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Messages - Aichi

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91
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 21, 2011, 04:13:12 pm »
Need... Demo...
I do my best, a demo is coming soon.

(and a calculator to play it on <_<)
What about your emulator?

92
News / Re: Crabcake for Axe
« on: May 21, 2011, 02:23:39 pm »
Awesome tool, thanks. I just wonder how to use AxesOnr/Offr. Axe Parser says "Bad Symbol".

93
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 21, 2011, 05:40:40 am »
@Aichi: this game looks really beautiful, and like it'll be loads of fun to play. I do have a few suggestions though. I'd also like to see the game speed increased, as it looks a bit slow at the moment. Are you planning on having multiple levels with each of them containing a boss at the end? I think power ups would also be a wonderful addition (ship speed boost, weapon upgrade of different weapon choices). The last thing I can think of that would be cool would maybe be a shop at the end of the level where you can spend points on ship upgrades or extra lives. I'm really looking forward to see where you take this game. <3
I am not using Pause or something and I will optimize everything as much as I can.  However, I am already happy with the speed.^^
There are already some Power Ups in it. And the game concept will be more like the Rtype series than Pheonix games. Furthermore, the program size is actually too large to add such a big feature like a shop yet.
Thanks for these suggestions. =)

I didn't find a way to remove the crashing at the start, so I will continue the project as an app.
Edit: Solved

94
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 20, 2011, 03:55:15 pm »
can we haz demo?  :D
As soon as I get rid of some issues.
The Game crashes by starting and I know why, but I have no idea how to fix it.^^

95
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 20, 2011, 11:51:59 am »
Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
I use an old version of WabbitEmu. The latest one doesn't work for me. :/

Please, no one hate me for this, but I can honestly say that is the first Axe game that has made me say, "Wow, I wish I could help the language." This game looks great and it is very in depth. Make sure you do not let the size stop you, see if you can get CrabCake to work because if you have gone this far, I'm sure you can go farther. And for some reason if crabcakes fails on you, just PM me because I will do whatever I can to see this continue.
Wow, thanks for this motivation. I don't think that size will be such a big problem.

Yeah, this game looks very polished and well animated.  Excellent job!  Another solution to the 8kb problem by the way is to just compile it as an application if you're not using self-modifying code, that gives 16kb. 
Thanks, and I prefer using programs in this case, since the highscore system will base on SMC.
It's pretty cool that anyone who shares The Game also shares the highscores of him and of anyone who did own that version
of the program before.


Also, I must admit that I'm getting more and more in trouble with it.
Would anyone help me out with the optimizations when I pm him my source?

96
Axe / Re: FlipH? FlipV?
« on: May 20, 2011, 09:24:59 am »
You should swap the upper and the lower row for FlipH or the right and the left column for FlipV to flip 16x16 sprites.

97
Axe / Re: FlipH? FlipV?
« on: May 20, 2011, 07:41:38 am »
Pt-Change(,,Fliph(Pic0)) should work.

98
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 19, 2011, 06:16:37 pm »
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!
There's at least no reason to cancel the project, except unexpectedly losing the source files again.  And thanks. :)

Does Crabcake slow down The Game?
Nope. :)
..Time to create an epic bossfight.  ;D

99
TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: May 19, 2011, 06:05:09 pm »
wow, this looks really nice, and it seems to work very smoothly!  I'm impressed yet again today.
That looks amazing! I love how it looks like an old-school arcade game.
Thanks. :)

This looks really good! I like how you have the different types of bullets and the R-Type feel (I am refering to the original arcade and gameboy game, NOT the dodge-asteroids game).

If I could improve the game at all, I would make the game scroll slightly faster than it does right now. At this point, it seems to lumber along, too slow to have meaningful progress in an acceptable amount of time.

Also, have you tried Crabcake? It's an ASM utility/axiom that is designed to overcome the 8811 byte limit, allowing you to create Axe games as large as RAM will allow. I'm looking into it myself.
Yeah, the idea to combine a shoot'em up with tilemaps comes from Rtype, I love this series.
I let scroll the tilemap only every fourth frame to get more playing time in smaller tilemaps. The scrolling animations looks
smoother on TI, but I'll think about changing the speed.
Does Crabcake slow down The Game?

oh wait, I can see it now, I'm assuming you used calc capture?  Nevertheless, that looks amazing!
Camtasia rendered an additional sound layer as black area, the screenshot has been fixed. :P

100
TI Z80 / [Axe Parser Shoot'em up] Devrays
« on: May 19, 2011, 05:12:12 pm »
I wanted to create a remake of my Shoot'em up Pugluna since a long time, and here it is. :)
It has originally been started for the Axe Parser contest this year, but it wasn't suitable with the rules and the category.
You'll be able to shoot with these infinite standart bullets, power blasts and three Power Ups that you get by killing enemies.
Furthermore, The Game will contain 8 different levels, lots of achievements and a highscore list.
I probably add bosses, but my code is actually about 7900 Bytes. <.<
No demo version yet, but here's a screenshot. ^^

EDIT:
Latest Version: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679

101
TI Z80 / Re: Contest Entry - Time Shift
« on: May 19, 2011, 10:26:08 am »
Nice idea, sounds like Braid. I look forward to it. Good luck. :)

102
Introduce Yourself! / Re: Hello guys!
« on: May 17, 2011, 09:49:17 am »
Ich glaube ich kenne dich sogar von MobiFiles, oder (der mit dem Aichi RPG)? :D
Momentan will ich auch ein RPG starten (etwas in die Richtung Final Fantasy/Lufia), aber wahrscheinlich in Axe, weil TI-Basic dafür irgendwie zu langsam ist.
Genau. Ziemlich schade, dass Mobifiles inzwischen tot ist. :/
Viel Erfolg mit deinem RPG. Ich persönlich rate generell davon ab, ein Game in TI Basic zu programmieren.

103
Introduce Yourself! / Re: Hello guys!
« on: May 17, 2011, 09:13:56 am »
..Und ich dachte immer, ich wäre der einzige Deutsche hier. :P
Willkommen im Forum. Hoffentlich kommst du demnächst mit deinen Projekten gut voran. :)

..And I always thought I was the only german here. :P
Welcome here, I hope you're progressing well with your announced projects. :)

104
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 16, 2011, 01:39:22 pm »
Will this contest be the only one for Axe Parser of all three contests?

105
Web Programming and Design / Re: A·Map - Online Tilemap Editor
« on: May 15, 2011, 12:45:00 pm »
looks really nice fixed the logo for you as well sadly localhost only works on the person actually has the image locally :P
Damn, I've linked to the wrong source.  ;D Thank you for fixing it.

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