This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Eeems
Pages: 1 ... 362 363 [364] 365 366 ... 370
5446
« on: May 19, 2009, 11:27:27 am »
I agree. To be honest, I really do like these contests. It helps to spark a motivation in me which is usually hard to find.
YAY! that's great to hear. hope you can get something to enter. Just to let you all know, as of tomorrow there is 2 weeks left in the contest EDIT: oops I forgot, the 3rd not the 27th
5447
« on: May 19, 2009, 11:21:33 am »
if I were you I would keep archiveundelete in a group in case of RAM clears, and archive/unarchive every so often so you have a backup in the archive to get
5448
« on: May 19, 2009, 11:00:33 am »
ah, yes I see. well it's not that much to hard code it, and it increases the speed.
5449
« on: May 18, 2009, 10:01:42 pm »
how would I use a for loop? and I've switched topics to another one
5450
« on: May 18, 2009, 01:30:54 pm »
I know, but I wasn't really planning to make a game in the first place. Ok, major update, I've decided to completely rework the engine because of how hard it is for me to tweek it. this is how I'm going to structure it Load map Get Lists Display HUD Display Map While health and character is not off limits getkey Update Tile Physics Display character If Key then sword Jump magic End Jump action If enemy then enemy movement End Tile tests End By the way, this is a dual-layer platformer I'm guessing? And are those screenshots with 6 MHz?
Yes it is, and yes they are at 6MHz, which is why they are slow compared to Trev's
5451
« on: May 18, 2009, 01:26:28 pm »
nice!
5452
« on: May 17, 2009, 11:50:20 pm »
aww, rat's oh well. This was more of a platform engine then a game though
5453
« on: May 17, 2009, 07:48:14 pm »
oh right,  oh well. they weren't really demos, they were more for people to test to see If I had errors
5454
« on: May 17, 2009, 07:41:48 pm »
you mean that they were intentional
5455
« on: May 17, 2009, 06:41:50 pm »
oh the numbers is the Y value you end each place with I was doing that to try and figure out why it wasn't switching rooms right. I haven't added a health check to the main program yet (it's really easy just add "and L1(2)" to the While statement in prgmPLAT. and to get rid of the numbers just delete "Pause A" from prgmPLAT and prgmZPT. sorry I forgot about those
5456
« on: May 17, 2009, 04:28:23 pm »
no the room switching is having some error's for me too, but I've figured it out, I'll upload the program in a little bit, wait for the edit EDIT: ok, here it is
5457
« on: May 16, 2009, 10:42:27 pm »
sorry about that, I'll fix that up
5458
« on: May 16, 2009, 07:59:22 pm »
ok, I have finished with the map coordinates and such, now I'm going to work on some rooms and such, and maybe even add some new items and magic. I'm still having some problems with keeping the game running fast with enemies on the screen though. I've also included the new version
5459
« on: May 16, 2009, 07:06:01 pm »
hmm, wierd. oh well the link wasn't that pg anyway
5460
« on: May 16, 2009, 06:52:25 pm »
oh wow, I didn't need to see that EDIT: was that you DJ_Omnimaga? the post disappeared before I had even finished this one
Pages: 1 ... 362 363 [364] 365 366 ... 370
|