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Messages - Aichi

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News / Re: POTY 2011 open!
« on: December 12, 2011, 01:37:10 am »
It looked really great, so I think it really deserves it. :)
Also now that I see you online, could you tell what append to your online sprite editor? It's down. :(

Thanks. :) The Atools got reset by my old hoster, since I didn't use the hoster for 3 months.
I'm going to try my best to find a copy of my sources.

News / Re: POTY 2011 open!
« on: December 11, 2011, 03:40:12 pm »
I'm so glad to see Devrays nominated there. =) I'll let you hear from me and my current projects probably soon.

Music Showcase / Re: An old song I wrote...
« on: August 05, 2011, 02:25:13 am »
Great song, should get to YouTube. =)

Axe / Re: Axe Q&A
« on: August 03, 2011, 04:39:12 am »
You could store the values 0.00 to 655.35 in two bytes if you multiplicate your values by 100.
Displaying them correctly would be possible with an own displaying routine.
Furthermore Axe supports access to the floating-point variables of the OS afaik. Just take a look at the commands list. :)

I've been working on a project for the contest #1 too, but I probably have to give up now, since I'm failing at trying to combine x256 physics with smoothscrolling tilemapping since about three weeks. =/

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 21, 2011, 08:45:39 am »
There aren't only 8 levels because I was too lazy or something, but rather because of the small RAM. Collecting every achievement should take at least one hour and I think > one hour is quite nice for a calc game.
I won't shift level data into a second file and I won't publish a level editor, sorry.^^

Axe / Re: PIC MISSING even though Picture is present
« on: June 20, 2011, 01:42:42 pm »
Hm, try removing the r.
[Pic1] -> Pic1T

TI Z80 / Re: Choice Survival Beta v1
« on: June 20, 2011, 10:15:30 am »

Nice game so far. :)

Did I understand something wrong or is fighting the only thing I can do and does a single fight really take 3 minutes?
It's a bit unrelieved, I hope that you'll add some new features soon. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 19, 2011, 06:05:33 am »
Exactly. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 16, 2011, 07:56:21 am »
Crap, I cant send it. Calc is not recognised by windows >:(

On both TILP and TI Connect? :|

Axe / Re: Axe Q&A
« on: June 15, 2011, 05:22:10 pm »
You don't need a r, the contrast is a 1-byte value. I think it's not appearing to work correctly because the value stored at 0x8447 isn't the value actually sent to the LCD driver. When adjusting the contrast, the value the OS sends to the LCD driver is the byte stored at this address plus 24. So to set a contrast one higher than the current OS contrast, you would do:


Ah, thanks. I was a bit confused. :)

Axe / Re: Axe Q&A
« on: June 15, 2011, 03:36:17 pm »
I thought you need {E8447}^r?

I forgot the r in my post, sorry.^^
Shade( {E8447}r + 1) doesn't work.

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 14, 2011, 02:41:09 pm »
v1.02 Update!

  • Upgrading the mate ship won't affect the linking state anymore
  • The wall collision damage has been decreased
  • The enemy collision damage has been decreased
  • The teleporting animation of the boss of level 4 has been changed
  • A bug that kills enemies multiple times has been fixed

Can a check be implemented to determine which weapon/upgrade you get from a pickup?  More than once I got the ground-shooting thing four times in a row, and that was all I had against the fourth boss :P

Do you mean getting only things that are still not gotten? That would provide having every Level 2-weapon already in level 5. It's the best to keep it random imho. :)

Also, can it be made so only flying enemies (not tanks) can spawn the pickup thing?  I've been, for lack of a better term, screwed over multiple times by a tank spawning one after it got hit by the ground shooter when it's <5 pixels away from the left of the screen, and/or when you reach that part in level 4 (link to spot in youtube vid) where the bottom tank spawns a power-up and it goes right into the part sticking up directly to the left of it, instantly destroying it :/

I wanted to make it not too easy to reach the weapons. You should make sure that you could reach the weapon before you try to defeat an enemy. Every 16th enemy that you kill spawns a weapon btw.

One last thing--why do you have to shoot a power-up to get the weapon?  Shouldn't merely picking it up be enough?

Yeah, that could be quite confusing, but those weapons are actually enemies. It's more size/speed-friendly than coding an own engine for them.

Is a level editor planned?

Hm, that would be fun, indeed, but the engine isn't flexible enough to handle levels by people who don't know about this engine. there are some limitations, such as freezing when there are more than 11 enemies at the same time, despawing some an enemy type under particular conditions and a constant map size of 60x7.
Also, If I had planned to create a level editor, the levels wouldn't be a part of the program data.

Thanks for the suggestions, I'll think about those. :)

Axe / Re: Axe Q&A
« on: June 13, 2011, 06:52:22 pm »
How can I increase / decrase the contrast? I don't get it.
Shade( {E8447} + 1) just crashes my TI. :/

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 13, 2011, 04:08:41 pm »
Also, Aichi, you might want add a limit to the speed at which you can get collision damage. The problem is that if you accidentally ram a wall or a boss, you instantly die. This is especially true if the level 4 boss teleports inside of you ;)

...And this is why that boss actually can't teleport inside of you. ;D
You just have to take a close look at its teleporting rhythm and don't move before its teleporting. :P
Anyway, good idea, I will change the damage to 50%. Or 25%, or 20%, let's see.
Furthermore I'm glad about your bug report for Hot Dog. It would be a shame if it won't get fixed.

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