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Messages - leafy

Pages: 1 [2] 3 4 ... 104
16
Axe / Re: Axe Language
« on: June 04, 2013, 10:43:34 am »
There are built in commands to do this; rotC( is ShadeNorm(), and rotCC is Shade_t(). Note, however, that these are not recursive functions, so you can't chain them (like rotC(rotC(Pic1))).

17
TI Z80 / Re: Illusiat 11 : Axe Edition - Planning stage
« on: June 01, 2013, 04:25:19 am »
Oh snap, I thought the screenshot was of a CSE. My bad, carry on! :P

18
TI Z80 / Re: Illusiat 11 : Axe Edition - Planning stage
« on: June 01, 2013, 03:23:03 am »
Actually, I'd love to see tiles that aren't letters - It'd be a shame if developers used a full-color screen just for displaying monochrome ASCII characters :P

19
TI Z80 / Re: VVVVVV
« on: June 01, 2013, 03:15:35 am »
Yeah, I highly recommend getting Dropbox, so you can share your files across all computers as well as recover deleted files.

20
Axe / Re: Axe Q&A
« on: May 01, 2013, 10:59:52 am »
Quick question, is there a way to loop through static variables? For example, I have 19 sprites Pic00, Pic01, Pic02,...,Pic18, and I'd like to display them horizontally across the screen (until it reaches the edge and go to the next column).

Code: [Select]
For(I,0,11)
Pt-On(I*8,0,I*8+Pic00)
End

21
Axe / Re: [TUTO] How to make get rid of line clipping in Axe!
« on: April 17, 2013, 11:33:17 pm »
The problem I had wasn't with lines not clipping, it was how to do them in an extremely optimized manner. There are a couple routines lying around on the forums, but for my applications they're mostly too slow.

22
TI Z80 / Re: Super Hexagon
« on: April 13, 2013, 09:31:45 pm »
If you run into speed problems you might want to look into some sort of asm filled polygon routines.

I've certainly thought about that, but I'm not sure if there'd be much of a benefit. I'd need to generate trapezoids at arbitrary angles (currently, each trapezoid is 6 lines or so). In the worst-case scenario, I'd be drawing probably upwards of 88 Rects() (think largest polygon at 45 degree angle). Of course, I might be able to optimize that by combining touching layers, but there aren't many of those in the randomized chunks.

EDIT: I didn't see the asm, but I have no idea how to do that :)

23
TI Z80 / Super Hexagon
« on: April 13, 2013, 08:57:15 pm »
Your favorite game, coming to TI-84s everywhere. Someday.




To be fair, I'm not sure this is going to work out for a few reasons -
1) No clipped lines (although I'm sure runer's working on it :) )
2) Lines are inherently slow.

I've worked out all the logic needed to run the game engine, but I can foresee major problems with speed in the future. I'll probably be reaching out to a few people to help out with optimizing the code, but I want to make sure I have everything down first. If anyone can see straight off the bat anything I can do to make it faster, be sure to tell me!

Things I've already built into the engine:
1) Global rotation, distortion, and skewing (including altering the number of sides between 4, 5, and 6)
2) Player movement
3) Loading of chunks
4) Player collision

Things to do:
1) Create mappings of levels based on random chunks
2) Music???

25
Axe / Re: Drawing from 2-byte positions
« on: March 24, 2013, 02:17:59 am »
First of all, closed parentheses are encouraged in Axe as future versions may not support open parentheses.
Code: [Select]
For(I,0,S)
Pt-On({I*2*2+B}{^r}+X,{I*2*2+B+2}{^r}+Y,Pic1)
End

Keep in mind that the screen is only 96x64 pixels wide, so even if I is only 24, you're not going to see your sprite at all. If you post a bit more information and maybe a screenshot, it'll be easier to resolve this issue.

26
Axe / Re: [semi-tuto] "beautiful" grayscale without interrupts
« on: March 22, 2013, 03:07:11 pm »
This method does not always hold true because the loop time is almost never constant for games. If you wanted to use this method for picture drawing, sure, but it's not going to work with something more processor-heavy.

27
No, Axe only draws once each frame, but four frames for each full "greyscale loop." Of course, that hardly matters in an interrupt.

28
(the expression CLRIO is treated as the product of five variables on the 83+ but the ClrIO command on the 68k).
Well, that's kinda cheating.

29
TI Z80 / Re: Vulcan's Labyrinth - A z80 Spiral Knights Clone
« on: March 17, 2013, 06:29:15 pm »
The idea certainly sounds intriguing, but I expect that you're going to drop the "MMO" bit of the game? It might be good, however, to get down the basic engine for your RPG before you start considering things like spriting and expansion packs.

As for being a community project, I would highly advise you to not go down that particular route. Programmers only choose to do so if they are too lazy to come up with ideas themselves, and the community tends to lose interest at an exponential rate.

30
TI Z80 / Re: Chambers
« on: March 07, 2013, 02:13:54 am »


Some title art. Too many things that I want to add. I'm going to have to nail it down to just one or two extra features before releasing it, I think.

Sorry for being pedantic, but I think his shadow would stretch the other way to match the door?
* leafy runs

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