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Messages - tr1p1ea

#181
Media Talk / Re: Star Wars Episode VII, who's going?
December 18, 2015, 09:23:53 PM
Hahaha that's pretty good, although a tiny bit inaccurate regarding some points.

Overall I thought it was ok, the point that the spoiler makes towards the end might actually have a great explanation ... but that remains to be seen.
#182
Other / Re: ISIS attacks in Paris - Are we safe anymore?
November 14, 2015, 09:50:22 AM
Sending out my condolences to all those affected by this act of terror - I am quite worried about the state of the world at present.
#183
Looking forward to screenshots!
#184
The rooms will be rectangular (there isn't any scrolling etc) - the map is very similar to the original.

The same puzzles are in place, however there is more dialog that goes with them.
#185
The HUD will fit nicely at the top of the screen, with a changing sprite to indicate what weapon is active i'm thinking.

There will be more information available to help piece together more of the story than in the original along with brief explanations about some of the random items that you can find (like rubik's cube and easter egg items like duck idol etc).

The map is slightly different, but it isnt much bigger im afraid.

However I'm making a level editor which would enable to creation of a different map easy.
#186
Yeah I will definitely need a change weapon button as opposed to the menu.
#187
It all appears to be going ok so far. I have pretty much finished the puzzle system (which I rewrote like 5 times) and now I can progress with enemies and weapons and stuff.

I'm hoping to have more enemies in this version when compared to the 2 enemies in the original. Plus at least 3 weapons and possibly some kind of helper ai as well.
#188
Randomness / Re: Make a story, four words at a time
September 28, 2015, 04:57:18 AM
because everything is awesome!!!
#189
I think like the handheld industry, smartphones have killed the calc community.

There is little appreciation for programming efforts on low end hardware these days because many people arent aware of what technical limitations even are.

That being said, it can never be 100% over, there will always be hobbyists that tinker away with calcs ... like us! :).
#190
Gaming / Re: What if F-Zero came out on the Sega Genesis?
September 10, 2015, 02:18:16 AM
Proper mode7 should work on the CE quite well ... in-fact it works on the CSE very nicely too.

It's a shame that there have been some nice mode7 engines for calcs around for a long time, but nothing ever finished.
#191
Gaming / Re: What if F-Zero came out on the Sega Genesis?
September 09, 2015, 10:20:12 PM
The PCE version doesnt quite look right, more like the graphical effect seen in old games like Pole position (Atari) etc. Well maybe a little more advanced (it appears to have per-line scaling ... but perhaps no true rotation?).

Is it actually mode7 style?
#192
Looking awesome man!

For Wabbitemu and screenshotting you can adjust the quality by choosing the following from the menu:

Calculator->Options->Display

And then change the 'Mode' to 'Game gray', then the shades to 4 (for 4lvl grayscale):



Then just Apply and OK and hopefully it should look better :).
#193
Ahh right, yes, I should have seen that its a library :).
#194
Is there any reason why this only runs at 6MHz? I take it you might only own a 6MHz capable calc?

It would be worth enabling 15MHz if you distribute since others might want to make use of the extra speed.

Very impressive model btw, I was wondering if you had any plans to connect the vertices in any way?
#195
I'm not sure if i will be able to do a 24x24 one as that would take up 288bytes, though its a good idea (maybe if there is a colour version?).

I'm hoping that due to there being 8 gray levels that some detail can be achieved at 8x8.
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