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Graviter / Re: Level Design
« on: January 26, 2011, 03:42:03 pm »
Ok phenomist I uploaded your super massive level of intensity.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1486
Graviter / Re: Level Design« on: January 26, 2011, 03:42:03 pm »
Ok phenomist I uploaded your super massive level of intensity.
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Graviter / Re: Screenshots« on: January 26, 2011, 03:28:58 pm »
I'm not quite sure - i think the buffer wraps around at 256 pixels, and each tile is 5x5, so that would be at max a 51 by 51 tile map?
Anyways, more eyegasm in the first post! 1488
Graviter / Level Design« on: January 25, 2011, 09:57:08 pm »
I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.
Levels by Phenomist: Spoiler For Level set one: Spoiler For What is this I don't even: 1489
Axe / Re: Text Wrapping and Scrolling Routine« on: January 25, 2011, 09:16:12 pm »
I was actually thinking of using the smaller text - the Text( function rather than Disp. I'm okay with words getting cut off, though.
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Graviter / Re: Screenshots« on: January 25, 2011, 03:14:48 pm »
The game? o.O
Anyways, New screenie demonstrating my new scrolling tilemapper. 1491
Graviter / Screenshots« on: January 24, 2011, 10:38:21 pm »
Looking at these screenshots again really brings back great memories - really makes me want to finish this project up. I think one of the main problems was that as I tried to make my game better and better, I realized that I didn't possess the abilities and creativity to put those ideals into motion. If I ever get back into the z80 scene, I guarantee you guys I'll make every effort to finish this
![]() For now though, you can enjoy all these awesome screenshots ![]() Spoiler For Haven't made captions yet: Spoiler For Fizzler Grids: Spoiler For Portals!: Spoiler For Grabbing Ropes: Spoiler For Ropes and Momentum: Spoiler For Ropes in a Frictionless World: Spoiler For Newton's Cradle: Spoiler For Zedd Integration: Spoiler For TunnelRun: Spoiler For Slow and Simple: Spoiler For The Beginning: Spoiler For Amazing Menus: Spoiler For A Fast Reboot: Spoiler For Experimental Elements: Spoiler For Alternate Exits and Slowdowns: Spoiler For Ticalc Demo: Spoiler For A Few Starter Levels: Spoiler For Early Level Design: Spoiler For Switches: Spoiler For Lasers: Spoiler For Blood Splatters: Spoiler For When Sensitivity Goes Wrong: Spoiler For Horizontal Gravity Axes: Spoiler For Scrolling: Spoiler For Retro World: Oldest - December 30, 2010 1492
News / Re: PolyPatch84 released« on: January 24, 2011, 05:46:43 pm »
Hooray I can finally play Shift!
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Axe / Re: Physics Tilemapper« on: January 24, 2011, 05:42:52 pm »
Sorry about the triple post (My bad) but I'm still kind of confused as to how to do tile detection for collisions with platforms. I'll attach my attempts (first value x+z, second value y+theta, third value collision tile value) also you need the dependencies in the previous post to compile. If anybody could help that would be great.
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Axe / Re: Physics Tilemapper« on: January 24, 2011, 02:19:18 am »
Okay, I made one using BuilderBoy's algorithm and mapping it every single frame. It's acceptable on full, but lags on normal.
Run DRAW.8xp, the rest are source. 1495
Axe / Text Wrapping and Scrolling Routine« on: January 23, 2011, 11:13:43 pm »
I was just wondering if anybody created one, because I can't find one on this here intarwebs. I'm going to use it to incorporate dialog into some of my programs.
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Axe / Re: Decimals and Basic« on: January 23, 2011, 11:48:42 am »
@Quigbo Yeah I just got that brilliant idea after going to bed =.=
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Axe / Re: Decimals and Basic« on: January 23, 2011, 02:59:01 am »
Well what I'm doing doesn't require that much precision - it's just a bunch of definitions and a couple of programs.
I decided to do this since Zstats was really arbitrary in its definitions and didn't help much on tests and stuff. 1498
Axe / Re: Decimals and Basic« on: January 23, 2011, 02:49:05 am »
The Menu( didn't have scrolling, which is really what I wanted.
I still need to know how to call a BASIC program from Axe. 1499
Axe / Re: Decimals and Basic« on: January 23, 2011, 02:47:00 am »
I'm making a statistics toolkit - I made one in BASIC but the menus were way too slow so I switched the interface to Axe.
If you had a prgmLINREG, how would you use Bcall(_ParsInp) to start it? 1500
Axe / Re: Decimals and Basic« on: January 23, 2011, 02:42:50 am »
Yeah, I think linking to BASiC might be easier - but where is this hex code you speak of?
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