766
Other Calculators / Re: Your calculator collection
« on: September 14, 2013, 02:59:51 pm »
I think it's more for the lulz, I put the same on my Prizm cover for j/k ( it was violently and Androidly peeled back later)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 766
Other Calculators / Re: Your calculator collection« on: September 14, 2013, 02:59:51 pm »
I think it's more for the lulz, I put the same on my Prizm cover for j/k ( it was violently and Androidly peeled back later)
767
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 01:49:27 pm »
I don't really understand the main advantages to use vertically aligned data. What could it improve?
768
Other / Re: Looking for non-shit phone« on: September 14, 2013, 07:36:50 am »
Root=> Vanilla ROM installation, or ROMs like Cyanogen or else... :-°
769
Art / Re: need for atomic mushroom cloud« on: September 13, 2013, 06:48:45 pm »
DJ O, I like the way the screen fades to blank when the explosion occurs. Nicely done!
770
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 04:46:08 pm »
Meh. If you'll play Mother 3, you'll start to love it.
771
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 04:08:41 pm »
Mainly HP. PP is too low to have a real impact. If you take more damage than your life, your life meter will ocnstantly go down, but you still can heal yourself and avoid death iuntil the rolling meter rolls down to 0.
The main flag is to detect if someone fall down during an action, and change the turn flow, like channeling the heal to someone else, or invalidate the action, even after the action animation. 772
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 02:53:21 pm »
Not real time. Turncbased, but life is constantly flowing.
773
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 01:47:09 pm »774
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 13, 2013, 01:38:22 pm »
YOu'll get many windows sprites because they are padded. That break the grid and offer nice positions!
EIDT: Got Pixelscape sprites. That definitly need a tileset dump to image function... 775
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 01:36:56 pm »
I have the idea to use real time hp/pp rolling meters. THey are constantly increasing/decreasing if the target doesn't match the currrent P. THus, mortal damage could be avoided.
776
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 01:16:37 pm »
My engine won't be finished before a long moment because it(s quite different from a typical turn based RPG battle, and needs to cope with the overworld thing (for in world hp loss for instance). Which kind of engine do you needs? Action? Turn based?
777
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 12:13:52 pm »
FOr the Battle engine, I making one. I'll sure need help, but when done, you'll have a powerful and beautiful engine!
778
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 13, 2013, 03:46:06 am »
Yep, porting to other languages is difficult, specially with Axe or asm.
779
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 13, 2013, 01:17:27 am »
There is a little problem: you have two houses with different perspesctive. Mine is Earthbound-like when yours is Pokemon-like
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