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Messages - FinaleTI
Pages: 1 ... 9 10 [11] 12 13 ... 126
151
« on: November 29, 2011, 06:01:58 am »
Thats ind of funny because I speak japanese and Kurai means dark and HIkari means light,
That's precisely why I picked those names. I haven't really touched this in a while. I'll probably be more inclined to pick it up once I get a Nostalgia beta out. I do plan on finishing it, I just don't know when.
152
« on: November 25, 2011, 10:43:09 am »
Illusiat 8,11,12,13 and The Reign of Legends 2. ROL1 isn't bad either, and neither is ROL3, but ROL3 is slow. It's a good game, but it can get annoying after a while. I would only recommend playing ROL3 on an TI-83+SE/TI-84+SE or TI-84+BE, because the TI-83+BE (Black Edition) is just too slow.
153
« on: November 24, 2011, 06:34:57 pm »
I'm not sure if it really credits the songs really. Because many people still believe it is an original work by Absolix. Some other songs also have [] tags. could they be from somewhere else too? Anyway, he should be reported or the community made aware of his actions.
The songs that have [ABS] tags look like they're are songs he stole from Nitacku, like Hadron and Journey. He also didn't put [OMNI] tags on all the DJ songs he stole, and actually put {absol} tags on a few of them, like Frozen Danger.
154
« on: November 23, 2011, 08:32:06 pm »
It's a version of the Painterly Pack I found included in another custom map I downloaded, but it is unfortunately not compatible with the game anymore since I added 1.0.0 blocks, which the texture pack lacks
And would you be able to host a server for testing? It is a multiplayer map after all, and my laptop hates minecraft too much to be able to host a game >.< I would have use of a more powerful computer later in the night if that works as well.
Yes, I just so happen to have a server. I'll PM you the IP, but'll need your ingame name, since I have a whitelist.
155
« on: November 23, 2011, 08:25:34 pm »
*Bump* I have tied up the ends of the map, put on the finishing touches, and tested the map several times over for any issues or oversights, and it is finally ready for testing of other people ^^ If anybody wants to help test the map, just say so
I would love to help test. And I love that texture pack you used in the screenies. Which is it?
156
« on: November 23, 2011, 07:39:57 pm »
Which sprite? The player's sprite (the Omega) completely erases a 6x8 rectangle around itself. Unless you mean in the Shadowed Dimension (the 8x8 tiles)? Those cobble and carpet sprites are placeholders, and I'll be making ones that work better with the character.
157
« on: November 23, 2011, 07:19:26 pm »
Looks pretty cool except the big diarrhea at the left (J/K, it's epic) I actually missed this a bit, but you are also adding a ASCII area, right?
Yes. The Nostalgia dimension is ASCII. Back a page is a screenie showing off the mapper.
158
« on: November 23, 2011, 07:02:32 pm »
Alright. Since last we met, er.., since my last post, I've made some ground on the battle engine. Here's a screenie for ya. Also, I feel I'm finally getting close to a beta release. All that stands in my way is finishing the battle engine(Enemy sprites, Handling 2 enemy parties, Star Animation, Steal Tech, making the Jerky actually do something, gaining XP and leveling up, gaining Ael (the currency of Alteria)), and implementing a few events(first boss battle in the catacombs and 1st major cutscene(introduction of Arc and dimensional travel)). Fingers crossed it'll be out by around Christmas at the latest. EDIT: Oh, and the current Game Over screen. I wanted to do something other than just GAME OVER, and I like that it came out dark.
159
« on: November 23, 2011, 03:34:19 pm »
If I do enter, I might be writing a modified version of my Uniqure Pure BASIC Scrolling Tilemapper to support more than 2 different tiles. That, or I'll figure out something else.
Man, I love this tilemapper. Sometime I need to either decide to do something with or just post the version of it I made, along with the accompanying version that used strings (I would have made towns with it). It's some great, great RPG coding there, Finale.
Thanks. I love it too. It's my favorite BASIC program that I've written. I actually did make a version that used 16 different tiles at the expense of half the map size, with not terribly much speed loss. Unfortunately, it's much too slow for something like Druaga, with moving enemies and such.
160
« on: November 22, 2011, 06:43:24 pm »
I'm tempted to enter the Cemetech contest with a Pure BASIC remake of The Tower of Druaga, but I don't know If I can make the time commitment to take on another project. If I do enter, I might be writing a modified version of my Uniqure Pure BASIC Scrolling Tilemapper to support more than 2 different tiles. That, or I'll figure out something else.
161
« on: November 22, 2011, 06:04:22 am »
I'm trying to find how to put two 'things' together. Like:
:5->A :text(25,25,0 and A>Dec) I want "05" printed. What must I do, if this is possible? Thanks in advance.
You could try this: Text(25,25,'0','0'+A)
It only works for single digit numbers, though.
162
« on: November 21, 2011, 05:23:33 pm »
So, can someone tell me about a V200 vs. an 89Ti?
From what I know, the V200 has a larger screen, but since it has a QWERTY keyboard, it isn't allowed on standardized tests. The 89 doesn't have a QWERTY keyboard, but does have largely the same functionality as a V200, and is allowed on tests like the SAT and the AP Calculus exam.
163
« on: November 21, 2011, 04:16:47 pm »
I have a TI-89 Titanium, and I've never regretted buying it. There's certainly a slew of fantastic games, be BASIC, ASM or C, and the built in CAS is a lifesaver in Calculus. While Symbolic does add symbolic differentiation to the TI-83+/84+, the 89 not only has a built in differentiation function, but it's also got a limit solver, integration function, and a whole bunch of algebra functions (solve, factor and expand equations), not to mention the fact it also tries to simplify your equations. And that's just the tip of the iceberg. I've dabbled only a bit with BASIC for the 89, but it's not terribly difficult, and there are plenty of resources and libs available, such as flib, which add to the already incredible capabilities of this language. Sure you can't use the whole screen, but it has natural sprite support, and loads of other useful functions, like bitwise logic, and the ability to store strings and such to matrices. The only thing I wish my TI-89 had was an implicit differentiation function, but I'm sure there's a program that either exists to do that, or there's one just waiting to be written. EDIT: And the first result for 'implicit differentiation' on ticalc is a TI-89 program to do just that. I feel giddy inside.
164
« on: November 19, 2011, 10:01:47 pm »
Now I want to see what I can do I remember I used to store strings to pictures by storing 19 letters to a row (I used 5 pixels to determine which of 32 chars to use and vice versa). So I would get 1197 characters out of 767 bytes instead of 1208 bytes
Nice. At one point, I was playing with the idea of doing an RPG in BASIC that would use Pics for all long term data storage. I even had an inventory system based off Illusiat 13's, and a rudimentary sorting system for it. But that's all long gone, unfortunately.
165
« on: November 19, 2011, 09:32:13 pm »
Hehe, there are lots of cool things you can do in BASIC that you might never even think of I just can't think of any at the moment...
Scrolling tilemappers that use Pics for map data, anyone? *walks away whistling*
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