Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: parserp on October 24, 2011, 10:23:34 pm

Title: Swords [Completed]
Post by: parserp on October 24, 2011, 10:23:34 pm
As some of you may know, I have recently been working on a game that I am calling swords.
This is my very first game written in Axe parser.  ^-^  :w00t:
Of course it is not complete, so I was wondering what stuff/features I could add to it to make it better... feel free to post them. (even if they are mean ;))
Oh- in the game (you just lost) use these keys: 2nd, alpha, arrow keys, clear.
Enough said... Screenie time!! ;D

EDIT: I decided to make it easier for you to download it than going to the 15th page. ;D
here is the finished version:

EDIT (again): source is included below.

EDIT: 3/5/11-new version with a "set contrast option".
Title: Re: Swords
Post by: annoyingcalc on October 24, 2011, 11:28:37 pm
AWESOME! sorry for caps I +1 ed
Title: Re: Swords
Post by: Stefan Bauwens on October 25, 2011, 04:03:37 am
Looks pretty. What about enemies? powerups? coins?
Title: Re: Swords
Post by: Chockosta on October 25, 2011, 05:46:24 am
Looks really nice !

And yeah, enemies would be fun.
Title: Re: Swords
Post by: Yeong on October 25, 2011, 07:09:07 am
Question: what is the purpose of sword lying down?
Title: Re: Swords
Post by: aeTIos on October 25, 2011, 07:56:26 am
*cough* linear gravity *cough*
You probably should fix that.
Nice game, looks cool.
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 10:36:13 am
I think the gravity is fine. It's freaking hard to have realistic gravity with 100% accurate collisions for your first game.

For your first game, wow, this is really impressive. The menu looks great. When the sword is lying down, is that some kind of gravity switch?
Title: Re: Swords
Post by: hellninjas on October 25, 2011, 11:12:09 am
Very cool! Can't wait for finished version!
Title: Re: Swords
Post by: aeTIos on October 25, 2011, 11:23:53 am
I think the lying down sword is for crouching.
Title: Re: Swords
Post by: hellninjas on October 25, 2011, 11:25:07 am
It could be for attacking, sword must be down to attack!
What if you can only have sword down for limited time unless you run out of energy or something?
Title: Re: Swords
Post by: parserp on October 25, 2011, 04:36:34 pm
whoo a lot of questions O.O
Yes, there will be enemies, and the purpose of the sword laying down is to attack them.
and about the power ups... I've never thought of that, any ideas?

EDIT: @ yeongjin_cool: sorry, you were meant to be on that "special thanks" screen too, I forgot. But you will be one it when the whole game comes out.  :)
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 05:32:11 pm
It looks awesome!
Also, you should make it so that you have to somehow get some key to open the portal looking thingy
Title: Re: Swords
Post by: parserp on October 25, 2011, 05:34:36 pm
ooh good Idea dualbldr... :D
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 05:35:15 pm
/me says Puzzle games FTW
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 05:36:30 pm
Powerups could be like, speed everything up, slow everything down, some kind of a gun, super powers, hm, really, anything you can think of. Truly the only limit is yourself.
Title: Re: Swords
Post by: parserp on October 25, 2011, 05:37:42 pm
Truly the only limit is yourself.
that makes me feel all fuzzy inside  ;)
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 05:39:56 pm
Lol...
It makes me feel all fuzzy outside says...
Spoiler For Spoiler:
the peach XD
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 06:01:48 pm
lol we're nerds.
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 06:03:25 pm
No, my name is AntoNerd
It's a fad that I started and added Nerd, or tried to, when that person's name had a N
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:08:02 pm
lol
hey dualbldr you are lvl 6 now!!!
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 06:14:34 pm
Wow you guys are advancing levels freaking fast.
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:15:20 pm
Yep I'm only 1 below you... 178 posts...
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 06:17:52 pm
AH MUST POST MORE
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:20:00 pm
yeah you seem to be posting less lately...
didn't your parents block onmi?
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 06:21:57 pm
yeah. so I have to be sneaky >:D I use SSL to get on, but I can't post as much cause I can't post when they're around...
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 06:25:00 pm
YAY LVL 6!!!!
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:35:40 pm
what's ssl?
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 06:36:21 pm
Secret Service Lame O's?
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:37:05 pm
lol that's not really what it means right?
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 06:38:21 pm
No it means...
Secure Socket Layers
Title: Re: Swords
Post by: parserp on October 25, 2011, 06:39:11 pm
explanation?
EDIT: I got the new page!!!!!! :w00t:
Title: Re: Swords
Post by: BalancedFury on October 25, 2011, 06:40:01 pm
I really don't know cause I looked it off google :P
Title: Re: Swords
Post by: LincolnB on October 25, 2011, 11:28:49 pm
SSL is basically when you type:

https: //www.omnimaga.org/

instead of:

http://www.omnimaga.org/

See the little s, after http? It changes everything. It changes the connection to a SSL connection, and that gets around most filters. Neat little trick :)
Title: Re: Swords
Post by: annoyingcalc on October 26, 2011, 11:10:20 am
I can help by making spikes deadly If you need help
Title: Re: Swords
Post by: BalancedFury on October 26, 2011, 08:58:47 pm
Also, add moving enemies, and when u lose, it should say YOU LOST THE GAME >:D
Title: Re: Swords
Post by: annoyingcalc on October 26, 2011, 09:03:38 pm
Defenitally I can use the source and help you if it is axe
Title: Re: Swords
Post by: parserp on October 27, 2011, 12:30:34 am
ok I'll post the source once I get a little more work done, and @DualDLDR the enemies will be moving and that YOU LOST THE GAME thing is a frekin good idea. ;D
Title: Re: Swords
Post by: BalancedFury on October 28, 2011, 09:38:19 pm
XD thnx
Also, when ever you beat a level, it should say You Won The Game!! But not for long >:D
Title: Re: Swords
Post by: parserp on October 29, 2011, 12:52:44 pm
Another good Idea...
So all you people: for the things like speed up/speed downs (just added) and other non-moving objects should I use a method such as actual X,Y coordinates for collisions, or something else? and for moving objects? (enemies) ???
Title: Re: Swords
Post by: LincolnB on October 30, 2011, 06:48:00 pm
You might want to check out and study the examples for builderboy's physics lessons.
Title: Re: Swords
Post by: annoyingcalc on October 30, 2011, 07:02:23 pm
Im working on spikes killing you now , parser what is the sword sprite
this?

