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Messages - shmibs
Pages: 1 ... 86 87 [88] 89 90 ... 126
1306
« on: January 03, 2011, 07:35:09 am »
I LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOVVVVEEEESS THE HOMESTUCK!! and don't feel bad about being up at one am, you. it is currently five-thirty and my house and i have yet to sleep. oh, and i have a twenty page paper due in a week that i have yet to start
1307
« on: January 03, 2011, 07:30:46 am »
quigibo, you're so helpful  anyways, the updates sound wonderfu, squidget!
1308
« on: January 03, 2011, 07:15:43 am »
in celebration of the fact that, after weeks of set-backs, i finally managed to get a hold of a new usb cable to replace my old silverlink, today i decided it was time for me to finally upload a new project. FailFlush is a game based loosely(as well as i remember it from our old windows 98 system) on Finty Flush from one of the Microsoft Puzzle Packs which i originally made(very poorly) for xlib some time ago (in fact, there is a version on my ticalc profile right now, and it has a fatal bug. i'll have to get nikky to remove it for me at some point...) and decided to remake in axe ~9 hours ago. because it was written all in one day, and because it is now five am, there are likely bugs and glitches(and i know for a fact that the high scoring, which i made only minutes ago, is broken), so if you see anything obvious in the source feel free to comment. still, i think it isn't all that bad for an all-in-one sitting program.  basically, this is a puzzle game in which the user tries to fit all the marbles from a constantly growing top row into a palette in the bottom, at which point the bottom palette is cleared and points are scored. controls and such are fairly simple from the "highscore" screen, 2nd begins a new game and clear quits in game, the highlighted column indicates whether the top or the bottom is currently selected. pressing up or down switches which is selected. left and right slide the top and bottom sections left and right, depending on which is selected. 2nd and mode, when the bottom is selected, rotate the current palette counter-clockwise and clockwise respectively, and alpha switches which of the palettes, all of which are seen in miniature at all times in the bottom right, is currently in use. when the top is selected, 2nd attempts to slide(or Or, if you will) the currently selected column over the corresponding column in the current palette below. if you're completely lost (as you very well may be at this point, as even i have very little idea what i am writing) just take a look at the screenshits below! stuffs attached below\/(AF is source and FFLUSH is THE GAME)
1309
« on: January 01, 2011, 06:45:41 pm »
/\ that works with tile by tile collisions as long as the terminal velocity is less than the height of a tile(and it's a very good way to keep BASIC platformers running at a decent speed). the for loop method is still necessary for collisions on a pixel by pixel basis, however.
1310
« on: January 01, 2011, 01:08:03 am »
that guy's got some attitude =D if you do end up on DA make sure you look me up(my account name should be obvious)
1311
« on: January 01, 2011, 12:58:46 am »
i gave this a quick shot as well, but i think i like squidget's better.
1312
« on: December 31, 2010, 11:01:19 pm »
i actually started a four-level-gray iso engine at one point. here are some sprites(if anyone recognises the larger versions it might be enough of an inspiration to finish it  )
1313
« on: December 31, 2010, 10:55:19 pm »
this game looks like it could have quite a bit of potential. add horizontal gravity/jumping/enemies, and it could be an instant classic!
1314
« on: December 26, 2010, 05:17:36 am »
what happens if no one else votes? are ties allowed?
EDIT: maybe some sort of one hour "sudden death" match could be implemented? =D
1315
« on: December 26, 2010, 05:13:07 am »
yes, it is coded in asm oh, and eeems: i found a bug. climb partway down a ladder, hold jump, and then walk to the left or right  it looks delicious so far!
1316
« on: December 25, 2010, 11:37:50 pm »
as long as i'm still here, i shall definitely be donating the next time the bills come around, regardless of whether a button is set up or not. =D
1317
« on: December 25, 2010, 12:41:26 am »
well, if he's going to make the tunnel move then he would have to make it smaller to fit the whole thing on the screen. i very much like the way that looks!
1318
« on: December 24, 2010, 07:57:43 am »
yumhua yunhua is still here, and necro has been gone forever. i'm not sure who else was really good at that type of thing. and that sucks about jobs. i spent two years finding the one i have now, and it turns out that i'm being replaced, so i know what's up there  EDIT: oh, and, as for other new programs, there is plenty of stuff in the new user uploads section(including HOT_DOG's asm tutorial) Edited for misspelling of my name
1319
« on: December 24, 2010, 07:38:10 am »
hey again, magic! when did you decide to go join the airforce? o_0 anyways, there has been one minor update to axe while you were away (or at least i THINK it was while you were away), 1.0 for calc is well underway, and after that quigibo has plans and the beginnings of an on-comp compiler with further capabilities that won't fit in the calc app or aren't feasible to put there. there was another cage match between ztrumpet and meishe just recently(judging is still going on, so you can go check those out, if you want) i still haven't done anything with those sprites you gave me, because i was spending too much loafing around/dealing with personal matters/working on school, but i'll get there eventually  i don't think there have been any new spriters around dj decided to bring back some smileys from the old forums, i think, as well as adding a few new ones. oh, and one other thing (i'll send you a pm)
1320
« on: December 24, 2010, 07:24:33 am »
keep in mind, scout, this is just a work-in-progress demo, so it isn't meant to be polished yet
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