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Messages - leafy

Pages: 1 2 [3] 4 5 ... 104
31
TI Z80 / Re: Chambers
« on: March 06, 2013, 10:55:46 pm »

32
Reuben Quest / Re: Reuben Quest Axe Remake
« on: March 06, 2013, 03:02:30 am »
The flickering reuben is caused by the fact that you're using interrupts (and when you move him, you need to erase the sprite and redraw it, which is off-sync from the interrupt). The only way I know how to fix that is putting the reuben-drawing code in the interrupt, but maybe Runer has a different method.

33
TI Z80 / Re: VVVVVV
« on: March 05, 2013, 10:09:21 pm »
Nice! glad to hear you solved your collision inefficiencies, and the graphics are shaping up quite nicely as well.

34
TI Z80 / Re: VVVVVV
« on: March 05, 2013, 05:53:04 pm »
Sounding good! What are all the OR statements for o_o

35
Reuben Quest / Re: Reuben Quest Axe Remake
« on: March 04, 2013, 03:49:10 am »
Quick revision of the font trying to make them more uniform. They've been fattened up now. Thoughts?
Yes, that's exactly what I envisioned them looking as. Great work, although there are a few incongruous ones (Like DJ pointed out, the letter D looks a bit off?)

36
Reuben Quest / Re: Reuben Quest Axe Remake
« on: March 03, 2013, 03:11:56 pm »
Here's the Nes-style one. Normal size and 2X. Still working on the other.
Just a thought - some of the letters are two pixel width and the other ones are only one-pixel width; it might be better to have them of a uniform width?

37
News / Re: The Omnimaga member groups
« on: March 02, 2013, 03:12:38 pm »
* leafy slings his massive banhammer over one shoulder

38
TI Z80 / Re: VVVVVV
« on: February 28, 2013, 06:32:12 pm »
heh :) Anyway, let's get the discussion back to Rampart.

39
TI Z80 / Re: VVVVVV
« on: February 28, 2013, 04:41:42 pm »
I fear this is going in the same direction as when Sorunome brought Brainfuck here :P Everyone suddenly started messing around with it with interpreters popping out of the ground by the dozen.
To be fair, I was working on VVVVVV long before pimathbrainiac started it :P Still, looking great! I'm liking the new sprites.

40
Axe / Re: really big files and how to use them
« on: February 25, 2013, 01:54:06 pm »
Whoops, my bad! Ignore my post, please.

41
Axe / Re: really big files and how to use them
« on: February 25, 2013, 01:28:52 pm »
I haven't really looked through the problem, but here's a little trick you can use to optimize your code a whole lot -

Code: [Select]
{L+0}->A
{L+1}->B
{L+2}->C
{L+3}->D
{L+5}->F
{L+6}->G
{L+7}->H
{L+8}->I
{L+9}->J
{L+10}->K
{L+11}->L
{L+12}->M
{L+13}->N
{L+18}->S
{L+19}->T
{L+14}->X
{L+15}->Y

can be replaced with

Code: [Select]
Copy(L,{E}9CFB,16)

where {E} is the EE key where your comma is on the keypad.

In addition,
Code: [Select]
Copy(L,V,768)
can generally be replaced with

Code: [Select]
Copy(L,V)
becuase 768 is the default size argument.

42
Web Programming and Design / Re: Free Web Hosting Service?
« on: February 24, 2013, 02:52:11 pm »
000webhost is one of the best services I've ever used before; I'd highly recommend it.

43
TI Z80 / Re: [Axe] Temple Run 2D
« on: February 24, 2013, 12:49:30 pm »
Wow, this is absolutely fantastic! One quick thing - when he jumps, you should make the sprite increase then decrease in size; it'd make the game feel a lot better.

44
TI Z80 / Re: VVVVVV
« on: February 21, 2013, 03:27:23 pm »
No, it applies to any kind of tilemap. Please check the tutorials.

45
TI Z80 / Re: VVVVVV
« on: February 21, 2013, 03:24:22 pm »
I've never worked with AXE before, but I'd imagine that you use pointer-based collision checking rather than what you're doing right now, which is probably pixel testing. Check the tutorials section on the site, this question has been asked an unreasonably large number of times.

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