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Messages - TIfanx1999

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4831
TI Z80 / Re: Edge
« on: July 11, 2010, 04:01:44 am »
No big deal about some minor slowness in Pure BASIC, it's to be expected. I'm really excited to see what you've come up with as well! ^_^

4832
TI Z80 / Re: The Legend of Zelda
« on: July 11, 2010, 03:55:46 am »
I have to stick with the side-HUD, since maps are presently designed around it. Trying to work around the original HUD is just too difficult. I liked the idea as well, but I'm also not patient enough to painstakingly break the map tiles into 8x8 pieces and assemble 32x32 objects from them.

Wow, didn't realize that all the tiles used a 4 color palette while the sprites all use 3. Looks like they are converting to grayscale very nicely as well. Just wondering, is there any particular reason you left the enemies/rupees in color or is that just a quick mockup of where they might be in-game?

Anyways, the map looks great!  :D

Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.
IIRC, there was another Zelda game which displayed just the hearts in the minimalistic style you are talking about. Perhaps he could keep them on the right, but make the background transparent? Then again, if he did that he would have to change the maps to accommodate that. Hmm ...

EDIT:Nevermind, looks like he's keeping the style he's got now.
Transparency was what I was suggesting, and it would not be necessary to break the tiles up if that was the route you decided to take. This is what Spencer's Zelda does (although his is black and white). I don't know how transparency works in either setting, so that would be something one of our ASMers might be able to answer.
Anyway, all that said... The Zora's domain overworld that you posted does look much roomier.

4833
Other Calculators / Re: 16-Level Grayscale
« on: July 11, 2010, 03:45:51 am »
Ti-83+ SE
Results:
Refresh:114
Speedt tests: CPU-15019419 hz Lcd speed -100 fps
Gray4:Driver:20 Refresh:133

4834
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 11, 2010, 02:40:47 am »
@Darl: I know there isn't much to the demo yet but I'll be the first to say that it looks really cool! I'd be interested in seeing what it could be further developed into. ^^

4835
TI Z80 / Re: The Legend of Zelda
« on: July 11, 2010, 02:27:31 am »
Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.

4836
Portal X / Re: Portal X
« on: July 11, 2010, 02:17:04 am »
Also, I was playing around and I created a speed run program that pauses every frame and waits for a keypress, and stores all of your keypresses in an appvar.  Then you can play the appvar back at full speed and it looks really awesome :D I know one thing for sure, I will definetaly have to speed run this game once it is finished!
O_o that's pretty cool. Keeping it to yourself and for testing purposes I assume?

4837
Art / Re: Sprite request for Nostalgia
« on: July 11, 2010, 02:08:35 am »
First one remains the best, but the second one is pretty good too.

4838
TI Z80 / Re: Elmgon Progress
« on: July 08, 2010, 03:55:02 pm »
* Art_of_camelot breaks out the whip
:P
I'll be looking forward to seeing progress on this when you get back to working on it again. :)

4839
Introduce Yourself! / Re: Hello Omnimaga !
« on: July 08, 2010, 03:53:04 pm »
Welcome! It's also worth mentioning that we have a french language subform that is quite active. :)

4840
Gaming Discussion / Re: How tough are your NES games?
« on: July 08, 2010, 01:16:33 pm »
That was a really cool vid. Nice find! =)

4841
The Axe Parser Project / Re: Bug Reports
« on: July 08, 2010, 01:05:03 pm »
RPG magic spells. For high end spells such as Holy, people will often use random fractals. It could be used for other kind of animations as well.
Exactly what I was thinking. :)

4842
See what happens when you eat too much of the source code? I warned you about this! :P

4843
The Axe Parser Project / Re: Bug Reports
« on: July 08, 2010, 12:32:03 pm »
@Quigibo: I think you should keep it in as well. That could make for some really interesting looking effects!

4844
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: July 07, 2010, 09:20:14 pm »
Yea, it's my adapter. I gotta see if i can find a stereo one.

4845
Nice update! I'm sure this will prove very useful! :)

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