00010000
00101000
00101000
00101000
00101000
00101000
01111100
00010000
Title: Re: Swords
Post by: epic7 on October 30, 2011, 07:51:06 pm
Those spikes must be super sharp to break a sword :P
Title: Re: Swords
Post by: annoyingcalc on October 30, 2011, 07:51:51 pm
no they wold break the wood
Title: Re: Swords
Post by: parserp on October 30, 2011, 10:39:43 pm
Im working on spikes killing you now , parser what is the sword sprite
this?

00010000
00101000
00101000
00101000
00101000
00101000
01111100
00010000
you got it
Title: Re: Swords
Post by: parserp on October 31, 2011, 06:40:09 pm
Update: More progress!!! now working with Annoyingcalc and have designed 2 levels with enemies!!!! (and yes, they move :P)
Title: Re: Swords
Post by: Yeong on October 31, 2011, 06:42:32 pm
congratulations! XD
can I have a screenshot? :D
Title: Re: Swords
Post by: parserp on October 31, 2011, 06:55:26 pm
I will post one as soon as I get more stuff done...
It doesn't exactly work... yet...  ;)
Title: Re: Swords
Post by: annoyingcalc on November 01, 2011, 10:08:32 pm
heres a screenie yeong it isnt as advanced as parsers but I got collision detection working for spikes :D

screenie in a sec
Title: Re: Swords
Post by: parserp on November 02, 2011, 05:42:53 pm
ooh hooray!!! :D/me checks his PMs
EDIT: yay I got the source file!!! ;D I'll have to see how you did that... I don't know how. :)
Title: Re: Swords
Post by: parserp on November 04, 2011, 10:52:32 pm
More progress!!! hooray!!!
After much coding and many ram clears, I have added enemies and a death screen...
screenie in a second... :D
EDIT: got it!!!!
ooh but the death looks bad on wabbit... :( it looks great in the program
Title: Re: Swords
Post by: aeTIos on November 05, 2011, 09:43:20 am
Oooooh, looks shiny!!!
Title: Re: Swords
Post by: squidgetx on November 05, 2011, 09:50:30 am
Wow that actually looks pretty nice. How are you doing the enemies: standard array-looping?
Title: Re: Swords
Post by: BalancedFury on November 05, 2011, 12:06:50 pm
Lol you actually followed my idea and made it say
You lost the game XD
Title: Re: Swords
Post by: parserp on November 05, 2011, 01:29:46 pm
Wow that actually looks pretty nice. How are you doing the enemies: standard array-looping?
ummm, I'm not sure what that means, I just do it adds A to the x position and every time it hits the end coordinate A is multiplied by -1
EDIT: do you guys like the "You are the weapon" thing?
Title: Re: Swords
Post by: annoyingcalc on November 05, 2011, 02:31:33 pm
Nice can you email me the current source parser?
Title: Re: Swords
Post by: BalancedFury on November 05, 2011, 02:34:22 pm
Me too
Mine is [email protected] if u didnt know :D
Title: Re: Swords
Post by: parserp on November 05, 2011, 05:50:48 pm
@dualbldr and annoyingcalc I will in just a second... ;)
EDIT: sent :D
Title: Re: Swords
Post by: annoyingcalc on November 05, 2011, 07:08:27 pm
ok wow the first level how do I get past the first enemy :P anyways thanks Im sending it now (to my calculator)
Title: Re: Swords
Post by: parserp on November 05, 2011, 07:10:36 pm
? there are no enemies in the first level,  but yeah, there are some glitchy things with the attack mode with enemies... :(
Title: Re: Swords
Post by: annoyingcalc on November 05, 2011, 07:12:02 pm
um I was trapped a non moving enemy blocked my path Ill post a screenie
Title: Re: Swords
Post by: parserp on November 05, 2011, 07:12:39 pm
I never put any non moving enemies... ???
Title: Re: Swords
Post by: annoyingcalc on November 05, 2011, 07:15:33 pm
here is the screenie
Title: Re: Swords
Post by: parserp on November 05, 2011, 07:16:57 pm
WTF that is level 3 how did that get on there?!?!?! O.O
something is wrong here... level 1 is the one I first emailed you with.
Title: Re: Swords
Post by: annoyingcalc on November 05, 2011, 07:17:57 pm
it said lvl1 in the folder and on calc I got lvl 2 ??? can you re email them to me
Title: Re: Swords
Post by: Yeong on November 07, 2011, 12:53:48 pm
the screenshot looks kinda slow D:
and you die in attack mode D:
Title: Re: Swords
Post by: hellninjas on November 07, 2011, 02:53:32 pm
I like how its coming along, nice job so far!
Title: Re: Swords
Post by: Stefan Bauwens on November 07, 2011, 02:55:53 pm
the screenshot looks kinda slow D:
and you die in attack mode D:
It doesn't seem to slow for me(based on the screenshot).
Title: Re: Swords
Post by: parserp on November 07, 2011, 03:47:59 pm
the collisions are for level 1 (with spikes) but picture is of level 3.
anyway, I'll re-email it to you. :)
Title: Re: Swords
Post by: parserp on November 08, 2011, 09:25:51 pm
Yay!!!!
I will most likely be able to finish it in time and enter it in the contest!!!!
I have 2 levels so far that are functioning perfectly and I am going to do more soon!!!!
So expect it to release in about 2-2 1/2 weeks. ;D
Title: Re: Swords
Post by: annoyingcalc on November 08, 2011, 11:49:39 pm
I am going to work on an animation for deaths of enemies
Title: Re: Swords
Post by: NanoWar on November 09, 2011, 05:05:24 am
Any chance for a sinus jump?
Title: Re: Swords
Post by: aeTIos on November 09, 2011, 05:06:40 am
you mean, gravity-like?
Title: Re: Swords
Post by: parserp on November 09, 2011, 04:38:16 pm
Any chance for a sinus jump?
what is that? ???
Title: Re: Swords
Post by: BalancedFury on November 09, 2011, 05:48:27 pm
When is it gonna b released?
Title: Re: Swords
Post by: parserp on November 09, 2011, 06:53:27 pm
When is it gonna b released?
I'm 90% sure I'll be done with it before the end of the month
(so I can enter it into that contest :))
Title: Re: Swords
Post by: saintrunner on November 09, 2011, 07:00:25 pm
Good luck in the contest!
Title: Re: Swords
Post by: parserp on November 09, 2011, 07:03:21 pm
Thanks, I'mm gunna need it... ;)
Title: Re: Swords
Post by: NanoWar on November 10, 2011, 03:31:02 am
Sinus jump... in other words a gravity jump. More like this (http://www.wolframalpha.com/input/?i=-x^2%2B2) and less like this (http://www.wolframalpha.com/input/?i=-abs%28x%29%2B2).
Title: Re: Swords
Post by: parserp on November 10, 2011, 09:22:16 am
hmmmm, I'm not sure on how to do that D:
Is there a tutorial somewhere?
Title: Re: Swords
Post by: LincolnB on November 10, 2011, 09:54:14 am
Oh, you mean gravity? That's just plain old gravity he's talking about, parser. For physics, check out Builderboy's tutorials.
Title: Re: Swords
Post by: parserp on November 10, 2011, 05:08:38 pm
oh dang :banghead:
why didn't I read that before I started this project??? XP
It would be a HUGE pain to go through and change everything, so sorry, It's not gunna happen in this game D:
but, it will happen in future games that I make ;)
I should have considered the physics at the beginning of making this :(
Title: Re: Swords
Post by: BalancedFury on November 10, 2011, 05:10:53 pm
Ur starting to copy me... :P
Emoticon after every sentence :w00t:
Title: Re: Swords
Post by: parserp on November 10, 2011, 05:12:35 pm
oh wow lol :P
I'm just going to write sentences so I can put an emoticon after each one :P
this is fun XD
jk I'll stop now ;)

