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Messages - c.sprinkle

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61
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 17, 2011, 04:56:44 pm »
Now that that's done I can begin Tilemap Development: Phase II
My goals: 1. Add lava flows and explodable walls.  :D
              2. Fix any errors or glitches in the scrolling.  >:(

62
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 17, 2011, 04:08:55 pm »
I couldn't resist the temptation to add Netham. ;D
Here's the final release of tilemap Demo 1, featuring walls and empty spaces.

63
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 10:35:09 pm »
Yep. Actually, here's the next installment of the storyline. . .  :hyper:

[story]
You pursue the trail of the murderers for three days. Never sleeping, stopping only to eat, you make good time. By the time the tracks disappear, you are worn out. You rest for a day at the foot of a mountain. One night, a rumbling awakens you as a stone door slides open in the mountainside. You enter cautiously, sword at the ready. . .

Soon, a glow appears. You round the corner and see a pool of lava. Sitting by its edge are three creatures. Short, armored, and segmented, they look remarkably like lobsters. You charge. They give a good fight, waving their red-hot claws and trying to get at you. However, your blade is too fast and dispatches them neatly. You continue deeper into the mountain.
[/story]

You are going to go deep inside a volcano for the rest of the story as you fight various underground creatures. ;)

64
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 10:22:44 pm »
Later, I think I'll have:
0. Blank
1. Wall
2. Enemy
3. Lava
4. Water
5. Unstable Wall
6. Door
7. Shop
8. Ladder

65
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 10:19:49 pm »
Right now, I use the Data( command and then do binary 0s and 1s. A 0 is a blank square and a 1 is a wall (duh!).

66
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 10:04:39 pm »
WHEEEEEE! IT WORKS!
The tilemap works perfectly. It's 15x12 (180 tiles!) and has flawless scrolling. Also far more optimized than before, so it's only 1580 bytes for the compiled version. If you have feedback, let me know. I redid half the program to get this, so you better like this. . .  <_<
The file is attached below.
If someone could post a screenshot, I would be greatly indebted to them. . . (hint hint)


Also, don't kill me for using big font. I felt like the situation merited it.

67
Official Contest / Re: [BULLETIN] Cage Matches
« on: January 16, 2011, 09:57:56 pm »
We hope. . . ;)

68
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 06:30:27 pm »
Here's the source. Only problem is, it only corrupts when the vertical offset (in tiles) is 2 or greater. Take a look. Thanks!  ;)

69
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 05:22:31 pm »
Part of the tilemap would turn black. I don't have a screenshot, but it's attached to one of the previous posts. The attachment is: glitch_IVP.8xp  ;)

777 useful posts! Hurrah!

I notice they changed "Respect:" to "Total Post Ratings:"  ;D

70
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 05:08:00 pm »
*Extreme Bump*
So, I have had problems with the battle engine, the scrolling, and the code size. The solution: Rework the battle engine completely. The main graphics will now be the tilemap. Because sword animations, etc. take so much room in my code, I am going for a battle engine more similar to TBP's. (Thanks for the inspiration, Eeems! ;))
I hope to have the tilemap bug fixed, but I can't figure it out. Some feedback and help would be greatly appreciated. (hint hint . ;))

71
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 16, 2011, 05:03:57 pm »
Ick. That sounds painful.  ;)
I hope you work out the bugs.  :)

72
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 14, 2011, 11:55:33 am »
Here's the fixed version with 2-pixel-at-a-time scrolling. However, I've run into a problem with the tilemap. Look at the second attachment.

73
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 13, 2011, 06:53:48 pm »
Well, that's all the battle engine does right now. :P
Yeah, I was wondering if I should change the movement to 2 pixels. . .
I'll give it a try. Thanks. Next up: an enemy in the battle engine! :D
The sword only swings when facing sideways because it looks weird to have his foot swinging a sword. :P
Of course, if there's a way around that, I would love to know.

UPDATE: I changed the last post's attachment. Re-look at it for the updated, 2-pixel-move version. :)

74
Axe / Re: I: VP tilemap help!
« on: January 13, 2011, 04:33:44 pm »
Look, a double post! (It's been more than 6 hours.)

For some reason I can't make store more than 110 bytes of data to one GDB location in Axe. Anyone know how to fix that?

75
TI Z80 / Re: Pugluna v0.4 Beta
« on: January 13, 2011, 04:32:01 pm »
This is really neat. It's similar to Phoenix, but far cooler.

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