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Messages - FinaleTI
Pages: 1 ... 35 36 [37] 38 39 ... 126
541
« on: March 30, 2011, 05:31:36 pm »
542
« on: March 29, 2011, 07:46:49 pm »
I haven't started watching Neon Genesis Evangelion yet, but I love this opening.
543
« on: March 29, 2011, 05:42:40 pm »
And here's that screenie I promised. Enjoy. (Yes, I noticed he warps into the water, but that's a very simple fix.)
544
« on: March 29, 2011, 05:13:04 pm »
Well, this is TI-BASIC program, so no requirements are needed. I didn't see any program like this in here, so I post it. This nifty program lets you convert any base number to any base(2~36). Posted screenshot also.
I think Deep Thought made one like that but homescreen (like you could do maths with it, I think), but this is very good, nice job Yeong.
DT's only did bases 2,8,10 and 16. Though I guess bases other than 2,10 and 16 are really for fun, since those three are often the bases programmers use (though I guess some might use octal...). Still, looks great Yeong!
545
« on: March 29, 2011, 05:08:06 pm »
Bit more of an update.
I was able to create a warp point in one map to another. I've confirmed both maps work correctly, and I'll try to post a screenie later this evening. I haven't officially created the data for each map or gotten that part of the dev kit working, so it's kinda hard-coded into the program, but that hard-coding is really just storing the appropriate values to the appropriate places in L1. The final thing is basically just gonna read the data from the map data and store it into L1, so it's not like a huge rewrite is involved.
546
« on: March 29, 2011, 05:30:03 am »
CalcNet and gCn Axioms would be super-fantastic.
547
« on: March 28, 2011, 06:04:40 pm »
Just noticed this. Love the song, as with all your others!
548
« on: March 28, 2011, 05:41:41 pm »
Q: When will you write a Pucrunch compression Axiom? A: Short answer: I will not. Seriously. Decompression is worlds easier than compression. I'm *SO* not gonna write a compressor. And even if I do, it wouldn't do very well to make an Axiom out of it. In all seriousness, it would have to be a stand-alone utility. If you could just bone up on the theories used in the making of pucrunch (just Google that name), you'd find out all the information you could ever need. And once you find it out... You ought to understand why I don't want to write it... And DJ_O will be screaming at my as to why E:SoR isn't being updated. It was already answered in the ReadME, but I understand the fact that many people might not even download the file and read it unless they're convinced that it's the right thing for them. Still, it was hard enough modifying the pucrunch decompresser to work as an Axiom. On the idea of compressors, there's probably a reason why the compressor is written in C (not assembly of any sort). If you could point me to a good C to Z80 cross-compiler, I might consider it only for writing a standalone compressor. If you tried to use it as an Axiom, I will guarantee you. The Axiom will end up eating more space than anything you could possibly code up.
Now... if I wanted a good exercise, I might just write a standalone compressor in Z80 ASM anyway. If DJ_O starts asking why E:SoR isn't getting anyone done, I'll start blaming everyone involved. Including the Nommer of Fishies.
Perhaps this could be a start? I think someone is using it over at Cemetech to make an OS for the 83+/84+ family...
549
« on: March 28, 2011, 05:06:32 pm »
I managed to do 2 no-continue runs in Touhou 9. (I think the real feat is that I managed to do one with Cirno) While they probably aren't on par with some of these videos, would anyone be interested in seeing them? If so, I could post them.
550
« on: March 27, 2011, 09:23:34 pm »
They work great. I'd post a screenie, but I'm on my phone right now. Now I have to work on the NPC stuff.... I can tell it'll be fun.
551
« on: March 26, 2011, 01:02:50 pm »
Great. I'll work on interaction with events and NPCs in the meantime, and just use some placeholder sprites right now.
552
« on: March 26, 2011, 10:26:29 am »
Suddenly, revival!
