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Messages - leafy

Pages: 1 ... 6 7 [8] 9 10 ... 104
106
TI Z80 / Re: [AXE] some puzzler thing i guess...?
« on: December 06, 2012, 11:16:48 am »
So what you can try doing is something like

Main loop
Your code
Pt-On(X,Y,Picwhatever)
DispGraph
Pt-Change(X,Y,Picwhatever)
End loop

That'll make sure your character is erased before the next frame, so you don't have to use RecallPic anymore.

107
TI Z80 / Re: [AXE] some puzzler thing i guess...?
« on: December 06, 2012, 11:12:42 am »
No; With greyscale, you'll likely have to add additional buffers or use L1. Of course, if you have a simple character like yours, you can just AND it off the frame before drawing it again the next frame, and then you won't have to redraw any part of the tilemap.

108
Other Calc-Related Projects and Ideas / Re: OmniRPG - Storyline Discussion
« on: December 06, 2012, 12:49:52 am »
It'd be interesting, but it doesn't have to be so blatantly obvious - that makes for a weak storyline. I won't be working on this, but I just wanted to throw in my two cents :)

109
Miscellaneous / Re: ENDER'S GAME MOVIE... WHAT!!!!!!
« on: December 05, 2012, 05:56:00 pm »
Hey guys, I saw this still in a news article today. Check it out!

http://insidemovies.ew.com/2012/12/05/enders-game-exclusive-first-look/

110
TI Z80 / Re: [AXE] some puzzler thing i guess...?
« on: December 04, 2012, 06:12:29 pm »
Here are a couple tips I could think of :P

Instead of sticking your tilemap drawing code inside the main loop (since you're not gonna be changing any tiles), you can stick it outside of the loop and StorePic to L3 (assuming you're willing to sacrifice that) and every loop through the main loop, just use RecallPic.

Also, for your collision routines, it's much easier to have a routine called GetT or something that returns the tile that a certain point is in. For instance, with your 8x8 tiles, you'd use:

Code: [Select]
Lbl GetT
Return {r2/8*12+(r1/8)+GDB0}

And since you're just checking for the empty ones, write another routine

Code: [Select]
Lbl CheckE
Return GetT(r1,r2)<1

or whatever. I've left it unoptimized for clarity - sometimes, this isn't the best way to do it, but it's good for many cases. That way you can rewrite

Code: [Select]
X-(getKey(2) and CheckE(X-1,Y) and CheckE(X-1,Y+7)) + (getKey(3) and CheckE(X+8,Y) and CheckE(X+8,Y+7))→X

Of course, there are much better ways to check for collisions, but I'll leave that as an exercise for you :D

111
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: December 04, 2012, 02:46:59 pm »
Hey guys, if you need an infinitely scalable logo I traced it in paint
* leafy runs

112
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: December 04, 2012, 02:36:46 pm »
Sounds good! I never really liked it when you couldn't escape battles. Although, it might be interesting to make it 100% unless the enemy uses a trap spell or something.

113
Computer Projects and Ideas / Re: Tower Engineer
« on: December 03, 2012, 03:06:25 pm »
Zedd doesn't support rotational inertia (or really, it supports objects with infinite rotational inertia!) so it would never be well-suited for this kind of a game.
Well I think she didn't mean "for the engine on calc, use Zedd (or a Nspire derivative)" but more "if Zedd runs on a z80, your game runs on an Nspire" ;)

Ahhh, gotcha ^^ But honestly, Zedd takes far fewer resources than an accurate rigid-body collision system.

114
Portal X / Re: Portal X (Prelude) Bugs
« on: December 03, 2012, 03:05:29 pm »
I've also found a more pressing one that crashes the game in level 17 or so. I'm unable to replicate it, but shooting a portal caused another level to load that was filled with random RLE junk.

115
Computer Projects and Ideas / Re: Tower Engineer
« on: December 03, 2012, 02:13:26 pm »
Zedd doesn't support rotational inertia (or really, it supports objects with infinite rotational inertia!) so it would never be well-suited for this kind of a game. On the other hand, I remember seeing a native Chipmunk port on Casio calcs.

116
TI Z80 / Re: [AXE] Bullet Hell
« on: November 30, 2012, 10:57:51 pm »
So how many bullets can your engine support? And will there be other enemies?

Also, it's generally good to provide a screenshot with your updates. It doesn't even have to be that long (maybe 10 seconds) just showing off your new feature or whatever.

117
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 30, 2012, 07:44:36 pm »
Yeah I meant playlist, sorry

118
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 30, 2012, 06:46:04 pm »
I don't know if this has been mentioned yet, but we could have a channel called "First Looks" or something where devs can talk about their in-progress projects.

119
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 30, 2012, 05:43:18 pm »
Sure thing! I'm even planning something more complex to take advantage of the pixelness of the logo; the one I made earlier was more of a placeholder.

120
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 30, 2012, 05:40:27 pm »
DJ_O that last bit is the intro I was making, I'll see if I can make the blue work out.

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