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Messages - leafy

Pages: 1 ... 101 102 [103] 104
1531
Art / Re: Graviter art
« on: January 14, 2011, 01:21:02 am »
The button is exactly like yours - it goes down one line when pressed. Thanks for letting me use it by the way :P I'll definetely credit you.
The button goes down from 3x5 to 2x5 and yes, it looks different when pressed.

1532
Art / Graviter art
« on: January 14, 2011, 01:13:32 am »
Hey guys, I'm asking because I think you guys can do a better job than I can.

I need a 5 px by 3 px button that looks rectangularish. I'm using the one from portal x except i don't want to rip off them so I'll rip off somebody else xD

I also need a title screen that covers the full 96 by 64 pixels on the screen. It needs to have "Play," "Load," and "Exit," but besides that it can have anything.

The Graviter project is in the Calc-related projects section if you need to figure out what it's about.

Thanks in advance!

1533
Graviter / Re: Graviter - Axe
« on: January 09, 2011, 01:41:11 am »
Okay, I completely redid the engine to use a scrolling tilemapper and a 5x5 instead of a 6x6 cube thingy. Also included are a shrink powerup(down?), gravity well (changes the axis of gravity vertical <--> horizontal) and a switch and door system. I'm kinda busy with school so the next update might take a while to optimize and get out.

1534
Axe / Re: Level Editor for Graviter
« on: January 08, 2011, 04:56:01 pm »
I made a sample level, which is stored into GRAVLEV.8xp, but after compiling it it screws up all the tiles. I'm using BuilderBoy's routine to generate the map, using 5 by 5 tiles on a 18 by 12 tile map. I think I'm doing something wrong but I'm not sure what D:

The mapping routine is in AGRAV.8xp, labeled MAP in the subroutines, and the data for the level is in GRAVLEV.8xp. Any help would be greatly appreciated.

1535
Axe / Re: Level Editor for Graviter
« on: January 08, 2011, 03:00:53 am »
Okay, I understand how levels are encoded - but how do I take a GDB out of the editor and put it into the actual game somehow?

1536
Axe / Level Editor for Graviter
« on: January 07, 2011, 06:23:50 pm »
I built a basic 5x5 tilemapper for Graviter (Check the Calc Projects for more details) but I don't know how to convert into a format that Graviter can actually use. I need to figure out how to convert it into a database that Graviter can read and regenerate the level from scratch.

In addition, I need help setting up a keys and doors system - how do it warks?

1537
Graviter / Re: Graviter - Axe
« on: January 05, 2011, 02:17:59 am »
If somebody could take a look at my source and figure out why you can bounce off spikes that would be appreciated.
I think it's because the jumping registers before the spike detection kicks in, but i'm not sure. If you hold the 2nd key while in the third level, you'll see what I mean.

1538
Graviter / Re: Graviter - Axe
« on: January 04, 2011, 01:01:09 am »
Okay, I've uploaded the latest build in the first post. I don't have the time to make a screenshot, so test it out in the emu or using a real calc. I've implemented a menu system and one new level, much more levels to follow.

1539
Graviter / Re: Graviter - Axe
« on: January 01, 2011, 07:14:46 pm »
Uploaded new screenshots and fixxed the wabbit error :P

1540
Axe / Writing to the same pointer
« on: January 01, 2011, 12:40:43 am »
Every time I try to do something like

If L=1
"Test" --> str1
"Stuff" --> str2
If L=2
"Blah" --> str1
"Dude" --> str2

It gives me an error. I think it's because it won't write to the same pointer. I tried putting the str1 and str2 in brackets, but that didn't work either.

1541
Graviter / Re: Graviter - Axe
« on: December 31, 2010, 11:47:11 pm »
I'm thinking about adding enemies, but I might not put horizontal shifting, because of the limited screen that would be quite hard to implement. I'm debating putting jumping, but I don't really know how it would contribute and it would actually detract from some of the co-op levels i'm creating. I will be putting objects that are affected by the gravity changes, however, so you could have a door that opens at reversed gravity or something.

1542
Graviter / Re: Graviter - Axe
« on: December 31, 2010, 07:17:48 pm »
Okay, I uploaded the source to the game if somebody could help me optimize it, shrink down variables, and more importantly figure out why it won't work in the wabbit emulator. It's in the first post (everything's going to be there from now on)

1543
Graviter / Re: Graviter - Axe
« on: December 31, 2010, 03:00:36 am »
For some reason the game always glitches when I try running it in wabbitemu. I think it may have something to do with the fact that i'm using a laptop with glitch usb ports, but on my other computer my cable keeps giving me a transfer error, so I dunno. Is there a way to record the screen directly off the calc?

1544
TI Z80 / Re: Starcraft: Zeratul -- An RPG in the works
« on: December 31, 2010, 02:58:38 am »
Hooray for starcraft spinoffs :P May your project go far.

1545
Axe / Re: Gravitational Acceleration and Platform Detection
« on: December 30, 2010, 09:59:51 pm »
Yeah. In my final version, i made the acceleration equal to t^2, which seems to work quite well. If you wanted to slow it down or speed it up, make it gt^2.

I thought the code was buggy because the exponent was too rapid, so i made it a "linear" increase in acceleration.

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