NO I WON'T! ;D
this is funner than I thought it would be :D
Title: Re: Swords
Post by: LincolnB on November 10, 2011, 05:16:24 pm
The first two games I made, Spacky and Spacky 2 didn't have good physics (btw they sucked don't play them), but they were a really good learning experience so don't feel like you wasted time on this^^

Also, for physics based collisions, Zedd physics engine is a good option...
Title: Re: Swords
Post by: parserp on November 10, 2011, 05:19:01 pm
lol I liked spacky 2 XD it was a "new kind of game" :)
yeah that's what I think i'll do... ;D
Title: Re: Swords
Post by: LincolnB on November 10, 2011, 05:20:19 pm
haha if anything they were....original. New. Weird. Nothing like them.

whatever. If you need help with Zedd, give me a shout.

Back on topic...
Title: Re: Swords
Post by: parserp on November 10, 2011, 07:39:08 pm
Hey! I have a great Idea!
This probably won't work, but somebody should create a storyline for swords! :D
That would be cool, but idk if it could even be made, it seems like "just another game" D:
but If anyone would do that, that would be great! ;D
Title: Re: Swords
Post by: epic7 on November 10, 2011, 08:33:04 pm
I could help
Title: Re: Swords
Post by: parserp on November 11, 2011, 04:31:40 pm
ARGH!!!!!! somehow my src got corrupted, and it filled the entire source with Linereg(ax+b) :banghead:
(6219 bytes to be exact) :(
but luckily I backed it up a few days ago, so that means I have most of it, I just have lost about 6 hours of work :(
Title: Re: Swords
Post by: Darl181 on November 11, 2011, 06:11:26 pm
somehow my src got corrupted, and it filled the entire source with Linereg(ax+b)
I thought that stopped happening...it hasn't happened to me since may or something 0.o
Title: Re: Swords
Post by: Builderboy on November 11, 2011, 06:20:48 pm
What kind of Asm programs were you running?  I encountered the exact same problem when I was working with Serenity, and I was using a group extractor program.
Title: Re: Swords
Post by: parserp on November 11, 2011, 06:24:48 pm
ummm, I wasn't running any asm programs, I was working on it last night, (it was working fine) and when I went to school this morning, I got it out and I saw that the whole source was filled with LineReg(ax+b). I don't know what happened to it... ???
Title: Re: Swords
Post by: epic7 on November 11, 2011, 06:47:03 pm
You should use auto backup :P

Maybe tell quibigo?
Title: Re: Swords
Post by: parserp on November 11, 2011, 06:55:39 pm
You should use auto backup :P
...but that's the wierd thing, both the source and the backup were corrupted... x.x
Title: Re: Swords
Post by: epic7 on November 11, 2011, 07:01:42 pm
 :( ??? O.O :o :crazy: *.* x.x

That sucks

/me goes to backup his calc now.
Title: Re: Swords
Post by: parserp on November 11, 2011, 07:14:18 pm
lol that is a good idea... XD
Title: Re: Swords
Post by: DJ Omnimaga on November 11, 2011, 09:31:19 pm
I never trusted Axe backups nor any third-party way of backing up for calcs before, because they're not 100% reliable no matter how hard the authors tried to make them. I just copy my stuff on the computer regularly and keep two copies on calc.

Anyway hoping that you finish this, it looks nice. I found weird that the char sprite was a sword at first, though, maybe rename the game so it mentions something about alive swords/objects or something?
Title: Re: Swords
Post by: TIfanx1999 on November 11, 2011, 09:38:00 pm
I'd definitely post a bug report in the Axe subforum. Also, despite the autobackup thing it is always a good idea to backup else where as well.
It sounds like your source got corrupted some how and it backed up your corrupted source.
Title: Re: Swords
Post by: DJ Omnimaga on November 11, 2011, 09:51:09 pm
Actually one thing I think is that backups can also be corrupted by other things than the backup feature itself, although in Axe I think it's less likely since the backup is archived.
Title: Re: Swords
Post by: parserp on November 12, 2011, 07:59:51 pm
Progress update:
have designed 5 levels, 3 have collision detection.
have put in a new advanced level screen.
ummm, have done some more coding too XD

that's it... until later...

