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Messages - ztrumpet

Pages: 1 ... 83 84 [85] 86 87 ... 385
1261
TI Z80 / Re: Time Portal
« on: May 11, 2011, 08:23:20 pm »
Pleasepleasepleaseplease arise from the dead!  This is the reason I found Omnimaga in the first place, plus it's a wonderful concept that deserves to be finished.

1262
Portal X / Re: Portal X
« on: May 11, 2011, 08:21:37 pm »
Wow.  I had to watch that a few times to catch all of the epicness.  Great job. ;D
Also, superb optimizing, Runer (and Builderboy). :)

1263
News / Re: Blast from the past
« on: May 10, 2011, 08:29:33 pm »
It looks pretty nice. :)
I think I'm still going to stick with the one from 2010; I like the banner too much to change it. ;D

1264
P-0409M
The M means it doesn't have the "full" RAM.

This is the program I used to try and find the pattern (efforts were spearheaded by critor; that's the thread things were discovered in).
http://www.unitedti.org/forum/index.php?showtopic=8913&view=findpost&p=136725

1265
The Axe Parser Project / Re: Axe Parser
« on: May 10, 2011, 04:37:21 pm »
Axsembly sounds pretty cool.  Good luck getting it to run smoothly. :)

1266
TI Z80 / Re: Triathlon
« on: May 09, 2011, 10:01:09 pm »
This looks awesome.  I love the concept. ;D

1267
KnightOS / Re: KnightOS
« on: May 09, 2011, 07:51:02 pm »
Great!  I'm glad to see things are going smoothly again. :)  Good luck! ;D

1268
Axe / Re: SirCmpwn's Sprite Editor
« on: May 09, 2011, 06:51:42 pm »
Sir, I still think this is the best editor out there as well. :)

1269
TI Z80 / Re: Midnight
« on: May 09, 2011, 06:44:14 pm »
I have some more progress to announce.  I got my grappling hook system to work!



Screenie info:
Note that my Wabbit settings are a little strange; it flickers much less on the actual calc.
Use the Num Pad to shoot the grappling hook.
It'll stop if it hits a wall, a room exit, an enemy, or even a bullet.
This can be used to trap enemies.
Note that I don't have the engine in the main menu code, so there's no way for it to launch the main menu. ;)
Not shown: If you go out of the room and you are caring a block, it goes back to the room it came from, as rooms are Zelda-esq and reset upon leaving them.
(Edit) Oh, and I forgot to mention that it pauses because I hit a wrong key in Wabbit (it's a debugging thing I have in there).

Let me know what you think, oh, and this system only took about 800 bytes of code.  Don't you love Basic's size? ;D

1270
TI Z80 / Re: Voyager X
« on: May 09, 2011, 05:23:28 pm »
This sounds great!  I think this is a great idea on for a way to learn Axe. :)

1271
TI Z80 / Re: Midnight
« on: May 09, 2011, 05:19:38 pm »
Aah ok, so I guess it will be SE-only?
Midnight could be for speed sake.
As for Elmgon, I like to have no "extra" files on my calc when I'm working on it due to it's huge nature.  It'll like end a bit larger than an 83+'s mem though. :-\

how are enemy movement coded? randomized? does it follow certain pattern?
Metroid Pi style:
They have lists and follow along those for movement.

1272
TI Z80 / Re: Midnight
« on: May 09, 2011, 05:12:35 pm »
THis looks nice Z, nice use of the dual layer ASCII trick. IS the screenshot running at 6 MHz by the way? Because it seems the character movement is a bit slow, although it might be the screenshot running slower for some reasons. Map loading is incredibly fast.
Nope, that's the speed it runs at. ;)  It's a little slow, but I think it's justified when an enemy is going around the screen, along with a bullet.  So, yeah, it's already at 15 mhz.
I hope you finish this, Elmgon and the others.
I will. :)  The problem with Elmgon is it's so large that I need a "clean" calc to work on it. :-\

1273
TI Z80 / Re: Midnight
« on: May 09, 2011, 04:55:51 pm »
Another freaking awesome game ztrumpet!! Is there some kind of puzzle involved in this game, or will it be more towards fighting the bosses?
It'll be some of each. :)

I also noticed killing one of the enemies was really hard, so how many bullets would we have to hit on bosses, 50? :P
I don't know, but if you notice, the enemy's HP is in the bottom corner. :)
Note that the enemies so far are just for testing. ;)

oh so that enemy is for testing? Does that mean there will be multiple enemies per room?
Nah, just one per room, as just one enemy slows it down a lot, but the bosses will be pretty foreboding... hopefully. ;)

1274
TI Z80 / Re: Midnight
« on: May 09, 2011, 04:47:45 pm »
Another freaking awesome game ztrumpet!! Is there some kind of puzzle involved in this game, or will it be more towards fighting the bosses?
It'll be some of each. :)

I also noticed killing one of the enemies was really hard, so how many bullets would we have to hit on bosses, 50? :P
I don't know, but if you notice, the enemy's HP is in the bottom corner. :)
Note that the enemies so far are just for testing. ;)

This looks awesome! keep it up!
Thanks. :)

1275
TI Z80 / Re: the Tale of Lost Map
« on: May 09, 2011, 04:34:46 pm »
Scout, here's the most recent:


EDIT: (yunhua98) added ending img tag

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