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More Animation, take 2

Posted by SpiceWare, in Medieval Mayhem 08 December 2006 · 9 views

Did some more work on the in-game animation sequences and some additional work on the easter egg.


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Chase-Off improvements

Posted by SpiceWare, in Medieval Mayhem 04 December 2006 · 20 views

  • Extended chase-off animation.
  • Chase-off sequence can now launch towards all 4 corners.



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More animation

Posted by SpiceWare, 03 December 2006 · 30 views
Medieval Mayhem
  • fixed flipped DEMO message
  • Modified music during knight sequence
  • added a very rough-draft "knight chase off" sequence
  • I think 6 of the 16 in game animation sequences are finished (0, 2, 4, 6, 7 and 12)
In game animation sequences:
[code]0 launch up-right & leave left 8 variation of 0
1 launch down-right...


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Some Animated Progress

Posted by SpiceWare, 01 December 2006 · 28 views
Medieval Mayhem
  • Extended animation sequences
  • Launch sequences towards all 4 players
No changes will be made tomorrow, I have company in town for the day. I'd plan to finish the game Sunday, so now's the last chance to report any bugs or problems with the game play.


How many of you have found the Easter Egg? If you need a hint,...


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March In Time

Posted by SpiceWare, 29 November 2006 · 41 views
Medieval Mayhem
  • Knight doesn't start marching until the king's death sequence is over.
  • Modified Knight to be in sync with music.
  • Rewrote Dragon Animation routines to support sequence data being stored in banks 5, 6 and 7. Tested by moving current animation sequences to the other banks.

I realized I had to do bills tonight, so...


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A Knight for Music

Posted by SpiceWare, 28 November 2006 · 35 views
Medieval Mayhem
  • Music plays while the knights are on screen.
  • Modified the knight sequence, Gold Knight now makes 2 passes.
  • Fixed a bug with the King Death Screen Flash sequence.
  • Changed DEMO message to pulse instead of flash.

Unless a bug is found, these are most likely the last changes to be made as I have to add all the different...


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Knights in Shimmering Armor

Posted by SpiceWare, 27 November 2006 · 40 views
Medieval Mayhem
On the drive home I got to thinking about Nathan's shimmering knights and figured out how to do it. Because of the image design, only 1 HMOVE is needed to line up the knight and the flag. By not using HMOVES for every line I could save 86 bytes from the HMOVE tables. Also, while the knight is onscreen, there's no need to draw fireballs...


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Knights in Shining Armor

Posted by SpiceWare, 26 November 2006 · 31 views
Medieval Mayhem
Added espire8's excellent Knight animation sequence.

added a bit of smooth on/off screen for the dragon sequences.


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Animation Sequencing

Posted by SpiceWare, 25 November 2006 · 42 views
Medieval Mayhem
Rewrote the dragon routines to support an animation sequence. Currently the fireball will always launch on the first pass as I discovered I used the wrong "center point" when I converted the frames. This means the following image moves left/right instead of remaining stationary when the flipped image flag is set. I'll have to run...


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Frames updated, color changed

Posted by SpiceWare, 24 November 2006 · 34 views
Medieval Mayhem
All the animation frames have been updated. Two have minor problems, the rest should be OK.

Changed the grey player to a red color so the color will contrast with the grey knight for the forthcoming round animation.

Also rearranged some bank usage to hopefully be able to implement the full...






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