EDIT: I don't think I've posted it yet, but there will be 15 levels.
Title: Re: Swords
Post by: BalancedFury on November 13, 2011, 05:04:22 pm
Hey! I have a great Idea!
This probably won't work, but somebody should create a storyline for swords! :D
That would be cool, but idk if it could even be made, it seems like "just another game" D:
but If anyone would do that, that would be great! ;D
HA! XD
You forgot to put emoticon after the first sentence! :P
You lost the game just for that :D
Title: Re: Swords
Post by: parserp on November 13, 2011, 06:54:33 pm
Hey! I have a great Idea!
This probably won't work, but somebody should create a storyline for swords! :D
That would be cool, but idk if it could even be made, it seems like "just another game" D:
but If anyone would do that, that would be great! ;D
HA! XD
You forgot to put emoticon after the first sentence! :P
You lost the game just for that :D
oh wow lol XD
I'll have to remember to do that from now on... :P
Title: Re: Swords
Post by: annoyingcalc on November 13, 2011, 09:46:35 pm
parser Im trying to implement http://www.omnimaga.org/index.php?action=articles;sa=view;article=72  for enemies but it isnt working maybe you can help
Title: Re: Swords
Post by: epic7 on November 13, 2011, 09:49:15 pm
I was going to use that for my game too. I just decided to use an animation instead :P
Title: Re: Swords
Post by: parserp on November 14, 2011, 02:53:56 pm
parser Im trying to implement http://www.omnimaga.org/index.php?action=articles;sa=view;article=72  for enemies but it isnt working maybe you can help
I would, but it looks like the tutorial code is down right now, but once it gets up, I'll see what I can do. :)
Title: Re: Swords
Post by: leafy on November 14, 2011, 04:01:03 pm
Use this link:

http://ourl.ca/12298/231664

I fixed the tags to work properly with the new code tag code D:
Title: Re: Swords
Post by: BalancedFury on November 15, 2011, 05:32:47 pm
You could have PMed someone like the person who made Tag etc. :P
It would be easier :D
Title: Re: Swords
Post by: parserp on November 16, 2011, 05:46:37 pm
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?
Title: Re: Swords
Post by: parserp on November 16, 2011, 05:48:18 pm
oh and as long as I'm here, progress update:
have designed 7 levels, with collisions for 6 of them.
Title: Re: Swords
Post by: parserp on November 17, 2011, 04:40:12 pm
And also, since the poll system is broke, should this game be compiled into a program or app? (executable will be around 16K)
Title: Re: Swords
Post by: epic7 on November 17, 2011, 04:43:59 pm
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.
Title: Re: Swords
Post by: parserp on November 17, 2011, 04:45:17 pm
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.
did you do that with the circle command?
Title: Re: Swords
Post by: epic7 on November 17, 2011, 04:46:14 pm
No I just had a few different sprites stored into the enemy pic
Title: Re: Swords
Post by: parserp on November 17, 2011, 04:47:01 pm
No I just had a few different sprites stored into the enemy pic
hmmm, could you post a snidbit (?) of code? <insert puppy dog eyes>
Title: Re: Swords
Post by: epic7 on November 17, 2011, 04:48:27 pm
Ok. I made it a little more confusing then it needed to be since I used one variable for both the health and the explosion. I'll go get some codez.

Here's what I did:

.In the beginning
[normal enemy sprite]->Pic3
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
[an explosion sprite]
.Lotsa stuffs
.After the enemies have been killed and the kill code is done
For(P,0,r5)
.P*3+L2 is the explosion frame count/Enemy life
If {P*3+L2}<6
. ^ If the frame count is less than 6 (I dont think I need the first if :P)
!If {P*3+L2+2}
.P*3+L2+2 is alive or dead ^ (I need this because P*3+L2 is also the health amount)
.If I didnt do that, it would start the animation when the enemy is still alive :P
Pt-On({P*2+L1},{P*2+L1+1},{P*3+L2}*8+Pic3-1)
.Display the pics ^.
{P*3+L2}++
.Add to frame count^
If {P*3+L2}=5
. If the frame is at 5 (which is the end of the final frame)
K++
. Add one to the amt of enemies killed.
End
End
End
End
Title: Re: Swords
Post by: parserp on November 17, 2011, 05:37:08 pm
ok, so a couple of questions:
what is the initial value of r5?
and, um, I'm not sure what's happening: (this is the entire source)
Code: [Select]
:.EXPLODE
:[FFFFFFFFFFFFFFFF]->Pic3
:[11180240924884992]
:[EBA896457AC9976B]
:[895DE455BAD6ABBE]
:3->r5 //I just decided to do 3, I'm not sure what it should be
:If {P*3+L2}<6
:!If {P*3+L2+2}
:Pt-On({P*2+L1},{P*2+L1+1},{P+3+L2}*8+Pic3-1)
:{P*3+L2}++
:End
:End
:DispGraph
:Pause 1000
:End
Title: Re: Swords
Post by: epic7 on November 17, 2011, 05:45:02 pm
Oh, r5 was the number of enemies. Mine was at 4.

Replace the vars with what you are using

Replace P*3+L2 with what var you store the enemies life to.

Replace P*3+L2+2 with what var you use to tell if the enemy is alive or dead (If you dont have that... Youll have to change up the animation code a bit)

Replace P*2+L1 with what var you store the enemies X coordinate to.


