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Messages - parserp

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106
General Calculator Help / Re: Weird equation variables
« on: August 09, 2012, 10:25:29 pm »
This same thing happened to me when I used noshell. iirc it isn't completely finished, so it has many side effects to your calc. I'd recommend using DoorsCS7 or Zstart (which you already have)

107
TI Z80 / Re: Axio Man!
« on: August 09, 2012, 07:56:29 pm »
It looks pretty but..
Currently it is 8000 bytes
I think you should optimize it a bit. O_o
yes of course, but that probably won't happen for a little while longer... ;)

108
TI Z80 / Re: Axio Man!
« on: August 09, 2012, 07:13:36 pm »
What is the gun for?
To shoot the enemies. Each one will have a different HP, so you have to shoot them a different amount of times to kill it. :D
so I think that you can add levels with the same elements as the first one without any problem, right ?
Yes, I just change the data for the level and it works. (unlimited boxes/switches ftw)

109
TI Z80 / Axio Man!
« on: August 09, 2012, 03:07:51 pm »
Alright, I ripped off tag/portalx a lot (charector, boxes, switches), BUT, this in many other cases is quite an original game. It is 2D, non-scrolling, with pickup-able objects (boxes, guns, tramps), doors/switches, and *possibly* a level editor. I call it Axio Man! (a play off of axiom/axe)
Screenshot:

Spoiler For screenshots:









Here's the stuff that is implemented/working:

-Player movement (with physics :D)
-Blocks of ice (careful, they are slippery!)
-Spikes w/ collision detection
-Pickup-able objects (Tramps, Boxes, Guns)
-Doors/switches
-Exit portal (in the top right corner in the screenie- it does not exit you yet)

Stuff that is going to be coded next:

-3 types of enemies (all do different stuff)
-Make the gun shoot
-Squashers (spikey things that come up, then go down on you (think super mario world))

...And that's all. Here's a download (includes the level from the screenie), you may want to know the controls:

2nd- Jump
Alpha- Pick up/put down boxes
Left/Right arrow keys- move
Up (While releasing a box)- throw the box up into the air
Clear- Quit

Currently it is 8000 bytes, running at 6Mhz with a pause 40, so hopefully I won't have to restrict it to 15Mhz calcs only. :)

110
Site Feedback and Questions / Re: This looks legit...
« on: August 08, 2012, 06:53:26 pm »
holy squidgetx... O.O

111
Humour and Jokes / Re: Winning The Game Has Never Been So Much Easier
« on: August 08, 2012, 02:38:51 pm »
So, DJ_O, will there one day ba a highscore of top rated posts? :D
lol, that list would include the first post in this topic and the rest from axe updates. :P

112
General Calculator Help / Re: Game Dev Process
« on: August 07, 2012, 09:58:54 pm »
lol I see your signature... it seems you are a bit of a procrastinator :P

113
General Calculator Help / Re: Game Dev Process
« on: August 07, 2012, 06:56:59 pm »
Here's usually what I do:

-It helps a lot (for me at least) to play a lot of games beforehand and take the best ideas/concepts and twist them in a way that will work together for a game
-Usually the tilemapper comes next, as well as a test level to screw around in
-Then comes the basic layout of a player movement engine, just enough to jump, move, and do other basic stuff
-Then I usually code objects (if there are any), perfecting player's physics/movement, and add basic movements of AI (assuming there is any)
-Collisions (this can take a long while if you have complicated stuff)
-Any other jibber-jabber that you haven't coded yet that is vital to the playing of the game
-In game menus, level editor (provided you want to have one)
-Main Menu, other menus
-Levels (evidently this is probably the longest part)
-Putting it all together so all the stuff runs smoothly together
-Saving/Loading

...and that's about it. It may seem like a short list, but in all reality, for a good game at least, takes a good portion of time.

114
Computer Projects and Ideas / Re: [contest] MafiaBot
« on: August 06, 2012, 06:23:58 pm »
Hm, after playing this game, I realize that it is actually fun to kill people. :P Anxiously awaiting further progress!

115
Site Feedback and Questions / Re: downrate post button back?
« on: August 06, 2012, 04:35:40 pm »
Another idea would be to display a % rating below each ones, so for example if out of 1059 ratings someone got 895 positive ones, it shows a score of 85%.
I like this idea.
Maybe we should avoid displaying a red and green bar like on Youtube, though, otherwise some people will bring up rather spammish Youtube memes such as Quigibo's dislike bar being the same size as Justin Bieber penis and Njaddison having a lightsaber.
O.O

116
Axe / Re: Axe Apps
« on: August 06, 2012, 04:25:59 pm »
I've used it for both these games.

Another drawback is that you can have a maximum of 16160 bytes of the program itself, (minus the VAT) while the total app is 16384 bytes.
Also if you compile a 1,000 byte program into an app the app is still 16384 bytes, thus wasting a lot of space. D:

117
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: August 06, 2012, 12:37:53 pm »
3173: You are thinking of compiling it into a giant list.

118
Axe / Re: Check Calc ID
« on: August 06, 2012, 11:32:21 am »
Hayleia's solution sounds fail proof to me, unless they know zStart and press ON+CLEAR when turning on. :-\
That, or you could just keep your calc in a safe place (like a pocket :P)

EDIT:
I've tried zStart, but it crashes every time I use it! I just tried it again, messing with settings randomly, and now my calc is messed up.
Are you sure you are using the latest version of zStart on the right calculator? (the 84+ version is super different than the 83+ version, which are both included in the .zip)

119
Site Feedback and Questions / Re: \" fail on login page?
« on: August 05, 2012, 03:21:41 pm »
Sounds WAY too logical to me.

120
Site Feedback and Questions / Re: Feature request for posts
« on: July 31, 2012, 04:14:30 pm »
Easy method: ctrl+a       Reply        Ctrl+v

Done
ctrl+a     ctrl+c      Reply        Ctrl+v

;)

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