Author Topic: TinyCraft [Axe]  (Read 32134 times)

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Offline cyanophycean314

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Re: TinyCraft [Axe]
« Reply #210 on: January 10, 2012, 10:25:46 pm »
Getting pretty nice guys!

Offline kindermoumoute

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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

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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

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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

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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

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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

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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

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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.
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Offline kindermoumoute

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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

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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

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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?
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Offline leafy

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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

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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?
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Offline chattahippie

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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

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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

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