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Messages - Ti-DkS

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121
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 13, 2010, 12:49:54 pm »
This picture is an idea of what the game could look like to, with a 24x24 Samus sprite... But the game already look like that but instead of using the shmibs' samus sprite, it is replaced by a black filled rectangle in the real game :) The only thing which was not in the real game is the samus sprite, other stuff already been coded ;D

122
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 13, 2010, 11:54:25 am »
Okay, I will ask him about that :)

123
Axe / Re: Smoothscrolling tilemapper
« on: November 13, 2010, 11:53:21 am »
Okay ! It's why I think a tilemapper wich redraws the whole screen every frame is better for the main buffer, and a tilemapper with vert/hor commands for the background :) It is what I use for my Metroid :D

124
The Axe Parser Project / Re: French Translation / Traduction Française
« on: November 12, 2010, 05:52:33 pm »
*Ti-DkS est d'accord sur le fait qu'une traduction de la doc en français est une excellente idée, surtout pour ceux qui débutent ds Axe ;D

125
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 12, 2010, 12:08:14 pm »
Yes I will probably report this but because of the fact I've an old version of wabbit, I will test it with a newer version before reporting this bug ;)
Else I've some problems with my firing system (there are bullets flying sometimes but I dunno of where they come :) ) and I don't understand how I can do acceleration with Axe (because the equation uses a time factor and also because it is difficult for me to use floats and/or signed numbers )

126
Axe / Re: Smoothscrolling tilemapper
« on: November 12, 2010, 12:05:09 pm »
Yeah, it is a good idea !! I hadn't thought of it :)
But there is a thing I don't understand : how do you draw characters and ennemies on a tilemapper which uses "vertical"/"horizontal" commands without using the back buffer ?

127
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 12, 2010, 02:37:38 am »
Yes I will use shmibs sprites because they are great ;D but about wabbit's issue maybe it is because I'm using the "Full" command...

128
Axe / Re: Smoothscrolling tilemapper
« on: November 12, 2010, 02:32:04 am »
Yeah, it is that ! The tilemapper redraws the whole screen then it draws the background which scrolls 2 times slower using the "vertical" and "horizontal" method :)

129
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 11, 2010, 05:04:17 pm »
Nice job shmibs ! There is no problem if you want to draw the others ;) but I can't demand you to do that :) However it is a great conversion because I've ever found pretty hard to reduce gb/gba sprites which are already smallest as possible keeping max quality !

130
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 11, 2010, 04:16:42 pm »
Thanks but I think I will code other stuff before that ! It's why I'm looking for a metroid-like jumping routine :)

131
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 11, 2010, 04:07:36 pm »
Yes it's what I think so... I think I will reduce them to 24x24 :)
Else does anyone knows a good jumping routine ?

132
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 11, 2010, 03:40:05 pm »
It is coded ! But I meant that view is currently centred around samus :) But I'm thinking about making the sprites smaller ...

133
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 11, 2010, 03:31:45 pm »
This game is coded with Axe Parser (easier to learn than ASM with same power)
I'm so sorry for Ashbad_Alvin and Shmibs ::) but sprites are always 48x48 but the view follows your looking then you can see more things than if view was centred around samus. I know it isn't visible on the screenshot but it's because I havn't coded it yet :)
@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game :( but if you really want it I can post one here

134
Metroid: Chozo Mission / Metroid Chozo Mission
« on: November 11, 2010, 11:58:04 am »




After defeating Mother Brain on planet Zebes, Samus resumed her quest for answers about mysterious Chozo's disappearance. When she was arrived at the limits of the galaxy, she received a distress signal coming from a disused pirates' station orbiting around an unknown planet...



Main menu :

In-game :


The newest In-Game :

(in the real game, bullets are shooted 1by1)



¤ tilemapper : coded
¤ samus' movements : coded, but issues with jump
¤ shooting systen : coded (currently no missiles)
¤ Items : I will code that when my shooting system will work
¤ Bosses : later
¤ Ennemies : Tests done but issues with tile detection for these walking on the walls
¤ Menus : Near completly coded.
¤ Maps : currently using a test map
¤ Sprites : first sprites added

Don't hesitate to post your comments, your impressions or your advices  ;D

(last update: 11th of February, 2011)

135
Axe / Re: Smoothscrolling tilemapper
« on: November 11, 2010, 09:17:41 am »
I think a powerful tilemapper what redraws the whole screen can be interesting to develop multi-level grayscale 2d sidescrolling plateformers because it uses only the main buffer and the other can be used to draw backgrounds using "horizontal" and "vertical" commands. Isn't it right ? :)
A guide will be interesting also  ;D

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