Search found 192 matches

by YasaSheep
June 5th, 2018, 23:31
Forum: Main PM Forum
Topic: µGame (Micro Handheld)
Replies: 1
Views: 1983

Re: µGame (Micro Handheld)

Can't wait to see the case.
by YasaSheep
June 3rd, 2018, 23:08
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

There are certainly snail-like options, like Slugma/Magcargo. They're like 1.5' shorter than Electrode so it'd probably work visually too.

Another option might be like Dwebble but it's more of a hermit crab.
by YasaSheep
May 24th, 2018, 18:11
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

Good so far. The movement and collision and health/time all seem to be working perfectly. From your first screenshots, there were supposed to be food or something right? It doesn't show up for me in this version? Will there be those with points or something later (or does it just restore health)?
by YasaSheep
May 24th, 2018, 18:07
Forum: PM Development Forum
Topic: Remake of Pazuru
Replies: 5
Views: 3301

Re: Pazuru for Pokemon Mini

Oh cool. I have the original for 3DS. This is a pretty fun remake. ^^

Definitely want a level select and save state though!

Good work on it.
by YasaSheep
May 22nd, 2018, 17:57
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

I mean you're moving a static tile index into the position, 98, is that the right index? Also, obviously, it wouldn't go above 1, even if 98 was 1, but I assume you know that and this is just test code.
by YasaSheep
May 21st, 2018, 17:29
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

Your code doesn't make a lot of sense. Tilemap indexes top out at 255 and I don't see why you would store it in a pointer. Say 0 is at 48 ($30) which is where it is in ASCII. mov x1, TILEMAP mov a, 48 mov [x1], a This will place a 0 in the upper left corner. To place it in a certain position, use TI...
by YasaSheep
May 20th, 2018, 19:29
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

You don't display the entire map at once. Rather a tilemap is meant to contain unique entries of each tile that can be displayed together. You select which tiles are displayed at any given time by setting the indexes in RAM, which is also the only way to display them. If you want to not display anyt...
by YasaSheep
May 19th, 2018, 16:44
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

Download the dev version.
by YasaSheep
May 18th, 2018, 14:38
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

Tilemapping has to be enabled, your map that contains the tile needs to be set as the tilemap in use, then you set that position in the map to the tile's index. Tilemaps are different from sprites in that you don't specify an exact position for each tile, they're placed in 8x8 tiles back to back. In...
by YasaSheep
May 15th, 2018, 17:43
Forum: PM Development Forum
Topic: Pac-It for Pokemon Mini
Replies: 59
Views: 24770

Re: Pac-It for Pokemon Mini

Snorlax does already have a minigame, though. Something to consider. It's not quite round in the same way, either, since it has a separate head and body. Marill just has a tail to contend with. Sprites are relatively simply to move, you just have to change the X and Y of it. The Pokemon Orange downl...