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Messages - AaroneusTheGreat

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151
Humour and Jokes / Re: (This is) only in Canada
« on: November 29, 2008, 12:15:22 pm »
Or the south for that matter:

1.In California, a mudslide is a natural disaster, in North Carolina, a mudslide is an excuse to put knobby tires on something and play in it.
2.In the south, any terrible thing can be remedied with food.
3.In the south we have tax free weekends for guns. (true, I saw it on the news yesterday)
4.In the south if something is too sweet, we will add sugar to it.
5.In the south if it's bad for you already, we will add sugar then fry it.
5.In the south, nobody can count, even to 6!
5.In teh souf nobahdy can speehl eiver.
4.In the south, most people only use lemons in tea.
3.In the south, we don't bother with needles in euthanizations, we simply drag you out into a field and shoot you with one of our discount-tax-free-firearms.
4.In the south, most people fly drunk. When we go down, we make sure to hit something hard so we don't have to limp away from the piece of crap.


152
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 27, 2008, 02:55:24 pm »
Hmm well I remember there was a mario kart in the works at some point but I guess you're right there aren't many out there for sure. Either way with any luck there will be more in the future, and when there are I foresee this one still standing out.

153
TI 68K / Re: DOA
« on: November 27, 2008, 10:19:52 am »
Yea similar to that except this is in C and it reads from files in the archive memory.

154
TI 68K / Re: DOA
« on: November 26, 2008, 01:49:10 pm »
I did some work on this, I just finished implementing the "Read Emails" feature of the computer console feature. What this allows you to do is to read emails to and from crew members in the game, giving you important clues and hints. Also this same code is going to display the security logs feature as well, and probably any other text that the computer console displays that needs to be word wrapped and might cover several pages. It also lets me format the messages so that they aren't just huge monolithic blocks of text.

When I write the messages I can add line endings wherever I want to end the current line and make the code start a new line, plus I can add spaces at the beginning of lines for a tab effect, and the word wrapping will not remove them if they are more than one space. (one space means that the code wrapped a space to the next line, and that looks stupid do the code removes it, if its more than one it's a tab so it leaves it alone)

Anywho I'll show you what I mean as soon as I get a chance to make a screenshot. Next order of business, write some messages, after that I will start on the proximity mines feature.

155
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 23, 2008, 10:47:41 pm »
That was one of my favorite things about the 68k FZero, it made it feel like you were going faster because when you turned, your eyes had something to judge the speed of the turn against.

This looks like the best mode7 game out there for the Z80 series, keep up the good work calc84maniac!

156
TI 68K / Re: DOA
« on: November 22, 2008, 11:44:32 am »
Lol actually I think it's quite a pleasing size, the keyboard is actually big enough to type on with three fingers of each hand, making basic programming a BREEZE, let me tell ya. You can type about 70% of your normal speed on it, which is nice. It's much clunkier than the other  models though, I also like the directional pad on it, it's a fused piece of plastic, so it feels like the directional pad on a sega or similar.

157
TI 68K / Re: DOA
« on: November 20, 2008, 10:43:41 pm »
I don't know for certain but I believe an early form of it did, being the little talked about 92II which was a regular 92 with an expansion port and came with an optional plus module. The neat thing about that one was if you had more than one plus module you could use it as preloaded flash memory, therefore you had "flash drives" for your calc as I understand it. I haven't seen one in real life, but I think it had the blue lcd.

EDIT: I was right: http://commons.wikimedia.org/wiki/Image:TI-92-II.png

158
TI 68K / Re: DOA
« on: November 20, 2008, 01:38:23 pm »
Thanks for the support and commentary guys.  :)

Oh right, I remember, 96*64.


Yea this game if for the following calculators;

89/89Titanium
92+
Voyage 200

159
TI 68K / Re: DOA
« on: November 19, 2008, 07:30:18 pm »
I don't know for sure if a mode seven style floor would be possible, but it sounds plausible, even a modified raycasting algorithm that drew the floor and the ceiling the same way you would draw the vertical walls (imagine walking through a hallway on it's side) would do the same thing. Or I could make a mode seven style engine that drew to the flat picture I'm using for the background, but I don't know much about mode seven, I might be able to work something out given enough time, but I don't know how much it would slow the whole game.

It's a good idea though.

