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Messages - tloz128

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46
TI Z80 / Re: Axe Wiki
« on: June 17, 2011, 11:05:15 am »
Should I contact Quigibo before making the ChangeLog? Considering that I'm pretty much just copying http://ourl.ca/4060?

47
TI Z80 / Re: Axe Wiki
« on: June 17, 2011, 10:45:51 am »
I'll make a page on the different Axe releases.

48
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 17, 2011, 10:42:53 am »
I'm on the fence about this. How is level navigation going to be set up, IE will there be a world map a la Mario 3/Super Mario World/ Donkey Kong Country? Will levels be replayable once beaten, and if so would it serve any purpose? How many total levels are you looking at? Overall though, I think I am leaning towards being able to save. Perhaps upon exiting the game?
I don't think that I'll have a world map, simply because there won't be enough levels for one (each level is going to be 2000 - 2500 bytes). Plus, size constraints would make a world map hard. I've actually been considering a kind of a minimalistic autosave, which would just let the player start a level from the beginning of the level he stopped playing on (he could always choose to start a new game, though).

Sure, but I have a 83+, and all with my progs, it remains ~10 KB
Couldn't you just archive your programs to free up some RAM, or do you not have the archive space?

49
TI Z80 / Re: Axe Wiki
« on: June 17, 2011, 01:41:12 am »
I'd be in on this. Maybe I could help a bit with designing it? We could use the Wikimedia template.

Then we can share routines, etc. and access them more easily.
...or entire source codes.  ;D

50
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 16, 2011, 04:26:09 pm »
Thanks for the feedback guys. Oh, and thanks leafiness for the help with crabcake (it worked :)).

I'll have another update soon, but I'd like some feedback on an idea I've been having for the game. You see, I want it to be a sort of a retro game, and I would like for it to be hard. But, in its retro fashion, I was wondering if players should be able to save the game? It wouldn't be too hard to do, but I don't know if it's necessary. None of the Sonic games on the Genesis/Megadrive nor any of the Mario games on the NES had any sort of save function, but replaying through the same levels over and over might get boring, especially when you already know how to beat them.

51
Humour and Jokes / Re: Successful GCC troll is Successful
« on: June 15, 2011, 05:20:31 pm »
wat?
stallman's up to no good again...

52
News / Re: Contest Part 2 starts: TI-Nspire Game
« on: June 15, 2011, 05:07:05 pm »
*tloz128 hopes that part 3 will be BASIC

53
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 14, 2011, 12:05:28 am »
My speed worries are over, thanks to optimization in collisions and the code leafiness gave me. It looks like it will run in 6mhz! In this update, I've gotten orb collecting and enemy collisions working.

I now am done with the final level design of the first act: Razor Forest. I'm hoping to make levels similar to the ghost houses in Super Mario World, in that they will try to make you get lost while playing them. I plan on being especially cheap with some of the later levels.  >:D

On another note, I tried using crabcake, but Axe told me that AxesOn and AxesOff were invalid. I had to to compile it as an app in this case, because it crashed otherwise (it's over 9,000 bytes in size). Was there something I was doing wrong with crabcake?

54
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: May 30, 2011, 06:58:42 pm »
To stabilize the framerate, don't draw the entire map. Use
For(A,0,12
For(B,0,8
Tile code here
End
End

Don't draw the entire map, only draw what's on the screen. It keeps it fast and framerate constant, because it draws the same number of tiles each time. And yes, keep the values in the for loop like that. It seems one more than you would use but you need to draw the tiles offset.
Alright, I'll try that. Thanks!

55
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: May 30, 2011, 12:07:55 pm »
Thanks everybody. I've now gotten gravity to work on enemies, and doors now work. I've got four rooms set up right now temporarily, but that should soon change. Something that is very evident in the screenshot is the difference in framerates between the 24 x 16 rooms with enemies and the 12 x 8 rooms without them. Does anybody have any suggestions for helping to stabilize the framerates? Keep in mind that this is still running at 6mhz.

56
Miscellaneous / Re: Bitcoin - the currency of the internet.
« on: May 29, 2011, 11:36:24 pm »
Ugh, I've heard about these before. I have no plans getting my hands dirty with them, and I hope that you do the same... for your own good, too.

57
Axe / Re: Axe Tilemapping 4*4
« on: May 29, 2011, 05:05:27 pm »
Well, I'll try to help you out here.

To put it simply, a tilemap is a grid of numbers, like a matrix. Depending on the number of each element of that grid, a different tile is drawn. For example, here's what a 4 x 4 grid would look like:

1111
1001
1001
2222

'2' might represent a ground tile, while '1' would maybe represent a regular block, and '0' would be air (so nothing would be drawn).

The tiles can be read by a for() loop. Then, they would be drawn to the screen based on the modulus of the width (remainder of division by the width (for example, 13 modulus 8 would be 5)), and the and the floored (rounded down) division of the number that the for() loop is on and the width. These numbers are then multiplied by the dimensions of the block.

Here's an example: let's use the above grid again.

1111
1001
1001
2222

Let's say in this hypothetical situation that we have a screen that has dimensions of 32 x 32, and we are using 8 x 8 blocks (for simplicity's sake). Let's figure out the coordinates for the second block on the second row. That would be the 5th block out of 15 (since it starts with 0 and goes to 15) in the for() loop. The x value would be 8, because the modulus of 5 and 4 is one, and multiplied by 8 is 8. The y value would also be 8, because the floored division of 5 and 4 is one, and multiplied by 8 is 8. Although, nothing would be drawn, since the value of that block is 0.

For scrolling, an offset is just subtracted from the x and y values. I use the variables z and theta to do this.

Please let me know if I can clarify anything. :)

58
TI Z80 / Re: Contest entry - Continuity
« on: May 24, 2011, 05:23:50 pm »
I dont know if there will be a level editor. Most likely.
Nice job with this project so far! I would strongly recommend having a level editor. Not having one really hindered my progress last year in the contest. (I'd be willing to make one for you in Java if you wanted me to. :P)

59
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: May 24, 2011, 12:07:25 am »
Another small update: I've gotten the enemies to actually move at this point. I've also added in death animations and a life count (which is why the program ends after three deaths). However, I'm having a bit of a dilemma. Though the program is running alright right now, the keys are beginning to act a bit unresponsive due to lag. This will be made much worse with other additions to the code. I'm still trying my best to optimize, but at this point there's not too much to optimize left. I'm considering making this a 15mhz game, but should I also release a watered-down 6mhz version alongside of it? Thoughts?

60
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: May 22, 2011, 06:07:08 pm »
Thanks everybody! Oh, and I'm sure your platformer will be awesome jhgenius. :)

Just a small update here. I had a RAM crash, which put me behind a few hours of work. Grrr...
...but I recovered and have taken proper precautions to make sure I don't lose any code again. Also, I've now got more collisions working and I've been optimizing. Here's my progress, with a screenshot, of course.

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