N sprites
«
Reply #24 on:
April 27, 2006, 03:26:00 am »
ngame is so fun and addicting
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #25 on:
April 27, 2006, 04:01:00 am »
Wow, you added more! The others look just a good, man you have some good sprite making skills!
Logged
Liazon
Guest
N sprites
«
Reply #26 on:
April 27, 2006, 09:48:00 am »
Reserved for more details on progress.
Original Game:
http://www.freeworldgroup.com/games2/gameindex/ngame.htm
So I'm basically trying to port that onto 89 calcs. It will be black and white using 8x8 sprites and tiles. I don't know how many enemies and tiles from the original game I will be able to include, but I'll try my best. This and r/p/s are my first projects.
Unlike the original game, N-Game 68k is not played on one screen. It will scroll and the maps will be larger than 12x20 tiles. What I want to do is to create a pause option that will allow you to pause and scroll around the whole map.
As for dealing with enemies, like the homing drones, the snipers, the missles, and the like, I will add a feature called the
N Sense
. It'll be some for of indication that will tell you if you've been locked on by something, or if something is trying to target you.
I don't know how well I can recreate the physics in the original game. It is really complex which is why I'm not sure if I can include tiles like the curved ones and the irregularly shaped ones.
Logged
Liazon
Guest
N sprites
«
Reply #27 on:
April 27, 2006, 09:58:00 am »
For more info on the enemy types:
1.) Play the game
2.) Click on help, and then enemies (right) and read about them.
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
N sprites
«
Reply #28 on:
April 27, 2006, 10:14:00 am »
I would vote for all, but I can'd
...Any would be great though.
Logged
Liazon
Guest
N sprites
«
Reply #29 on:
April 30, 2006, 08:57:00 am »
More sprites!!!! I think I'm forgetting to do some.
If someone sees a sprite I'm missing, please tell me.
I need some advice from the C masters. Should I use rotation routines or should I just store all versions of the sprites? Which way is faster? I think I'd prefer the faster way, but I assume not using a rotation routine may make things difficult to organize. I'll really have to think about it.
Caption:
ROW 1:
1. Standing/facing right
2+3. Running right
4. Sliding right
5. Jumping right
6-7. Falling right
8. Wall sliding (wall on right)
9-11. Victory dance facing left
ROW 2:
1. Standing/facing left
2+3. Running left
4. Sliding left
5. Jumping left
6-7. Falling left
8. Wall sliding (wall on left)
9-11. Victory dance facing right
ROW 3:
1. mine
2. floorchaser
3. gauss turret
4. gauss turret aimer
5. homing turret
6-8. homing missiles
9. thwump
ROW 4:
1-2. chaingun drone
3-6. laser drone
7-10. homing zap drone
11. zap drone
ROW 5:
1. gold
2-4. standard door
5-7. access door
8-10. trap door
11. one-way platform
ROW 6:
1. bounce block
2-5. launch pad
6. access panel
7-8. remote terminal
9-10. Exit
Logged
Print
Pages:
1
[
2
]
3
4
...
6
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
N sprites