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Messages - Roboman

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91
TI Z80 / Re: [AXE] Bullet Hell
« on: November 30, 2012, 09:24:11 pm »
Oh...
So screenies =  :w00t: 8) :thumbsup:
And no screenies =  :-X ??? x.x
Putting up a screenie every single time can be a hassle... <_<

Here is the screenie(spoiler for what I am doing next at the end :o

And I was not really going for a solid gray... I was going for a 'flickery gray'.  It makes the laser look unstable and when the ship is gray(invuln) it is a gray/black&white flashing hybrid.  It also leaves the back-buffer untouched that has to be a plus ;D
And I moved the laser rectangle to after the bullet render... I think it looks better.
And here is the sourcecode
http://www.mediafire.com/download.php?c3y2epad2kn9xzh

92
TI Z80 / Re: [AXE] Bullet Hell
« on: November 30, 2012, 01:06:15 pm »
Ok...  You are no longer without a weapon, and the boss is no longer indestructible...
I cannot upload a screenie or the code yet, I am at school.
You're weapon is a laser beam that is drawn before the bullets are drawn(is behind the bullets) but after the boss is drawn(in front of boss) and it is drawn as RectI(A+1,0,2,B).  I is now the 'greyscale' variable(I refuse to use the back buffer)  every frame I do this   :not(I)->I:  and the laser is drawn as a 'greyscale inverted rectangle' *.*.  There is a downside to shooting your laser beam...  while you shoot the laser you'r energy bar(hp bar) does not regenerate.
and if I want something drawn as 'gray'  I do if I:draw...  :end
however, I am not sure how to draw the boss health bar if different bosses have max hp...
What are you thinking about this new update?  Likes?  Dislikes? Post below  :'(

93
Humour and Jokes / Re: The Peanut Gallery
« on: November 30, 2012, 12:50:29 pm »
How do you like my new profile pic?
I LOVE DEM PEANUTS :w00t:
<---

94
TI Z80 / Re: [AXE] Bullet Hell
« on: November 28, 2012, 12:50:18 pm »
The problem I see with this is they could/probably will overlap each other..
That is exactly why the second part must be in a second for( loop, and also why something like masked sprites will not achive this effect in one for loop

and anyways, I THINK four pxl-on('s are faster than one pt-on(



*Edit*
I have made up my mind.
I will keep the graphical effect, and until someone tells me a faster way, I will use four pxl-on commands.

95
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 05:35:01 pm »
So far to create that effect I have been doing this:

DrawInv
for loop executes this for every bullet
draw a second 'bullet core' sprite(8*8!!!)
end for loop
DrawInv

I think I should instead do this:

for loop executes this for every bullet
pxl-off(B-XPos+1,B-YPos+1)
pxl-off(B-XPos+2,B-YPos+1)
pxl-off(B-XPos+1,B-YPos+2)
pxl-off(B-XPos+2,B-YPos+2)
end for loop

What do you think?

96
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 03:23:22 pm »
DJ_O, when I first mentioned this project to you, you sounded really excited...  and you just now posted here...  You must have a lot of topics to keep updated on all the time XD.
And when multiple bosses are done I will try to make a nice difficulty curve.

97
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 02:22:47 pm »
Ok...  Somebody ask Runer what the fastest method of drawing these two sprites... be it the sprite command, or something else...
-**-
*??*
*??*
-**-    the ?'s do not matter... they will be overwritten by the sprite below...
::::::
--
--       right now i am drawing ** after i drawInv and then drawInv after
                                            **

I am at school and omnom.omnimaga does not work here(some part of the url must be blocked) and efnet is entirely blocked.
If someone can do this b4 I get home that would be great.

98
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 12:46:53 pm »
Well to speed up each bullet you could use two rectangles to draw the back part of the bullet and one rectangle for the overlay.
Well, the bullet outline is not a square... it is meant to be a circle.
If you look closeley at it...
_**
*__*
*__*
_**
And I was thinking about using four pxl-on( commands...  Anybody know the fastest way to fill a two by two square?


*EDIT*
 :crazy:  Page#2!!!
:w00t: *.* :w00t: *.* :w00t: *.* :w00t: *.* :w00t:

99
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 10:23:37 am »
Actually, it's up to 1.2.0

http://ourl.ca/4060/325065
Actually, at the time of him posting that Axe was up to 1.1.2,Axe 1.2.0 has yet to come out.

100
TI Z80 / Re: [AXE] Bullet Hell
« on: November 27, 2012, 09:21:15 am »
I am still here! :o  Do not worry. ;D
I was having a terrible time squashing a bug that would crash it on the first frame...  I have since worked that out, but I was forced to look deep into my code again... and optimizations happened :D.
I think I know a way to add some level of skill to the game without taxing the hardware very much... Energy.
The health bar at the bottom is now Energy.  You lose Energy when you 1:Get hit by a bullet.  2:Shoot(not implemented yet).  3:Use time slow(shown in screenshots when screen inverts).
What do you think of this?
The speed significantly increased, and I decided to throw that away for a fantastical graphical effect I stumbled on! :w00t:
Why do I say "throw that away"?  The effect is impossible without drawing two sprites for every bullet.  :-\
I was also working on the 'Boss API' (a different subroutine for every boss, executed once per frame(if you wanted too you could make a boss routine that isn't a boss at all... it could handle multiple enemies instead  :crazy:)) and the boss you see in the screenie is an example boss I am not done coding yet(it only lacks health/ healthBar).
Here is screenie of before the fantastical graphical effect:


And here is a screenie of after the fantastical graphical effect:



What do you think?  Is it worth the speed decrease?

Ok.  That is all I have.  Here is the source code download(Fantastical graphical effect included, comment it out if u want, it IS labeled by a comment.)http://www.mediafire.com/download.php?ou3aar8po27ayrn

101
Humour and Jokes / Re: The Peanut Gallery
« on: November 23, 2012, 07:16:39 pm »
Lets not derail this thread with image-editing... :angel:
BACK TO THE PEANUTS :w00t:

Somebody gave me all of these peanuts in my introduction topic 8)
Epilepsy warning(i think)
Spoiler For Spoiler:

-

102
Humour and Jokes / Re: The Peanut Gallery
« on: November 23, 2012, 04:18:35 pm »
MS-Paint does not support transparency.

103
Humour and Jokes / Re: The Peanut Gallery
« on: November 23, 2012, 04:17:15 pm »
Armatures ::)
Watch how a pro does it
 

104
General Calculator Help / Re: I have saw the TI-84+ Pocket Color
« on: November 22, 2012, 06:33:01 pm »
So odd.
I guess it changed from Texas Instruments as a place to nothing more than a name.

105
TI Z80 / Re: [AXE] Bullet Hell
« on: November 22, 2012, 03:36:47 pm »
The rule about other upload sites is only for the download section, in normal posts you can link to any upload site.
:O That is fantastic!
Well then, here it is:  The source code with inline documentation as I promised.
http://www.mediafire.com/?cp2wmfgei3m3q8i

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