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Messages - shmibs
Pages: 1 ... 80 81 [82] 83 84 ... 126
1216
« on: February 13, 2011, 02:57:37 pm »
i don't actually have a copy of the sprites i posted, sorry  i may make something else later, though, as i have an idea.
1217
« on: February 13, 2011, 02:51:13 pm »
i'd love to give testing a shot! EDIT: 2,4,1,7
1218
« on: February 11, 2011, 06:39:30 pm »
/\dittoes as long as everyone is careful things should be fine.
1219
« on: February 11, 2011, 06:35:47 pm »
squidget, you didn't, by any chance, happen to download and save the "work in progress" file from this thread earlier, did you? i posted an update last night, but it seems to have disappeared do to the recent file issues. normally this wouldn't be a problem, but i happened to be at a friends house and thus didn't save a copy outside the site...
EDIT: ok, i managed to recover the old spritesheet and then add a couple to it.
1220
« on: February 11, 2011, 01:24:21 am »
Darl, there isn't an included way to clear the screen, as this was sort of just a demo, but it would be easy enough to add one to the included source if you want it
just stick in a :Rect(0,,79,63)r :RectI(0,,79,63)r somewhere
1221
« on: February 10, 2011, 08:41:14 am »
ok, a quick update. last night i managed to shave another 170 bytes off of the engine and then started testing out some variable length list things which will be used for projectiles and enemies. i'm pretty sure i can get this to work eventually, but i know this type of thing has been done before so i was wondering: can anyone refer me to an open source project with examples of this? i know i'm just being lazy, but if it isn't too much trouble...
1222
« on: February 08, 2011, 11:06:49 pm »
here are a few of them. i was going to do more, but my little brother needs to write something (and a few are a little wonky/unfinished). as you can probably tell, these are very zelda-esque.
if i have time later i shall come back and finish this.
EDIT: new sprites added in EDIT: sprites added again, as things broke
1223
« on: February 08, 2011, 09:59:05 pm »
DJ_Noms has a better sound to it i don't think the change will result in any problems, as most people just call you dj anyways.
1224
« on: February 08, 2011, 09:25:35 pm »
=DDD thanks, squidget.
1225
« on: February 08, 2011, 08:31:33 pm »
/\agreed (referring to QWERTY's post) and if you feel limited graphics-wise you should definitely test out all the amazeface libs that have been coming out recently (such as Kerm's DCS7 libs, HOT_DOG's Correlation, and Xeda's BatLib).
1226
« on: February 08, 2011, 08:19:02 pm »
i still intend to finish this. it just got moved down in the list of "things to do" for three reasons: i decided to design a decent monochrome tilemapper before moving on to gray i need to write my own storyline etc for this game, so i decided to get myself used to huge projects via blaster master first before taking on something even bigger and the fellow whom i had doing the majority of my spriting(because he's better at that type of thing) had his computer explode and is still working on getting a new one  don't worry, though, it SHALL be done (i hope i'm not setting people up for a disappointment here...)
1227
« on: February 08, 2011, 07:50:06 pm »
the level sets, gameplay, etc will be similar to the original game but not exactly the same, as some things just wouldn't be practical. the jet fuel not being refilled by items dropped by enemies, for instance, and the map's being in smaller room chunks instead of the massive, contiguous maps of the original. i still intend to add in the overhead map portions and the bosses that need to be defeated in order to upgrade the tank, though. oh, and there will be fewer maps than are in the original game, because the sizes i'll be working with are massive enough as it is. probably just the first three (forest-y place, castle, and futuristic space station). at the moment(after seeing squidget's sandland tilemapper), though, it's obvious that i still have some optimising to do.
1228
« on: February 08, 2011, 07:23:20 pm »
i think it's good to let everyone know that, considering that everything you do here is volunteering, nobody should be "expecting" anything from you. i, personally, am not particularly pleased to see you taking a smaller role, but it's not my decision to make (and if it makes your life easier then i can support you in it. you definitely need a break =D). if you gave me a few pointers on mod stuff (how/when news should be posted and things like that) i would definitely be willing to help out there. good luck dj!
1229
« on: February 07, 2011, 07:53:34 pm »
at this point, squidget, i think simply being able to glance at your source would be enough for my purposes (and maybe even run enemies in 6mhz) EDIT: there is one thing, though. how could one go about making a loop to accomplish Repeat A=B+C:End (Edit: to clarify Repeat (A=B)+C) without requiring the use of a "="?
1230
« on: February 07, 2011, 04:42:05 am »
top down would probably be the easiest, but i REALLY like the airy, in-the-clouds feel of your side view up there, so i say... make it a sidescroller! besides, it's easier to give the player challenges without including enemies if gravity is a factor.
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