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Messages - shmibs

Pages: 1 ... 70 71 [72] 73 74 ... 126
1066
Miscellaneous / Re: My activity
« on: June 25, 2011, 03:14:52 am »
gray would definitely help, but there's no way he's getting it to work with that engine. i like the way the weather looks, but have to agree about the speed of things. if it were just a bit faster (and maybe masked) the snow especially would look a lot cleaner. i like the effect as a whole, though (as well as the day/night idea) and think it could add a lot of depth. nice work with the updates and good luck with dynamic windows.

1067
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 20, 2011, 01:00:08 am »
one thing i would recommend would be, like mario, to make the game consist of a main program and a series of levels bundled together, without a save feature (or the rudimentary one you mentioned), and then make a level editor so people can make their own series of levels and thus make the replay value triple at least. the option of alternate enemy and world sprites would make things even more fun. i'm envisioning a sort of generic platformer upon which people can build their ideas without having to go through the trouble of writing an engine on their own (although anything like that can certainly wait until after the contest ends if you don't have the time XD).

1068
Axe / Re: Animations in Axe
« on: June 10, 2011, 07:40:05 pm »
all the particle-based stuff that people have been tossing around was based on cellular automata, which is the same sort of idea behind conway's game of life. basically you just have to determine the rules that you think will give the effect you want(if you wanted fire, for example, you could run through all the pixels that are on, make that 'particle' move up one and, via randomiser, make it move left, right, straight up, or go out).
when you said animations, though, i was thinking something completely different initially. i'd rather like to see a method that uses vector graphics and scripting for dynamic animations XD

1069
Miscellaneous / Re: What's your status?
« on: June 09, 2011, 07:09:31 pm »
yes

1070
Miscellaneous / Re: What's your status?
« on: June 09, 2011, 05:42:02 pm »
@DJ, i meant this one:
Quote from: squidget
You all might have noticed my activity has gone down recently, you might be able to guess why  ;)

1071
Gaming Discussion / Re: Programming games
« on: June 09, 2011, 02:25:21 pm »
that's actually the sort of game i'm making for the contest. ^_^

1072
Miscellaneous / Re: What's your status?
« on: June 08, 2011, 04:03:50 am »
i was about to say the exact same thing as squidget before realising that he had beaten me to it by several days.

1073
Miscellaneous / Re: What is your avatar?
« on: June 05, 2011, 11:47:33 pm »
who can guess the name of this fellow, whom i've been fangirling over for the past couple of months?
<
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1074
ooh, cool! this means i have proof of that posting lull i went into for a bit there, though. =/

1075
Miscellaneous / Re: College Major Help
« on: June 05, 2011, 11:38:31 pm »
hmm, that's funny
i'm going into computer systems engineering next year, my brother is in college right now working on computer information systems, and my friend is doing computer science.

from what i've seen of the three so far, computer systems engineering is more hardware related (constructing/piecing together hardware and things like that), computer science is more straight programming, and computer information systems focuses more on the big picture (making things work together, networking, marketing, etc.)

i'm doing systems engineering because i really want to transition into robotics stuff (for which i'm most likely going to work on an electrical engineering degree as well) but also wanted to learn some programming, which is incorporated to some extent into all three fields. if i were you, though, i'd probably go for computer science, just because it would probably be easier to find a job, there's more 'hands on' work involved, and you could more easily avoid other people and hide in a basement when working than you could with information systems :P

keep in mind that i'm not actually attending classes for any of these fields yet, so anything i say could potentially be erroneous/not apply to your school.

1076
Introduce Yourself! / Re: @(0_0)@
« on: June 05, 2011, 11:27:15 pm »
ohithur

1077
Miscellaneous / Re: 3-5 week absence
« on: June 02, 2011, 02:36:26 am »
why would a programming camp disallow the use of laptops?
just wondering, as i'm going to one later this year and they said the same thing.

1078
CaDan SHMUP / Re: CaDan v0.04a Character Roster Request
« on: June 01, 2011, 07:58:46 pm »
that balrog boss sprite i made is fair game, and i'll see if i can whip up something more space ship-like.

1079
Gaming Discussion / Re: Hardest NES Game?
« on: June 01, 2011, 06:21:58 pm »
megaman 2 is the easiest of the series. once you figure out the patterns all the enemies/bosses use, though, you can almost run through any of them with your eyes closed. it's sort of like guitar hero :p
metroid is long, and both contra and battletoads are difficult, but for me the hardest game has always been blaster master. there is no save function, in overhead mode being hit both takes away health and makes your weapons less effective, and there are certain glitches which, if ignored, and get you stuck in a spot that is impossible to escape, requiring a restart XD. oh, and it's long as well, meaning that beating it is at least a day long ordeal.

1080
Axe / Re: Axe Tilemapping 4*4
« on: June 01, 2011, 02:19:22 pm »
the issue there was, as you realised, using half bytes rather than full bytes in your map data, so instead of
[22222222
[20000002
[20000002
[22222222
i think what you were trying to have it draw was
[02020202
[02000002
[02000002
[02020202
for which your tilemap code would work just fine.
two other things:
the code you have here will work, but will run more quickly when there are lots of 00 tiles and more slowly when there aren't, whereas the one i posted above has a stable draw speed regardless of what it's drawing.
also, instead of doing things like
Pic1+(C*8)
you should use
C*8+Pic1
because fewer parentheses means less space taken up and greater speed.

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