Anyway, I've been working on a better version of the map engine (thanks to yunhua's tutorial), as well as the dev kit. The more I think about it, I do believe that animated sprites would look better for the Shadowed Dimension, so that is what my request is for. Attached is the compilation of all the overworld sprites.
I was envisioning the animation scheme similar to that of Pokemon. It would go something like: Stand - Stationary, facing whatever direction Walk 1 - Put on foot forward Stand Walk 2 - Put the foot forward that wasn't in Walk 1
Please let me know if this isn't clear.
Right now, Roland's sprites should be first priority out of all of these, since that's what I'd need for the beginning of the game. Thanks in advance.
553
« on: March 26, 2011, 09:49:52 am »
How about Black Star? (Please, someone be a soul eater fan and understand this reference. Please!) Awesome programmer + Biggest ego ever == ...
Didn't Excalibur have an ego that was as big, if not bigger, though? Plus, it would then give you the right to interrupt anyone to call them a fool. Win-win!
554
« on: March 23, 2011, 08:58:20 pm »
Here I'll be posting about characters I drafted for earlier versions of Nostalgia, but they never actually made the final cut. I'll probably post more here when I don't have that much coding-related progress. First cut character: Sera Alskry I originally intended for Nostalgia to be based around time travel, rather than dimensional travel, so this was a drafted heroine from the future time period. She was the daughter of the world's greatest scientist, and was gravely injured in a lab accident. To ensure her survival, her father grafted robotic technology into her body, replaced both of her legs and her right arm with robotic appendages, created to look like normal human appendages. He also ended up replacing most of her internal bone structure with robotic replacements. She was to wield a weapon I dubbed the 'Shift Blade', as it was able to shift back and forth between being a sword and a burst assault rifle (being normal military laser weaponry of the time period). Second cut character: Edward Imperius Edward comes from a slightly more modern dimension, sort of a stylized 19th century England, not unlike the DS game Nostalgia(hilarious coincidence, right?). Edward dresses like a gentleman, wearing a suit and a dashing fedora, carrying a cane, though he doesn't need it to walk. His cane actually contains several mechanisms inside, that once activated, transform it into a lance. He fights fairly, and for justice, leading to his nickname, 'The Gentlemanly Reaper'. He wasn't always a gentleman, though. He used to be a frivolous playboy, living a life of partying and drinking. Until the fateful night he and his friend stumbled in to a back alley, both of them horribly drunk. They were in the wrong place at the wrong time, and they stumbled upon a vicious group of vagabonds who had just murdered someone. As drunk as Edward was, he couldn't forget the memory of his best friend being brutally murdered in front of his eyes. The vagabonds then turned towards him, and he blacked out. Waking up the next morning, he found he some how disarmed one of the vagabonds and then used the stolen weapon to kill all of them. The incident caused him to open his eyes to all the wrongs he had committed, and how he had squandered his life, leading to his eventual transformation into 'The Gentlemanly Reaper'. Third cut character: Cecil von Bromsten Cecil comes from a dimension very similiar to the ones that made it into the game, though it drew more inspiration from Final Fantasy XII then anything else. Instead of a king ruling the land, there is a committee of 'Royal' judges. Cecil is one of the elder judges, being somewhere around 50-60 years old. He had grown tired of the corruption that the newer judges introduced into the system, but when he tried to say something, he was stripped of his title and jailed as a heretic. Although he is older, Cecil is still a formidable fighter. He excels with a sword, but his defensive power and unique trait are really what make him a force to contend with. His unique trait is the fact that he has a magically imbued right eye. His eye color is normally blue, but when he activates his ability, his right eye turns green and has the power to emit an ethereal shield to protect Cecil and his allies. (This is where I got the idea for Illuzion, the character I submitted to JustCause's "Song".)
555
« on: March 23, 2011, 07:23:50 pm »
can someone make me a transparent version of my current avatar? Thanks in advance
I was bored, so I did some fooling around in Firefox, then re-added the transparency. Voila!
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