I hear a lot about the whole screen thing, besides the fact that the game's viewing screen already has more pixels than most of the whole 83+ screen (96*96 pixels for my game, 96 * 128 for 83+), the HUD is one of my favorite things about the way this game plays, it gives you the impression of being at the controls of the player

160
TI 68K / DOA
« on: November 19, 2008, 10:40:15 am »
Seeing as the new omnimaga is up, running, and doing quite well from the look of it, I am going to start a DOA thread here.

STORY:

You are part of the I.G.I.A, the InterGalactic Intelligence Agency. You have been sent to Titan, one of saturn's moons to investigate the disappearance of weapons, plutonium and some soldiers. The IGSA, the InterGalactic Security Agency runs and funds this base, so uncovering the reasons for the disappearing weapons and soldiers is of the highest importance.

After being briefed, fed and dismissed, you spend some time reading in your quarters. Some time in the early hours of the day, you hear a crash. You grab your weapon and dash towards the direction the sound came in. The T1000 has gone berserk. It appears that this prototype defense robot has killed a soldier. You draw your weapon, find a weak spot and fire. After the thing has been disabled and the body of the soldier is taken care of, the T1000 is taken in for diagnostics to find out why this happened.

In the morning you hear a commotion coming from the administrative quarters. "What now?", you think as you rub the last remnants of sleep from your eyes. You make your way to the commander's office and find out that during the night, the diagnostics lab technician has been murdered.

.... And that's all I'm giving you for now. When I write up the rest of the story you'll have to play the game to figure it out for yourself.

There has been a lot of work done on this game already, and you can track the progress from the beginning on www.tifreakware.net.

Recently I implemented some nifty things with the enemies, they drop items when you kill them, and also locked doors, and black hole generator booby traps.

Here are the screenshots chronologically.

Here's the beginning:





A little further into development:





AI starting to take shape:



Some early cinematics:

 

 

Menus starting to take shape:



Starting to put fine touches on cinematics:



:: A little time warp ::

Here's today:

This one shows that the player is mortal and the black hole effect.


This one shows the neat little item dropping from the dead enemy thing.

161
F-Zero 83+ / Re: F-Zero Screenshots
« on: November 19, 2008, 10:30:12 am »
Well that's not entirely true, raycasting can use angles other than 90 degrees, for instance the bcd (or maybe it's bsd? bsomethingd in any case) style engines, which are still technically ray casters, but use a different map type. Also voxel engines are a style of raycasting and they can display complex curves. (pixelated, but all engines are at some level of magnification)

162
Introduce Yourself! / Hello All!
« on: August 30, 2008, 10:34:22 am »
Bonjour tout le monde! Je m'appelle AaroneusTheGreat! Je suis le createur des programmes a appelle Doom89 et Dead On Arrival. J'avais programme pour plus de temps, mais je n'ai pas ete un ligne que durant une breve duree seulement. Pardonez-moi pour le manque de marques d'accent. Je n'ai pas un clavier international .

So anyways, I'm glad that Omnimaga is back up and I hope to see more great things come from this site!

163
News / All #TCPA users banned from #omnimaga
« on: December 31, 2007, 09:22:00 pm »
Omni can't die! I won't let it. Please know that I am behind you, and that you have people here that care about you and the sites existence. If the site becomes too much of a burden for you to bear, perhaps someone here would step up and take it off your hands. It's about your personal well being. We won't be hurt if the site goes away. We will miss it, but if it keeps you out of harm, then to hell with the site, someone else can take care of it.

I'm very tired from a new years party, but if I'm on aim and you need to talk, don't hesitate to IM me. :)smile.gif

164
News / Merry Christmas and Wycattoty everyone!
« on: December 26, 2007, 01:42:00 pm »
I have an nVida video card. They are pretty good. I think mine is a much older model though. I built this comp almost four years ago.

165
TI 68K / Doom89!
« on: December 25, 2007, 04:37:00 pm »
Thanks. It was a real trip to see all the support from the community. :)smile.gif

@Ominmaga, Doom89 is my fifth game. The first one was a pong game. Second was a pretty crappy minesweeper knockoff, third was 1943 which was mildly entertaining, and 13Ghosts was the fourth game I made and actually released. Crappy coding and all I do still like the game's theme and idea, it had an atypical game play style for a 3D game.

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