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Messages - ZippyDee

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121
Web Programming and Design / Re: Javascript integerpart
« on: January 21, 2012, 05:53:19 am »
Math.floor(number)

122
TI Z80 / Re: ORG: online Z80 IDE and assembler
« on: January 21, 2012, 01:50:43 am »
How would they run....there would have to be an online emulator as well.

123
TI Z80 / Re: The Mighty Jill Off
« on: January 20, 2012, 04:25:08 pm »
Wow ZippyDee, those look fantastic! ^^
Thanks! I'm finding that I'm actually quite enjoying making these!

how long does it take to make a frame?
Not too long once I just sit down and start working on it... I've been getting faster at it, too...But I still have a tendency to lose track of the time, so I can't really give you a definite answer >.<

Also... Frame 5:


Aaaand frame 6:


Edit: looking at the times here, frame 6 took me about an hour and a half.

Aaaaand lastly, frame 7:


Ehh, I kind of like this better for the 5th. I lightened jill's skin.

124
Elimination Developers / Re: Designing Textures
« on: January 19, 2012, 09:46:35 pm »
Sure, I'll give some of 'em a go. I'll do....uh..........Sewers? Sure, why not?

If you want to see some examples of my most recent work, check the Mighty Jill Off thread.

125
TI Z80 / Re: The Mighty Jill Off
« on: January 19, 2012, 01:41:58 pm »
I dunno what Leafy will do, but here's my alternate frame for the third one...

126
TI Z80 / Re: The Mighty Jill Off
« on: January 19, 2012, 12:04:49 pm »


is that dark enough?

Edit: Here's the third frame!


Edit 2: Fourth!

127
TI Z80 / Re: The Mighty Jill Off
« on: January 19, 2012, 05:20:52 am »
First cutscene frame:

Second cutscene frame:

I'll do the third one tomorrow. I'm going to sleep.

Hope you like 'em!

I might add a bit more dithering to the first frame, too... It doesn't match the style correctly like that.

I think I'll also do something more with the background of the second one. I'll add some white and have a dithered light gray glow around her, kind of an invert of the glow in the first frame.

128
Miscellaneous / Rube Goldberg Machines
« on: January 18, 2012, 03:23:34 am »
I'll just leave these here. (I'm sure you've seen a few of them already)







and one of my personal favorites...



Feel free to post more :D

129
TI-Nspire / Re: Rush Hour
« on: January 18, 2012, 02:06:40 am »
I just wanted to point out that the actual game only ever has blocks with a length of either two or three...

130
Axe / Re: 4x4 sprites
« on: January 17, 2012, 10:58:26 pm »
Are you trying to draw them all aligned? That could change answers here...

131
TI Z80 / Re: TinyCraft [Axe]
« on: January 17, 2012, 09:46:05 pm »
Thanks! I just tested all the growing tiles to see how smooth they look, and they all work great, so there shouldn't be any problems there. Just thought I'd confirm that :P

132
TI Z80 / Re: TinyCraft [Axe]
« on: January 17, 2012, 09:08:14 pm »
So have we decided on 8x8 or 16x16 tiles yet? If we are going to use 8x8, someone needs to convert the 16x16 tiles from the game to 8x8, otherwise, we could probably use the same tiles as the game. Either way, we do need to decide on what shades of grey to use for tiles that look similar but are colored differently.

I gave it a go. These are in the same order as the image you posted, with water included on the bottom. I also included a little mock-up so you can see what a few of the tiles look like put together. I didn't fully test all of them for smoothness when tiled, but they should all look pretty good.

133
Elimination / Re: Elimination: A New FPS
« on: January 17, 2012, 12:37:46 am »
He means a fancy looking crosshair...

134
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 16, 2012, 07:51:14 pm »
It looked like he was sticking to the wall, not flipping gravity... Even so, this looks great!

135
TI Z80 / Re: TinyCraft [Axe]
« on: January 16, 2012, 05:28:42 am »
I'm not sure how jacobly is doing the map generator, but I was thinking about just how to implement a random midpoint displacement algorithm in AXE. I came up with some pseudo-axe-code for just a way to calculate the new midpoint of a rectangle with known corner values and a known width, assuming those values are <256:
Code: [Select]
[TOPLEFT]+[TOPRIGHT]+[BOTTOMLEFT]+[BOTTOMRIGHT]/4 -> A //average of corner values
[WIDTH]/2 //half the width will be our max/min displacement value (can be whatever)
*2 -> I //convert to positive range, save to I
rand^I //generate random displacement based on upper bound (I)
-(I/2) //convert to actual +/- range by subtracting half of the positive range
+A //add to the average of the rectangle corners
-> M //and that's the new midpoint value
M >> 255 ? 255 -> M //keep it between 0 and 255
M << 0 ? 0 -> M
M
Return

I haven't done AXE in a while, and I was just typing this out quickly, so it's kind of halfway axe that's not incredibly optimized...But even so, does this look like it'd function correctly (assuming the values were filled in and any other syntax errors I may have made were removed)?

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