Also, you forgot to put in the for. It needs to check all the enemies

For(P,0,num of enemies on screen)

I dont know how you coded your game, so you might have to change a bit

Notice: I was too lazy to put the curly brackets in this post :P
Title: Re: Swords
Post by: parserp on November 17, 2011, 06:34:49 pm
attention: just added poll: everyone vote! ;)
Title: Re: Swords
Post by: parserp on November 17, 2011, 07:50:59 pm
Update: Here's the first 6 levels, hope you can beat them!  ;D
please post any bugs :)
EDIT: screenie!
Title: Re: Swords
Post by: LincolnB on November 18, 2011, 10:47:44 am
screenie?
Title: Re: Swords
Post by: Stefan Bauwens on November 18, 2011, 10:58:19 am
If he shows a screenie he'll ruin it for you. You'll just have to play it yourself. :P
Title: Re: Swords
Post by: Yeong on November 18, 2011, 11:27:55 am
You should try putting multiple levels in one appvar. :D
Title: Re: Swords
Post by: parserp on November 18, 2011, 05:09:48 pm
You should try putting multiple levels in one appvar. :D
I will once it is done, however with the level editor I have now It would take a LOT of wrewriting to make it work.
but yes, all 15 levels will be saved in one appvar when full game comes out. ;D
anyway, @butts I'll post a screenie ;)
Title: Re: Swords
Post by: LincolnB on November 18, 2011, 05:18:29 pm
great!
Title: Re: Swords
Post by: parserp on November 18, 2011, 06:47:26 pm
ok, here's the screenie, but It's hard to play it on wabbit so I could only get to level 4. :P
see if you can get farther!
Title: Re: Swords
Post by: aeTIos on November 18, 2011, 06:51:54 pm
Hey, I like it!
Title: Re: Swords
Post by: ben_g on November 18, 2011, 07:06:35 pm
I lost...

But it looks like a fun game.
Title: Re: Swords
Post by: Stefan Bauwens on November 19, 2011, 07:07:55 am
Pretty nice! Looks fun.
Title: Re: Swords
Post by: parserp on November 19, 2011, 09:27:03 pm
Question: does anyone want the source? (when game's finished)
If so I'll post it private matters. :) (so if you want it you'd better get 100 posts  ._.)
Title: Re: Swords
Post by: hellninjas on November 19, 2011, 09:27:52 pm
Well than, i guess ill work towards that hundred posts!
Title: Re: Swords
Post by: saintrunner on November 19, 2011, 10:56:14 pm
so I think the game is absolutely amazing! but one thing, I think I was having a little bit of trouble with the jumping from ledge to ledge. Like it occasionally didn't let me jump, I think I know how to fix this, if I could see the code, and you don't have to credit me
Title: Re: Swords
Post by: parserp on November 19, 2011, 10:57:19 pm
??? could you post a screenie? are you using the latest download?
Title: Re: Swords
Post by: saintrunner on November 19, 2011, 11:00:05 pm
yeah one sec

ok so in the screenie the whole time i'am on the platform, I can't jump! and then I go to the corner and I get stuck! I think it is because of your pxl-tests at the swords handle and the double lines, easy fix though! other then that it's awesome!
Title: Re: Swords
Post by: parserp on November 19, 2011, 11:08:04 pm
and then I go to the corner and I get stuck!
lol that was the purpose of having that corner, thats how it's sposed to be.
and also with the platform I have it so that to jump, you have to have that very bottom pixel on the ground, and so yes, most platforms I made double so you can jump up, but that one I decided not to because you have to time it right to get up there. so, yeah. :)
Title: Re: Swords
Post by: saintrunner on November 19, 2011, 11:09:20 pm
Well, ok then :) it just frustrated me, and I thought it was non-intended :P

it made the second level really hard for me
Title: Re: Swords
Post by: NanoWar on November 20, 2011, 08:41:25 am
How is this 16KB?
Title: Re: Swords
Post by: annoyingcalc on November 20, 2011, 10:10:13 am
parser anything I  need to do? and I vote app
Title: Re: Swords
Post by: ztrumpet on November 20, 2011, 11:46:13 am
This looks really nice.  Great job on it. :)

I'm sure if you wanted to have the community as a whole teach you some optimization tricks you could get the file size down around 8000 bytes.
Title: Re: Swords
Post by: epic7 on November 20, 2011, 02:17:06 pm
Halve?! O.O Im posting my source now. :P
Title: Re: Swords
Post by: saintrunner on November 20, 2011, 05:50:11 pm
ok so can anyone else get past level 4? I can't do it! and Parser! I found a cheat! If you hold 2nd and mode, you move super slow, and it's easier to dodge stuff! I think this is a main loop problem :P
Title: Re: Swords
Post by: parserp on November 21, 2011, 04:17:38 pm
How is this 16KB?
I'm sure if you wanted to have the community as a whole teach you some optimization tricks you could get the file size down around 8000 bytes.
ok, the only thing that's making it so big is the collision detection. Is there a better way to do it then to have:
Code: [Select]
:.see if hit spike
:If (X>left side of spike) and (X<right side of spike) and (Y>Top of spike) and (Y<bottom of spike)
:Goto DIE
:End
parser anything I  need to do? and I vote app
ummm, not that I can think of at the moment, but if I think of anything I'll be sure to PM you. :)
ok so can anyone else get past level 4? I can't do it!
I can get past level 4, there is a little trick to it >:D
and Parser! I found a cheat! If you hold 2nd and mode, you move super slow, and it's easier to dodge stuff! I think this is a main loop problem :P
lol I just barely fixed that like an hour ago XD also if you hold down alpha you go super slow too.
Title: Re: Swords
Post by: saintrunner on November 21, 2011, 04:29:52 pm
oh yeah I meant alpha, but thats good! and I can't get over passed the wall on that level. my advice, is to not make it so difficult that a player gets frustrated and gives up, as I did. lol, there is a thing as too challenging
Title: Re: Swords
Post by: parserp on November 21, 2011, 04:35:36 pm
well, anyway, If anyone allready didn't know:
Have made 9 levels out of 15
Guaranteed to release at end of November/beginning of December :)
Title: Re: Swords
Post by: saintrunner on November 21, 2011, 04:39:41 pm
can't wait!
Title: Re: Swords
Post by: parserp on November 23, 2011, 11:52:49 am
:D :D :D :D
guess what?
Spoiler For Spoiler:
lvl 10 and up will have moving platforms!!! ;D
Title: Re: Swords
Post by: saintrunner on November 23, 2011, 11:54:48 am
OMG! I still can't get past lvl 4! lol
Title: Re: Swords
Post by: parserp on November 23, 2011, 11:56:02 am
OMG! I still can't get past lvl 4! lol
still?? is it the very first spikes that kill you?
Title: Re: Swords
Post by: saintrunner on November 23, 2011, 11:56:56 am
no it's the spikes at the top of the screen! I can get past the first jump and the super fast enemy, but I can't get to the left side of the screen
Title: Re: Swords
Post by: parserp on November 23, 2011, 12:00:46 pm
no it's the spikes at the top of the screen! I can get past the first jump and the super fast enemy, but I can't get to the left side of the screen
? that is the easiest part: you don't press anything but left XD (not 2nd)
Title: Re: Swords
Post by: saintrunner on November 23, 2011, 12:01:50 pm
really? Ima gonna post a screenie of me failing!
Title: Re: Swords
Post by: epic7 on November 23, 2011, 04:10:39 pm
I'll try this game on wabbit since I only have 4kb of ram and 8kb for archive D:
Title: Re: Swords
Post by: aeTIos on November 23, 2011, 04:51:22 pm
That is not enough. You used too much.
Title: Re: Swords
Post by: epic7 on November 23, 2011, 05:26:24 pm
Yeah, I said I'll use wabbit since my real calc doesnt have enough memory left.
Title: Re: Swords
Post by: parserp on November 23, 2011, 05:58:38 pm
Here's a screenie of the moving platform.
(this is level 10) :)
Title: Re: Swords
Post by: aeTIos on November 23, 2011, 06:03:17 pm
if you get on the platform, does it take you with it?
Also very well done!
Title: Re: Swords
Post by: parserp on November 23, 2011, 06:04:29 pm
if you get on the platform, does it take you with it?
oh yeah, forgot to ask that: should it be so that once you are on the platform you move with it, or it moves underneath you?
Title: Re: Swords
Post by: epic7 on November 23, 2011, 06:05:05 pm
I think it should take you with it
Title: Re: Swords
Post by: aeTIos on November 23, 2011, 06:07:14 pm
The latter is cool too: if you do not move with it, you fall to death :P
Title: Re: Swords
Post by: parserp on November 23, 2011, 06:08:34 pm
I think it should take you with it
The latter is cool too: if you do not move with it, you fall to death :P
ooh people want both... anyone else have an opion?
Title: Re: Swords
Post by: epic7 on November 23, 2011, 06:12:28 pm
It bounces you to the other end? :P
Title: Re: Swords
Post by: saintrunner on November 23, 2011, 06:15:28 pm
I think you should move with it.

