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Messages - shmibs

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1651
General Calculator Help / Re: map compression
« on: September 22, 2010, 01:09:01 am »
beforehand is what i was planning on anyways. i think i might have an idea for a different algorithm, though(running it past kerm)
thanks, builder!

1652
General Calculator Help / Re: map compression
« on: September 21, 2010, 11:19:10 pm »
im not sure just yet(as it's still being worked out), but a mega ton
maybe 100

1653
General Calculator Help / map compression
« on: September 21, 2010, 11:04:28 pm »
ok, it's looking like unit 533D is going to have some hella-massive map sizes, so i was wondering...
what would be a compression algorithm well suited to a one byte per tile, 8 bites tall by n bytes wide(where n is >=13), and quite a bit of variance in tile types(so rle wouldnt work all that well)

1654
Introduce Yourself! / Re: -> KYLLOPARDIUN <-
« on: September 21, 2010, 09:17:09 pm »
google says that the only other two shmibs' on earth are this and some cake designer :P(yes, even that personas profile is mine, although im not sure why it's in albanian). it's kind of scary...

oh, and you are brazilian. usted habla espanol? portuguese? what

1655
News / Re: OmnomIRC refresh rate lowered
« on: September 21, 2010, 09:49:20 am »
On an unrelated note, but related to the site itself, we have modified EzPortal a little bit to get rid of the Unread Replies and Posts links in the info center.
0_o
so THAT's where those buttons went

i spent several minutes looking around for them yesterday and then concluded that i was just being senile and they must have been features on some other site :P

1656
TI Z80 / Re: Meishe91's Tunnel
« on: September 21, 2010, 09:45:18 am »
basic skillage!
nicely done there

1657
Art / Re: Userbar
« on: September 20, 2010, 07:50:27 pm »
/\seco-
err
thirdended

1658
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 20, 2010, 07:44:22 pm »
Lol, the gun mining bug has been fixed.
Also, I've changed the scoring in 1.2 to go at 1 point per pixel scroll (before it was 1/2 point) so that scores can actually make use of the full 2 bytes allocated to them
aww, but that was the best part...

higher scoring is definitely a good idea, though

1659
TI Z80 / Re: Unit 533D
« on: September 20, 2010, 07:37:32 pm »
and a surviving sheet from sprite brainstorming(i got a bit bored there at the end)
/\this
there's also a bit of a story related to that. i was messing around with full screen pseudo gray stuff(the same method which i ended up using later useing on those large pics) with a resized, 96*64 megaman pic. i manually converted it to monochrome(black on dark pixels, white on lighter), and when i had done the whole thing(or so i thought) switched the format to monochrome bitmap for conversion with ti's picture thing. however, i missed the eyes(they were a very light tan, but i thought they were white) and so when it converted they came out as entirely black. it was one of the most terrifying things ever.

oh, and im at the libry until 6 tonight, so i'll definitely do some work on the jump-man engine. im not going to post anything until it looks somewhat like the end product, though(so sprites, gray, and all that). thanks for comments

1660
News / Re: Pyramid Solitaire for the TI-89
« on: September 20, 2010, 10:00:09 am »
cool!
it's nice to see someone is working on 89

1661
TI Z80 / Unit 533D
« on: September 20, 2010, 02:01:40 am »

[pan across dilapidated factory and come to rest looking at 533D]
You awaken in a rusting heap of scraps and spare parts, with no recollection of how or why you got there. Your joints are creaking and need to be oiled. There is an incessant, barely audible thudding noise beating its way into your logic circuits, and you're fairly certain that you've been dreaming about it for some time now. However, it has been difficult to tell if you're asleep or if your anterior cameras are just switched off as of late because your graphics card was fried in the accident.
wait...THE ACCIDENT!
you and your girlfriend 134F were riding to work in an industrial transport unit...

and then you woke up here...4 years later?! That CANT be right. Your clock must be miscalibrated.
[begin level 1:The Factory]

here is a screenie of the proof-of-concept jumpman engine(i set it to 3 level gray to make the walking/jumping animations easier to see, so the ground looks messy when moving. this can currently run at 6mhz, but im going to be adding in a LOT of special cases for special tiles[spikes and such{it wouldnt be much of a puzzle-platformer without those, would it?}], so it looks like it's SE only from here on out)


attached are also a few pics from the old celtic version(very little survived)
they are respectively
a primitive version of the credit sequence(one with text and multiple characters existed at one point)
two of the many larger than screen, pan across while displaying in pseudo gray during cut scenes pics
and a surviving sheet from sprite brainstorming(i got a bit bored there at the end)



1662
Robo (or something like that):
a sidescrolling puzzle game in celtic-enhanced basic which featured realistic gravity and decent speed. the user played as a little robot dude who lost both his girlfriend and his memory somehow and is trying to find her. with the help of a few friends along the way(whom are playable and each had different attributes), he beats up the meanies who are trying to take over the town and saves her from the scrap-metal plant. scrapped because i started axe, didnt feel like remaking everything, and lost my familiarity with basic.

a few meager pics of these two can be found here
Robo's two images look great!  It's too bad it got the Ax(e). :P
now that you mention it... i had completely forgotten about this old project until posting about it here and now feel up to the challenge of remaking it. im not going to try directly porting the old code, though.

1663
Art / Re: Sir Cmpwn Sprite
« on: September 19, 2010, 11:59:35 pm »
/\that will take some doing
nicely done, btw's yunhua

1664
megamanNT is BLASPHEMY
they made bluesman girly...

1665
Axe / Re: Wait For Keys
« on: September 19, 2010, 08:53:31 pm »
I have to do this in my code:
Code: [Select]
while getKey(0)
Pause 50
End
Otherwise it exits the loop randomly :O

dittoes(i was getting a bit frustrated about it last night)...

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