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Topics - Hot_Dog
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181
« on: February 02, 2011, 11:41:37 pm »
What's your record time--meaning longest time--for finding a single error (meaning one line of code) in your ASM program, an error that once you fixed everything worked perfectly? My record was two days for a "pop hl"
182
« on: January 30, 2011, 09:42:29 pm »
My favorite units:
Starcraft ------------------ Terran--Goliath Zerg--Guardian and Defiler Protoss--High Templar and Dark Templar
Starcraft II ------------------ Terran--Battlecruiser Zerg--Hydralisk Protoss--Carrrier
Supreme Commander --------------------- UEF--T3 Armored Assault Bot and T3 Strategic Bomber Cybran--T4 Experimental Gunship and T3 Siege Assault Bot Aeon--T3 Rapid Fire Artillery Seraphim--T2 Assault Bot and T4 Experimental Bomber
Supreme Commander 2 ---------------------- UEF--Wasp Fighter Cybran--Loyalist Assault Bot Aeon (Illuminate)--Sniper Bot
183
« on: January 22, 2011, 11:24:20 pm »
The RPG I'm working on is going to use a battle system similar to Earthbound, Escheron, Final Fantasy and Illusiat 13, where you fight a group of enemies in a turn-based battle, walk around for an amount of time and then battle more enemies.
Please suggest what would be a good amount of time between fighting enemies. If there are no suggestions, I will do somewhere around 30 seconds.
184
« on: January 15, 2011, 03:15:47 pm »
I've been putting off the fog of war so long that, at least for right now, I have no incentive to continue work on it. It will be done, but the point is, I'm planning on releasing S.A.D. Alpha 4 sometime in February without any fog of war. I apologize for those of you looking forward to it
185
« on: January 15, 2011, 05:02:43 am »
In many RTS games, when you upgrade your armor, the damage you take is decreased by 1 per upgrade. This means armor upgrades are wonderful against units with low DPS, but almost useless against high DPS units. I would like to make the armor upgrades effective against all kinds of units, but since I'm not a huge RTS know-it-all, I don't know if there would be any balance issues or not, or if gameplay would be boring and unstrategic.
So please vote and discuss: Should armor upgrades decrease damage by a fixed amount, or by a percentage of the damage taken?
186
« on: January 13, 2011, 05:40:08 pm »
Apparently, with Microsoft Paint (or at least my version of it) Monochrome bitmaps can be no larger than 1696 pixels high. Is there a free, SMALL program that can save bigger monochrome bitmaps?
187
« on: January 11, 2011, 02:17:52 am »
Here's a preview of the area of Korhal IV, displaying the capabilities of Map Mode and using string variables. (I was totally blown by how fast this map can scroll, and I hope you are too!) There are some graphic errors, but I assure you that they are mistakes I made in making the tilemap data. They are not Correlation-related errors. int(KORHALIV ZoomSto 0->A 0->B 60->Thetastep Lbl 0 getKey->K If K=24 A+16->A If K=25 B+16->B If K=26 A-16->A If K=34 B-16->B If K=0 Goto 0 ë^(B,A,Str0 Goto 0
188
« on: January 09, 2011, 10:43:54 pm »
What areas of RAM, besides appbackuscreen, are used by Celtic III, Xlib, DoorsCS and Omnicalc?
189
« on: January 07, 2011, 12:07:17 am »
I'm trying a particular method for creating sprites--namely, taking an image, converting it to 16 color, painting in major areas black and white, and converting the rest to monochrome. If I were to tell you the context is Starcraft, could you tell me what these two buildings are? I'm asking so that I can know how well I'm doing. These sprites will be for Starcraft: Zeratul.
190
« on: January 01, 2011, 08:41:44 pm »
I'm wondering: If an asm program is archived, does the calculator make sure that it doesn't go across two pages unless absolutely necessary? If that's the case, running larger ASM programs without SMC is theortically possible, as long as they are archived
191
« on: December 31, 2010, 04:40:17 pm »
Is there anyone who can take this face and draw it in black and white so that it looks at the person playing the game? This is for a splash screen. The face should be black with white eyes, and size is 30 x 30.
Thanks!
192
« on: December 31, 2010, 01:58:48 am »
193
« on: December 31, 2010, 01:13:54 am »
To help test some of the features in Correlation, I will be working on an RPG game called Starcraft: Zeratul. This will be a non-canon account of an event between Wings of Liberty and Heart of the Swarm.
Zeratul will be the main character (and the only character you can control), but the game will also have Jim Raynor, Artanis, the Fallen One and Arcturus Mengsk. I'm also creating 5 additional Characters:
The Great Devourer -- A Guardian of the Overmind's Soul Sperca -- A Queen Percasas -- A Male Hydralisk Kervon -- The first Immortal you could play as in the mission "A Sinister Turn", meaning he's stayed with Zeratul during the entire mission Lucricia -- A Female Zealot
194
« on: December 30, 2010, 02:29:31 am »
I sadly have no time to work on this myself, but seeing as it can be done using Axe or even Ti-Basic, I decided to throw it out and see what people think. The idea is to create a 3d engine that uses only 8x8 sprites without the need to distort, rotate or stretch them. I attached some concept art below. Notice how the walls all consist of 8x8 sprites. I also imagine that nothing has to appear in front until the person gets close to it, a concept of distance. Something like this might take a length of time, but it won't be hard. I could do something like this using completely Ti-Basic and Correlation if I had the time If you have questions or comments, I'm afraid I was too tired to talk about this much (I will be happy to discuss it later.) By the way, I don't see this as smooth scrolling, but rather a person taking one step at a time.
195
« on: December 29, 2010, 06:15:56 pm »
Does anyone know EVERYTHING that the TI-83+ does during im 1? I know it checks the link port, decrements APD, checks the keypad and blinks the cursor, but I'm wondering if there's anything else. I'm trying to decide if it's worth disabling from time to time.
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