oh and I can't beat level 4, cause for some reason when I get the little object thing on the first plateform everything goes super fast! Is it supposed too?
Title: Re: Swords
Post by: aeTIos on November 23, 2011, 06:53:00 pm
Honestly, I haven't played this right now, I will do when I have time, since it looks very promising. Is this your first project by the way?
Title: Re: Swords
Post by: Jonius7 on November 25, 2011, 05:56:51 am
This game looks very promising. I like the program name too. Great Graphics. Keep up the good work!
PS: Shall try it soon for myself
Title: Re: Swords
Post by: parserp on November 25, 2011, 02:05:45 pm
I think you should move with it.

oh and I can't beat level 4, cause for some reason when I get the little object thing on the first plateform everything goes super fast! Is it supposed too?
oh yeah, that is was a bug, I fixed it now so that you go slow.
Is this your first project by the way?
yes, it is ;D
This game looks very promising. I like the program name too. Great Graphics. Keep up the good work!
PS: Shall try it soon for myself
Thanks!!!
oh, and I guess that I'll make it so that the platform moves underneath you, (you don't move with it), because it's easier to program.
disagreements?
Title: Re: Swords
Post by: saintrunner on November 25, 2011, 09:30:15 pm
Well I've always found when making a good game, you always keep the player in mind, so if the player is ok with having to move with a platform, even though that doesn't exactly make sense, then by all means DON'T WASTE TIME CODING THAT! Personally I think it will have a better gameplay and feel with the character movement with the platform.
Title: Re: Swords
Post by: Yeong on November 26, 2011, 07:48:24 am
or just make 2 sets of different platform. :D
Title: Re: Swords
Post by: BalancedFury on November 27, 2011, 10:20:44 am
Wut The Bridge said :D
Title: Re: Swords
Post by: annoyingcalc on November 27, 2011, 02:12:49 pm
I got a suggestion on the menu screen it says you are the weapon make "the weapon" scroll right and"you are" scroll left

and yay 1000th post
Title: Re: Swords
Post by: LincolnB on November 29, 2011, 10:14:30 am
I like the idea of two different styles of platforms, but if you have to choose only one, I would go with the kind that makes you move with it.
Title: Re: Swords
Post by: parserp on November 29, 2011, 08:05:42 pm
Ok, all of the levels are done, and as of now I am working on bug fixes and the readme.
For the sake of time, I am logging off now and working on this until it's done, so I may not be online until Dec. 1.
See you then!
Title: Re: Swords
Post by: parserp on December 01, 2011, 08:26:35 pm
ATTENTION: this game is FINISHED!!!
I will upload it in 1 sec, and guess what?
Spoiler For Spoiler:
I will include it compiled for app and program in the zipped file! now you can choose! :D
Title: Re: Swords
Post by: parserp on December 01, 2011, 09:37:26 pm
Here it is: 100% done.
For more info, read the readme. ;D
Title: Re: Swords
Post by: NanoWar on December 02, 2011, 06:41:22 am
The controls are so hard (and I am so bad), I can't even beat level one...
Title: Re: Swords
Post by: parserp on December 02, 2011, 09:18:40 am
The controls are so hard (and I am so bad), I can't even beat level one...
really? what controls?
Title: Re: Swords
Post by: LincolnB on December 02, 2011, 06:23:42 pm
The controls are fine, IMO. However, I appear to be stuck on level three:

(http://img.removedfromgame.com/imgs/stuck on level three.gif)

