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Messages - shmibs

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1681
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: September 18, 2010, 12:27:15 am »
/\awesome, love, sweet
all are apt descriptions of that title screen. too bad that adding the lines ingame would slow things down...

1682
News / Re: Axe Contest poll and judging starts
« on: September 18, 2010, 12:22:56 am »
i dont remember who said it, but using 2nd to retry instead of Y in my thingamabob is a very good idea
now on to reviews:

-Parsec
amazine title screen :P
it's nice to see a shooter that doesnt require button mashing. like someone or other said, with the addition of a few features this could be very fun. nice work!
-Simul
i really liked this, dthought!
sure, it is very similar to that multigame thing that was posted a while back, but very well implemented and addicting. the switch between gray background and clean upon switching games was very innovative and helpful to the gamer. one thing: the paddle in pong stops one pixel away from the left side of the screen and one pixel past the right side.
-Blur
i was really looking forward to a nostalgia demo...
however, the graphics were brilliant! multi-ships and extreme testing of reflexes make this a nice little time waster,
-Mansion Impossible
like some others, i wasn't able to figure this one out (short of the object being buying and selling stuff), and unfortunately i didnt have the readme at school. i'll have to check it out again later.
-Splut
BRILLIANT!
the concept is totally original and totally awesome. i wasnt able to get past level one, though :P is there a jump key or something? what am i missing...
-Heroes Of Might And Magic
this is the only one i wasnt able to test out, as i am hard-pressed for space on my calc and couldnt get it to work on the emu. i have fond memories of HoMaM, though, and will test it soon(changing my vote, if need be)
-Axe Minesweeper
nice, nice
additional features makes this a superior minesweeper to the others out there, as i've stated before(i think). im not much of a minesweeper guy, though. great work!
-Advance Wars TI
Sir, this shall be epic! i couldnt bring myself to vote for it now because of its current state of completion, but all the same i am filled with anticipation!
-Wacky Fun Random Numbar Generator v1.00000069
it asplodes
-Space Dash
this is my favourite(so far)
the graphics are superb(only odd part is the fact that the background stars disappear when the user's ship passes them by and the gray text not erasing when switching to game play[clearing the screen for that split second would look better, i think]). the gameplay is also superb(a simple concept with variety in obstacles[not to mention the shooting option] to keep it interesting. the difficulty curb is also very well implemented[it starts off slow enough for a beginner to adapt to the situation, but increases in difficulty enough to keep it interesting after that])
and im glad to see you're fixing that instant-asplosion bug
-Axe Platformer Demo
this looks ever so promising, tloz!
the controls do feel a bit sluggish(but then again, you do have all those sprites for running =D), and i think a new scrolling method would probably be in order if you plan to add in enemies. i love the door effect!
-Jump!
it's a jumping game...(of course im one to talk about originality, seeing as my entire entry is made off ripoffs XD). the jumping animation was super cool. nicely done for so little time

oh, and dj: couldnt you just set up a second pole for 2nd place choice? it may be a little to late to do for this contest, but i think that would be a good idea for future events

1683
TI Z80 / Re: THEaxeGAMEpak[half-arsed contest entry]
« on: September 17, 2010, 11:25:24 pm »
Is x2 supposed to be the turbo button is this version, or is that just a mistake? Cuz, that lets me switch between norm and turbo.

yeah, i went through today and cleaned everything up(including several minor bugs and a few tweaks to the games to make them run better etc). the getkey for turbo was mistyped as 45[x2] instead of 48[alpha]. i also have high scores working perfectly now. im not going to release it again until i add in one or two more games, though, as this was supposed to have at least 6. im mostly done with one already. thanks for encouragement and such, everybloody  :o

1684
TI Z80 / Re: THEaxeGAMEpak[half-arsed contest entry]
« on: September 16, 2010, 10:21:58 pm »
aww... thanks :P
ima definitely fix up some of the glitchiness at least(and maybe switch the abbreviation for More Different Tunnel to M.D.T instead of M.O.D. as it's listed right now XD)

1685
Axe / Re: Large masked sprites?
« on: September 16, 2010, 10:17:44 pm »
you could also copy the data directly from the source to the buffer using logic, but that only has arbitrary height(width still must be a multiple of 8), and its x position has to be a multiple of 8 as well...
so yeah, your best bet is just multiple pt-masks

EDIT: LOLS, 8 ) was turned into a smiley...

1686
TI Z80 / Re: Axe Minesweeper
« on: September 16, 2010, 10:08:39 pm »
i now have a bit of time to explain myself as my brother is done using the machine. (you most likely know the vast majority of what is going to follow already, but im going to cover everything anyways just in case)
traditionally, map data for tilemappers is stored in one long continuous string of data. to access a set point in this data one would simply multiply the y position by the total width of the map and then add the height. thus, drawing a map from the data would look like these(you draw to a 10*10 square and store your data in L1, right?):
fixed map size of 10*10:
Code: [Select]
for(L,0,9
for(M,0,9
PtOn(6*L,6*M,10*M+L+L1
End:End
Dispgraph

which can also be written as

Code: [Select]
for(L,0,99
PtOn(L^10*6,L/10*6,L1+L
End
Dispgraph

scrolling for variable sizes larger than 10*10(x and y positions are listed as A and B respectively. these could technically be stored in a single variable with accessing via ^ and / as well, but that just makes things too confusing):

Code: [Select]
0->A->BRepeat D=15
Repeat D
getkey->D
End
A+((D=3)*(A<[total map width minus 10]))-((D=2)*(A>0))->A
B+((D=1)*(B<[total map height minus 10]))-((D=4)*(B>0))->B
for(L,0,99
PtOn(L^10*6,L/10*6,[total map width]*B+A+L1+L
End
Dispgraph
End

