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Messages - FinaleTI
Pages: 1 ... 57 58 [59] 60 61 ... 126
871
« on: December 23, 2010, 07:56:16 pm »
Sorry if this is a double post, but oh well. It's for a project update, so yeah.
I got a few animations and the beginnings of the battle engine worked on, so here's a screenie for ya.
872
« on: December 23, 2010, 02:37:28 pm »
Right here.This proves Pokemon Black and White are going to be awesome! We just have to wait until they get released outside Japan...
873
« on: December 23, 2010, 01:14:36 pm »
I wondered where that menu style came from... And also, if I remember correctly, was the first boss (the one in the Dark Ruins protecting the gate switch) taken from one of the NES FF3's battle backgrounds? Cause I was looking at those the other day, and it looks exactly like the pattern in the crystalline battle background...
Anyway, I implemented the selection wheel! It's not grey, but that's just because of the flickering it caused.
874
« on: December 23, 2010, 05:26:41 am »
Wow great! For some reasons the battle layout reminds me a lot of Reuben Quest, though. (Although it's pretty fine like that)
Yeah, I was just playing Reuben Quest, so. But I figured it was a good layout, so.. yeah. Plus, the selection thing overhead (if all goes well) is supposed to be a selection wheel like in battle in the Mario and Luigi RPGs.
875
« on: December 22, 2010, 09:30:01 pm »
oh, crud i forgot to make a screeny. I shall be making one in less than 5 min. mind posting something so i won't have to double post ? ;P
Post. Edit so this post is actually worthwhile: Can't wait for that screenie.
876
« on: December 22, 2010, 09:23:04 pm »
linking in pokemon like in the original? or like the underground mode in diamond and pearl?
they have two complete different ways of dealing with them.
If it is like trading pokemon, there wouldn't be a problem with the ti-83+ editions.
You would like to make multiple passes and then choose the most occurring bytes. or Not use the value of 4 at all. send all the info. and then if anything had received 4, send that value again.
Linking like the original. I don't think trading will be that bad, but link battling... I think that will cause me a lot more trouble. Although your question made me wonder about doing a Union Room style thing as well... Anyway, can't wait to see what you got for TRON.
877
« on: December 22, 2010, 09:12:55 pm »
no, linking does not work in full speed mode.
connection between two calcs can be almost instantaneous if you are good at it like i have become.
Aww. But when I get to linking on Pokemon, I know who to ask for help.
878
« on: December 22, 2010, 09:12:01 pm »
That looks pretty nice!
I noticed the old hybrid version of the Blue Platform while I was lurking here before I joined. I really should give it a try sometime.
879
« on: December 22, 2010, 08:15:23 pm »
Well by itself it probably wouldn't, but when you add in linking, in order to keep up a decent speed while updating almost in real-time, you'd probably have to put it in Full.
At least that's my guess.
880
« on: December 22, 2010, 07:09:25 pm »
Time to bump this, I guess. Anyway, the current tileset is attached for those who want to see. I've also attached the characters, although I'm trying to find a better one for Hikari. I may have found one, but I haven't finalized it yet. The characters are (in descending order): Sky Kurai Kain
Then the working sprites for Hikari are off to the side.
Finished the new sprites for Hikari as well as a mockup of battle.
881
« on: December 22, 2010, 06:29:20 am »
This is pretty cool and it works fine in Wabbit, but when I try to send an archive to my physical calculator, it says the file is corrupt or invalid. I'm using TI-Connect, btw.
Edit: Exporting them from Wabbit allows them to be sent, though... The Axe MIDI Converter had a similiar problem. Maybe something with the checksum? I dunno.
882
« on: December 22, 2010, 05:54:01 am »
Ah I see it's now full screen . I assume you are gonna replace the tiles soon, right?
Yep, I have a lot of the tileset done. DUDE! your character sprites are amaze(particularly the rear view with the flowing cape).
Thanks. I got them from Final Fantasy 2/3 for the NES.
883
« on: December 21, 2010, 08:45:19 pm »
Enjoy your vacation DJ! It's well deserved. Glad to know you'll still be around, though.
884
« on: December 21, 2010, 05:46:50 pm »
I'm not actually completely done with mine yet, but that's almost an exact replica of the GUI for the one in Pokemon Red/Blue. I have to change a couple of the chars to special symbols. Like the PK symbol or the male or female symbols, etc.
885
« on: December 21, 2010, 05:44:20 pm »
Since the other Cage Match is almost up, I might as well post a screenie of my map engine.
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