Is that by design? Cause I could just restart the level and try again, which is cool too. (btw, is there an easy way to restart other than exiting out and loading my previous game?)
Title: Re: Swords
Post by: parserp on December 02, 2011, 08:42:21 pm
Is that by design? Cause I could just restart the level and try again, which is cool too. (btw, is there an easy way to restart other than exiting out and loading my previous game?)
yes, that is part of the design, and about the restart, It goes to the menu screen, and if you press clear on the menu screen it quits. except for one thing: I forgot pauses. :banghead: so what works for me is to press clear speedy fast. :)
Title: Re: Swords
Post by: epic7 on December 02, 2011, 08:43:25 pm
Parser, I alternate between pushing enter, 2nd, and on to push buttons in menus so it doesnt do that XD
Title: Re: Swords
Post by: saintrunner on December 04, 2011, 02:49:37 pm
Parser...You have done THE awesome!
This is one of my new favorite axe games

edit: well not my favorite, I don't have favs, but it is a lot of fun, and one question, when I downloaded the app it said you had a bad app signiture?
Title: Re: Swords
Post by: annoyingcalc on December 04, 2011, 07:49:37 pm
Is that by design? Cause I could just restart the level and try again, which is cool too. (btw, is there an easy way to restart other than exiting out and loading my previous game?)
yes, that is part of the design, and about the restart, It goes to the menu screen, and if you press clear on the menu screen it quits. except for one thing: I forgot pauses. :banghead: so what works for me is to press clear speedy fast. :)
Oh that is why I got stuck
Title: Re: Swords
Post by: epic7 on December 04, 2011, 08:03:46 pm
[...]when I downloaded the app it said you had a bad app signiture?
Yeong said that happened to the app of my game, too.
Title: Re: Swords
Post by: parserp on December 05, 2011, 09:04:53 am
when I downloaded the app it said you had a bad app signiture?
[...]when I downloaded the app it said you had a bad app signiture?
Yeong said that happened to the app of my game, too.
hmmmm, what do I have to do to make it not a bad signiture?
Title: Re: Swords
Post by: Yeong on December 05, 2011, 09:09:55 am
In Axe zipped file, there should be an application signer ;)
Title: Re: Swords
Post by: parserp on December 05, 2011, 09:10:43 am
In Axe zipped file, there should be an application signer ;)
ok, I'll upload it soon... :D
Title: Re: Swords
Post by: Yeong on December 05, 2011, 09:31:13 am
ah. nice to hear that.
I want to play app version XD
Title: Re: Swords
Post by: saintrunner on December 05, 2011, 03:50:54 pm
so i found a bug ... if you jump towards the lined walls, and press alpha twice you can go straight through it
 
Title: Re: Swords
Post by: parserp on December 05, 2011, 05:39:21 pm
so i found a bug ... if you jump towards the lined walls, and press alpha twice you can go straight through it
 
ah dang, I hoped no one would notice that XD
I am too lazy to fix it, so, if you want to beat the game the HONEST way, don't use that cheat. ;)
Title: Re: Swords
Post by: annoyingcalc on December 05, 2011, 05:44:59 pm
Ill use that in level 4 when it gets so fast, Ill finally pass that level!

(After I beat the game I will play without using cheats though)
Title: Re: Swords
Post by: saintrunner on December 05, 2011, 07:53:44 pm
Yeah I played it without the cheat, but the cheat helped the first time! :) oh and apparently the hilt of the sword kills the enemies too....not just the point
Title: Re: Swords
Post by: parserp on December 05, 2011, 07:55:09 pm
oh and apparently the hilt of the sword kills the enemies too....not just the point
ummmm, the hilt is pointy too... XD
Title: Re: Swords
Post by: saintrunner on December 05, 2011, 07:56:12 pm
YEAH!! pointy hilts!
Title: Re: Swords
Post by: epic7 on December 05, 2011, 08:06:17 pm
Double-sided
Title: Re: Swords
Post by: saintrunner on December 05, 2011, 08:07:54 pm
With one side being invisible/ disguised as a hilt :) lol
Title: Re: Swords
Post by: contra-sh on December 06, 2011, 05:05:35 am
How you must do to come back after taking the key in the 3rd stage?
Title: Re: Swords
Post by: parserp on December 06, 2011, 09:16:25 am
How you must do to come back after taking the key in the 3rd stage?
like the problem butts had? (http://ourl.ca/13637/267917)
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 03:45:53 pm
It's designed that way (I found out the hard way)
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:03:07 pm
btw all you people: I am currently editing the source so you can jump even if your bottom pixel is not on the ground, and this time the app will be signed. ;D
Title: Re: Swords
Post by: epic7 on December 06, 2011, 08:06:19 pm
What does that do?
Does it enable double jumping or something?
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:07:49 pm
it just fixes problems such as the one butts had where he couldn't jump. (http://ourl.ca/13637/267917)
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 08:08:45 pm
But doesn't it also allow to just keep jumping acrossed spikes with out using plat forms?
Title: Re: Swords
Post by: epic7 on December 06, 2011, 08:09:32 pm
Jumping without touching ground. Like flying? :P
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:09:41 pm
But doesn't it also allow to just keep jumping acrossed spikes with out using plat forms?
no, collisions with spikes are determined with X,Y position of the player, so it wouldn't change anything.
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 08:10:32 pm
not collisions but you could get over them by just pressing jump over ad over.....like just fly/hover over them
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:12:25 pm
not collisions but you could get over them by just pressing jump over ad over.....like just fly/hover over them
?
this is not a major change, it simply is just slight modification of the code that says: "if the far right/left pixel is touching the ground, you can jump."
Title: Re: Swords
Post by: epic7 on December 06, 2011, 08:14:19 pm
If now it checks that, what was it before?
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:15:06 pm
If now it checks that, what was it before?
you can jump if and only if your very bottom pixel is on the ground.
Title: Re: Swords
Post by: epic7 on December 06, 2011, 08:16:26 pm
Oh, so before did it just check bottom left, now you added bottom right?
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 08:17:31 pm
OH! I thought you meant you could jump mid air! lol Now this makes sense, And thank you, that gave me a lot of problems before, Oh and are you fixing the wall problem?
Title: Re: Swords
Post by: parserp on December 06, 2011, 08:21:09 pm
Oh, so before did it just check bottom left, now you added bottom right?
no, it checked the bottom middle pixel, as in the VERY bottom one.