Scrolling with wraparound(this is very similar to the option above, but instead of just stopping at it's max value, the x and y's will revert back to zero. to make what im doing a bit cleaner and easier to read ive split some of it into if statements, but these can be incorporated easily into the long +- strings {saving quite a bit of space} as well if you want. also to make things easier to read, the L^ and L/ are L and M again):
Code: [Select]
0->A->BRepeat D=15
Repeat D
getkey->D
End
A+((D=3)*(A<[total map width]))-((D=2)*(A>0))->A
B+((D=1)*(B<[total map height]))-((D=4)*(B>0))->B
if A=[total map width] and (D=3)
0->AEnd
if A=0 and (D=2)
[total map width]->AEnd
if B=[total map height] and (D=1)
0->BEnd
if B=0 and (D=4)
[total map height]->BEnd
for(L,0,9
for(M,0,9
PtOn(L^10*6,L/10*6,B+M^[total map height]*[total map width]+(A+L^[total map width])+L1
End:End
Dispgraph
End

i dont know any specifics about the code you're using for the sweeping routine, but it could potentially do the same thing. im going to assume that you have to check all the spots around a given point to see which direction the sweeping should advance in. in that case, check if the point you are checking is less than 0(in which case you would add the total map dimension you are advancing in) and check if it is greater than the max map dimension in the direction you are checking in(in which case you simply subtract that total to find the tile you want)

this code was all written on the spot and was not bug tested, so there may be an off by 1 in here somewhere or i may have mixed up getkey(1) and getkey(4) again. however, the general concepts should work. good luck on making this happen!

1687
TI Z80 / Re: Axe Minesweeper
« on: September 16, 2010, 08:11:38 pm »
map looping wouldnt be that hard...
how exactly are you storing your "map" data?

1688
News / Re: Axe Contest poll and judging starts
« on: September 16, 2010, 09:02:43 am »
now ikkerens' link isnt working up in the pole, btw

sending them all to calc now. i shall vote on my return from school today

1689
S.A.D. has some code that reads this data, letting the calculator know what to do.  Below is the data for those of you who are interested.
definitely a huge space-saver.
this thing just keeps getting more and more epic

1690
TI Z80 / THEaxeGAMEpak[half-arsed contest entry]
« on: September 16, 2010, 03:28:17 am »
now that it's in some stage of usability i guess i may as well post a thread.
this was supposed to be a collection of "fun" minigames similar to the homescreen game pack. however, when i finally got around to starting(less than a week before the contest ended) i found i didnt have time to make all the things i wanted to. because of this, not all the features and such i had hoped for ended up being included in the contest version(mostly a high scores appvar and switching between 6 and 15 mhz when on se's). furthermore, there are only four games(one of which is extremely sloppily coded because it was made in a frantic 3 hours and one that is mostly just a place-holder[you'll be able to tell which is which from the screenshots{i hope  :-[}])

words, boring words:
CONTROLS:
main menu:

up/down to move the selector and 2nd to select
alpha will be the turbo button here(i still dont know why it isnt working, but dont have time to fix it at this point)...
clear quits

starcatch:

left and right to avoid the ball, hold second to jump higher, release to jump lower. the objective is to collect as many stars as possible

more different tunnel(M.D.T.):

up and down to avoid tunnel walls. unlike traditional tunnel games, instead of moving faster or the tunnel narrowing it gradually gets more difficult to see anything :P

swap!:

falldown, but also more different. left/right slides as usual, but there are two separate fields to choose from, one in the foreground and one in the background. pressing 2nd(while not moving) will swap between the two

PingPangPong:

pong... IN 3D!
alright, dont get your hopes up... i made this in 3 hours, remember?
left/right/up/down to move your paddle. play against an "ai." the little bar on the right is to help determine how far away from you the ball is(as it can be difficult to tell in shoddy 3D). the top is the ai's side and the bottom is yours. basically, just try to score as many times as possible before being scored upon.


...yeah, im terrible at playing games on an emu. if i am motivated i will improve/replace/add more games and implement those two abovementioned features.

1691
TI Z80 / Re: My Axe Contest Entry
« on: September 16, 2010, 02:42:31 am »
well the current set up is a good one. it's thorough enough to not be annoyingly easy and fast enough to not be annoyingly slow. props

1692
TI Z80 / Re: My Axe Contest Entry
« on: September 16, 2010, 02:27:33 am »
sweet!
i love the use of gray; especially the sweeping search effect

your ai put up a pretty good fight, too(although it just let me have the corners. does it just check for the most it can possible flip in one turn?)

1693
TI Z80 / Re: Advance Wars TI
« on: September 16, 2010, 02:20:56 am »
i cant believe i completely missed this topic until now. you are amazing, sir!
there are far too few rts's out there for the 83+, so im really looking forward to this

1694
News / Re: Axe Contest ending soon!
« on: September 16, 2010, 12:38:27 am »
MINE's IN

EDIT: Wait, am i late? it's 9:39 right now, im at GMT-7, and you said 12 GMT-5. and yet the post times above say the deadline is already past...

DOUBLE EDIT: stupid arizona... we dont follow the convention of daylight savings :'(

1695
News / Re: Axe Contest ending soon!
« on: September 15, 2010, 07:45:08 am »
HOLY CRAPZ, THIS ISNT FUNNY
i have too much homework for today and i already spent 3 hours coding last night...

whatever, it will still work out, somehow
where doing it man
where MAKING THIS HAPEN!

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