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Messages - FinaleTI
Pages: 1 ... 116 117 [118] 119 120 ... 126
1756
« on: June 23, 2010, 09:47:25 pm »
[3C7EDBFFBDDB663C]→Pic1
288) You draw all your smileys, small emoticons, etc. after first initializing them in hex and storing them to a pointer. Pt-Off(0,0,Pic1
1757
« on: June 23, 2010, 09:24:14 pm »
46) It would display binary as tokens instead of using base 2 numbering.
1758
« on: June 23, 2010, 09:12:54 pm »
The length of the game depends on a couple of factors. 1) Whether or not app compiling becomes available soon. 2) How soon it becomes avaiable. 3) How much memory enemies take up. 4) How complex it is to handle enemies' stats in battle. (Kinda pissing me off right now) 5) When I finish the magic animations. Etc..... That's just what I can remember off the top of my head. I am planning about 3 bosses, then the final boss. Unsure of how many enemies, maybe 4 or 5.
As for animated screen shots, I'm currently in the process of building the battle engine's GUI, so that might take a bit. As for maps and the like, I should be able to finish the Nostalgia dimension's map engine in no more than a few days. Then, I just have to cobble together a good dimension swapping animation...
1759
« on: June 23, 2010, 08:53:55 pm »
That's fine. I actually forgot about the portraits for a sec, and will probably use them for dialogues. The portraits and Arc's sprites look pretty good.
1760
« on: June 23, 2010, 05:57:29 pm »
That does sound cool.
1761
« on: June 23, 2010, 05:54:43 pm »
41) It would only support one font set, and you would have to write a program to *temporarily* replace it.
1762
« on: June 23, 2010, 05:50:29 pm »
33) Only the arrow keys and the Delete key would repeat if held. 34) Natively, it would only support mouse movement via the arrow keys, and in order to use a real mouse, you'd have to do a hardware mod.
1763
« on: June 23, 2010, 05:48:29 pm »
Thanks. I meant to get around to posting it here.
1764
« on: June 23, 2010, 05:47:20 pm »
On a semi-unrelated note, I found the latest version of wabbit and I can use the variables menu now!
1765
« on: June 23, 2010, 05:00:24 pm »
The variables menu isn't in some of the older versions of wabbit and it will crash wabbit when I try to use it. (Windows 7 64-bit)
1766
« on: June 23, 2010, 04:56:06 pm »
Yeah iStudio2 is nice for that. Actually, if you wanted to do that, here's the group with the two pics.
1767
« on: June 23, 2010, 04:53:57 pm »
Really? I thought I exported it as a standalone program from rigview.
I redid it and tested it in wabbit. It should work. I would just recommend running it from inside another program like this:
PROGRAM:A 0->getKey Asm(_theta_PLAYER
It may take a few tries, but it should work. It might not have worked because rigview stuff can be finicky and think that the keypress you used to execute is the keypress that ends its execution.
1768
« on: June 23, 2010, 04:41:48 pm »
Is this supposed to happen?
Note: I changed it to flickerless grey in the emu, cuz I felt like it.
1769
« on: June 23, 2010, 04:34:55 pm »
On calc? Like this?
1770
« on: June 23, 2010, 03:43:24 pm »
010011000110111101101100
Mjc5IC0gWW91IHdyb3RlIHlvdXIgcG9zdCBpbiBiYXNlIDY0ISBXb290bmVzcyEK
That's base 64 for anyone wondering.
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