Oh and are you fixing the wall problem?
nah, I'm too lazy. ;) if you want to beat it the cheat way, that's fine, but if you really want to win THE GAME, you have to do it the HONEST way. ;) (as in, don't go through walls.)
Title: Re: Swords
Post by: epic7 on December 06, 2011, 08:22:15 pm
How do you win The Game? :P
So if you don't go through walls.... I WIN TEH GAME!/me lost
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 08:22:46 pm
Yeah I did it both ways, so in order to fix the wall thing you would just have pxl-test some more right? If you want I'll do that for you :)
Title: Re: Swords
Post by: parserp on December 06, 2011, 09:36:58 pm
Ok, it is done, but for some reason I can't upload files; it says: "The attachments upload directory is not writable. Your attachment or avatar cannot be saved. "

Netham! help?
Title: Re: Swords
Post by: saintrunner on December 06, 2011, 09:51:55 pm
Yeah omni is having problems, you can try using media fire to share it, thats what i did..
Title: Re: Swords
Post by: parserp on December 06, 2011, 10:34:13 pm
OK, now HERE it is:
(should be completed :))
(note: this is the FINAL version, unless someone notices a fatal bug :P)
I know you have seen a lot of screenies already, but here you go anyway:


EDIT: I edited 1st post also so it has the finished version. ;D
Title: Re: Swords
Post by: LincolnB on December 06, 2011, 10:42:48 pm
Does this version have that fix I mentioned to you today at school?
Title: Re: Swords
Post by: parserp on December 06, 2011, 10:43:05 pm
Does this version have that fix I mentioned to you today at school?
yes. ;D

EDIT: and the problem with exiting out too. :)
Title: Re: Swords
Post by: LincolnB on December 06, 2011, 10:44:07 pm
cool!
Title: Re: Swords
Post by: saintrunner on December 07, 2011, 03:29:52 pm
WHAT ABOUT THE WALLS! Jk, lol, Looks great! And the app works?
Title: Re: Swords
Post by: parserp on December 07, 2011, 05:00:31 pm
And the app works?
as far as i know, has it worked for anyone yet?
Title: Re: Swords
Post by: saintrunner on December 07, 2011, 05:00:56 pm
I'll try it

edit: It works :)
Title: Re: Swords
Post by: epic7 on December 08, 2011, 05:19:12 pm
Are you going to start a second game soon?
Is it crazy pong? :P
Title: Re: Swords
Post by: parserp on December 08, 2011, 05:21:06 pm
Are you going to start a second game soon?
Is it crazy pong? :P
yes.
/me loves 1 word answers ;D
Title: Re: Swords
Post by: parserp on December 08, 2011, 05:27:50 pm
Look at the top of this thread, there's a new poll. (and be honest. :P)
Title: Re: Swords
Post by: epic7 on December 08, 2011, 06:02:03 pm
/me shuns parser for double posting
/me votes
/me stops
/me realizes he's never played the finished version
/me downloads
Title: Re: Swords
Post by: Stefan Bauwens on December 09, 2011, 08:19:39 am
*Epic7 loses the Game*

Also, parser, it looks nice. I've gotta try this ever.
Title: Re: Swords
Post by: contra-sh on December 10, 2011, 01:31:15 pm
Thanks, I will try the new version. It was exactly the same issue (as buttfredskin).
And even with trying to change mode while jumping, no way to finish this level :)
Title: Re: Swords
Post by: parserp on December 10, 2011, 02:19:18 pm
And even with trying to change mode while jumping, no way to finish this level :)
which level?
Title: Re: Swords
Post by: aeTIos on December 12, 2011, 04:50:52 am
I think this game is too hard. Not just hard, but too hard. The spikes for example kill you too early. Looks nice, though.
Title: Re: Swords
Post by: parserp on December 12, 2011, 03:40:01 pm
I think this game is too hard. Not just hard, but too hard. The spikes for example kill you too early. Looks nice, though.
sorry :(
this is my first game, and uhh, lets just say it was crappily programmed. ;)
Title: Re: Swords
Post by: Yeong on December 13, 2011, 11:17:18 am
woot beat swords!
It was kinda too easy in my opinion. It could be harder. D:
Title: Re: Swords
Post by: Yeong on December 13, 2011, 11:29:32 am
sorry for double posting, but this is full walkthrough of swords of you're interested.
The emulator is not like a calc when it comes to the controls, so I dies quite a lot. (about 20 times)
Anyway, enjoy! ;)
Spoiler For Spoiler:
(http://img.removedfromgame.com/imgs/speedrun_1.gif)
Title: Re: Swords
Post by: Hayleia on December 13, 2011, 12:20:06 pm
???
Do you really have to go through walls ?

Anyway, thanks :). But maybe spoiler it for those who want to look for the solution by themselves.
Title: Re: Swords
Post by: Yeong on December 13, 2011, 12:29:35 pm
you may be right. XD
Oh, also, I was kinda speedrunning there. :P
I fixed it so it goes into the spoiler. :D
Title: Re: Swords
Post by: parserp on December 13, 2011, 06:54:22 pm
here's a screenie of beating it WITHOUT cheating. (going through walls)
Spoiler For Spoiler:
(http://img.removedfromgame.com/imgs/swordscheat.gif)
Title: Re: Swords
Post by: saintrunner on December 13, 2011, 08:25:27 pm
for the record, I offered to fix your wall problem..lol :)
Title: Re: Swords [Completed]
Post by: parserp on December 26, 2011, 09:42:08 pm
eh, so, I didn't know that recent posts didn't include source, so here:
(the complete source :P)

also edited 1st post with source
Title: Re: Swords [Completed]
Post by: annoyingcalc on December 26, 2011, 09:53:20 pm
what about progress on swords 2?
Title: Re: Swords [Completed]
Post by: parserp on December 26, 2011, 09:54:48 pm
what about progress on swords 2?
ahh, now the real question comes up. ;)

level editor is completed, player movement engine is nearly completed, main menu is looking awesome, and some other stuff too. :)
Title: Re: Swords [Completed]
Post by: saintrunner on December 26, 2011, 10:04:55 pm
I'd be very interested in a swords 2! let me know if you want some help (well if the engines are done theres not much work to be done, but if you need anyone :) )