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Messages - Aichi

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76
Thanks a lot, jacques and DJ_O. :)
The "Export directly as 8xp" feature is progressing well.

77
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 25, 2011, 06:06:01 pm »
In Opera, the first time we open the amap editor page, an error pop ups.

Another problem is that the ability to draw tiles without clicking over and over is extremly slow with the Alt G key. Shift works fine but the other one causes extreme CPU usage O.O
Ah, I forgot to fix this error. :D This error doesn't cause any problems though.
And yeah, currently changing a tile refreshes all 96 tiles. I will minimize the cpu usage by shrinking the refreshing to only necessary things with the next update.
Thanks for these bug reports.

78
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 25, 2011, 05:03:26 pm »
* DJ_O wonders what's the maximum lenght, because there are games with like 30-60 tiles per map :P
There isn't any limit. :)

Update!
- I have rewritten the whole document and changed the interface
- Some little things and things i can't remember of
- Map rendering is finally possible. ^.^ I created the attachment just with Asprite and Amap.

Planned:
- Convert maps directly into 8xp's
- The ability to save several maps in one backup code

79
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 25, 2011, 04:50:49 am »
EDIT: Bug report:

After importing the sprite, all other sprites already present gets deleted :(
Using an own tilesheet overwrites the default tilesheet of course, otherwhise you would be forced to use the default tiles in your games.
You would get wrong tilemaps through just mixing different tilesheets.
However, here's the Asprite Backup code of the preset tiles.
Code: [Select]
ÿÿÿÿÿÿÿÿÿĀǾǾǾǾǾǾǾǾÿǾǚƤǚǚƤǚǾĀĎďğĿǾƇǾơąǾÿÿÿǾƇǾġĆǾĂĄĈǰƐǰİćǾƇǾơǾƇǾơÿǾƇǾġǾƇǾġĉǰƐǰİǰƐǰİĊǾƇǾơǾƇǾÿċǾƇǾġǾƇǾÿČǰƐǰıdzƗǯÿčĻŁƀƄƠƀƈŁĀĻīijīijīijĻĀğāÿÿĿÿāÿĀĘĥÿÿţƗÿÿĀćƇƣģÿđƑſĀ

Also, I'm currently working on Asprite, Amap and a new tool again.
After releasing the updates I will upload a video that shows how to use these tools correctly. :)

80
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 25, 2011, 04:31:24 am »
Hmm it doesn't work. I tried entering 0123456789ABCDEF (the normal 8x8 sprite data lenght is 16 hex chars) and it only showed a blank tile ??? (I tested in Opera 11.11)

You have to use the Backup format from Asprite.^^



( http://xeverion.com/Tools/Asprite )
Click on a, paste 0123456789ABCDEF in, then click on b to get an Asprite Backup Code. You can import this code in Amap.

81
News / Re: Crabcake for Axe
« on: May 24, 2011, 02:12:45 pm »
Glad to hear that using r is possible now. :)
How will you be called in the Special Thanks? Is 'Hot_Dog' ok?

82
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 23, 2011, 06:03:39 pm »
Also adding that this is definitely gonna be featured.  ;)
It definitely should be featured!
I hope so, thank you guys. :)

Also, it wouldn't be a problem if the program will have a size of about 17-18Kb, would it?  :-\

83
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 23, 2011, 05:17:29 pm »
4 of 8 levels have been finished right now.
I don't think I should provide for publishing a demo, since I can release the complete game as beta at the latest next month.
However, I created a video of the fourth level. Sorry for that FPS. It looks much smoother on TI.^^

I love this boss btw. :P

84
Axe / Re: Axe Q&A
« on: May 23, 2011, 03:52:16 pm »
Can I use Lists (no, not arrays) the same way in Axe as in Basic or I need to use Arrays? Thanks
I wonder what do you need it for?

85
Axe / Re: Axe Q&A
« on: May 23, 2011, 12:53:59 pm »
But does it also count to the executable code? I mean, can you for example have 8000 bytes exec code and 13000 bytes of data?
Both data and code have to be under 16k together, your data is written directly into the app.
If you don't want it, you should use appvars.

86
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 22, 2011, 11:39:16 am »
I'm using the x86 version of Win7 Ultimate.
The program also crashes when I open the options window.
However, the older version of Wabbitemu I'm currently working with supports every feature I need.

87
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 22, 2011, 11:22:54 am »
The newest one at wabbit.codeplex.com? If so you should post a bug report here :)
Yes, I mean that version. Win7 just says "Wabbitemu z80 doesn't work anymore" after turning the calc on and closes the program.


This game is going to be terribly hard, by the way. :P

88
Axe / Re: Axe Q&A
« on: May 22, 2011, 10:59:03 am »
Why does my application sometimes randomly defragment itself when exiting it?
An unsigned application deletes itself after 30 starts. You have 30 new starts after recompiling your project.
You can sign your application with rabbitsign in the Axe Parser/Tools directory.

89
Web Programming and Design / Re: Online Sprite Editor
« on: May 22, 2011, 03:18:05 am »
Pugluna 2 would be awesome, but please backup often this time so it won't die again D:.
Check out this if you not already did it.

Also I think it would be nice to merge this with your tilemap editor or be able to go back and forth between both.
Nice idea, I'm going to link to each other.^^

90
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 22, 2011, 03:14:36 am »
Awesome Aichi. It would be nice to be able to use our own sprites, though.
It's already possible. :) Click on the third button (this 8x8 character) to import a backup code from Asprite as Tilesheet.

And as a suggestion if you ever want to take it, drag-and-drop.
For what would you need Drag&Drop? Isn't Shift / Strg faster than that would be?

I agree, also it would be nice to be able to change sprites simply by holding down the mouse button and hovering on the appropriate squares, so no need to click over and over. Not sure how this is possible in JS, though.
You already can do that. Press Shift to paint the left tile and Strg for the right tile.

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