Author Topic: TinyCraft [Axe]  (Read 53933 times)

0 Members and 1 Guest are viewing this topic.

Offline cyanophycean314

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 363
  • Rating: +43/-1
  • It's You!
    • View Profile
Re: TinyCraft [Axe]
« Reply #210 on: January 10, 2012, 10:25:46 pm »
Getting pretty nice guys!

Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: TinyCraft [Axe]
« Reply #211 on: January 11, 2012, 01:10:57 pm »
* kindermoumoute is still waiting impatiently for code.
« Last Edit: January 11, 2012, 01:11:21 pm by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: TinyCraft [Axe]
« Reply #212 on: January 11, 2012, 01:48:43 pm »
Sorry, I haven't had a chance to transfer stuff to my comp recently. I'll get it up soon, don't worry. 
In-progress: Graviter (...)

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: TinyCraft [Axe]
« Reply #213 on: January 11, 2012, 10:54:19 pm »
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.



(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
« Last Edit: January 11, 2012, 10:55:32 pm by leafiness0 »
In-progress: Graviter (...)

Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: TinyCraft [Axe]
« Reply #214 on: January 11, 2012, 11:34:50 pm »
Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P

The reason the compiled file is so large is because it has a 4096 byte buffer for the map, a 1536 byte buffer for the screens, and a ton of other data besides.



(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
I like how this is looking ;D

Maybe this could be modified to generate the land
http://ourl.ca/4129/135999

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: TinyCraft [Axe]
« Reply #215 on: January 11, 2012, 11:36:58 pm »
This looks pretty nice and I love the menu and sprites too so far. As for the last screenshot do you think you could make it so you move by 2 pixels at once? It might look less slow, as in the previous screenshots it seemed to go at a better speed. :)

Offline Nick

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1166
  • Rating: +161/-3
  • You just got omnom'd
    • View Profile
    • Nick Steen
Re: TinyCraft [Axe]
« Reply #216 on: January 12, 2012, 01:12:38 am »
wow, great! amazing how this starts working that fast.. it looks really good, and i love the way you can run around ( that animation i mean)

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #217 on: January 12, 2012, 01:27:14 am »
Maybe this could be modified to generate the land
http://ourl.ca/4129/135999
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
There's something about Tuesday...


Pushpins 'n' stuff...


Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: TinyCraft [Axe]
« Reply #218 on: January 12, 2012, 01:43:29 am »


(BTW it takes a good 2 minutes to walk clear across the map without stopping :P)
Wow, nice !

Alright guys, here is promised code. I accidentally ram-cleared all my inventory and sprite data :( so I just threw something together really quickly, kinder you're going to have to add it all back :P
It mean the crafting menu you made is lost too ? ???
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: TinyCraft [Axe]
« Reply #219 on: January 12, 2012, 01:58:43 am »
Maybe this could be modified to generate the land
http://ourl.ca/4129/135999
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Wow I didn't realize so many people were working on this game right now. Initially I thought it was just leafy O.O

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #220 on: January 12, 2012, 03:01:02 am »
I'll make the level generator, don't worry about that. I think we should stick with 32x32 maps, and with 8x8 tiles (size), because then we can have 12x8 tiles (amount) on-screen, just like the original game, and that crafting menu is awesome :D

Tinycraft is the name now, so @moderator, please remove the poll.

Gotten anywhere on that, by the way?
There's something about Tuesday...


Pushpins 'n' stuff...


Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: TinyCraft [Axe]
« Reply #221 on: January 12, 2012, 03:29:10 am »
Jacobly's working on a routine that should generate a 64x64 map.
In-progress: Graviter (...)

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #222 on: January 12, 2012, 03:51:01 am »
Oh, awesome! :D Will it use the method used in the LevelGen class?
There's something about Tuesday...


Pushpins 'n' stuff...


Offline chattahippie

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 358
  • Rating: +27/-0
  • Super Member! :D
    • View Profile
Re: TinyCraft [Axe]
« Reply #223 on: January 12, 2012, 06:32:56 am »
We already know how the land is generated in the original game. We're going to try to port that as best we can first.
Oh, okay.  I was just throwing around ideas :P

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: TinyCraft [Axe]
« Reply #224 on: January 12, 2012, 01:05:21 pm »
This looks really good guys :)
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES: