Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hot_Dog

Pages: 1 ... 84 85 [86] 87 88 ... 194
1276
Correlation / Re: Correlation Progress
« on: January 23, 2011, 09:34:50 pm »
I'm just wondering, but is the "on-calc font editor" for Correlation posted earlier in this topic supposed to do anything, or is it just supposed to rickroll?

Sorry, bro, it's just a rickroll

1277
News / Re: Fail Flush, a clone of Finty Flush
« on: January 23, 2011, 01:45:08 pm »
Quote from: HOT_DOG
SHIMBS, THIS IS AWESOME!  THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU! ;D I wish that I could give you more than +1 respect

Any chance that you plan on making other puzzle pack games?
wait, srsly?! =D
i'm glad somebody liked it. which other games in particular would you want? i've always been a fan of Rat Poker and Jewel Thief...

Which ones in particular?  Tough call...If I had to pick two, Rat Poker and Jewel Thief (actually called Jewel Chase) were always my favorite ones as well. If I had to pick one, though, it would probably be Jewel Chase.

1278
Correlation / Re: Correlation Progress
« on: January 23, 2011, 04:47:41 am »
Here's a demonstration of Word Wrap Mode.  Once I fix some bugs (including getting "Ms" and "Ws" to display correctly) I'll apply this to a Starcraft: Zeratul Cutscene.

1279
News / Re: Fail Flush, a clone of Finty Flush
« on: January 23, 2011, 02:23:56 am »
SHIMBS, THIS IS AWESOME!  THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU! ;D   I wish that I could give you more than +1 respect

Any chance that you plan on making other puzzle pack games?

1280
That's not what Earthbound does. it does it like CT, Enemies are already on the map, and when you touch them you fight.

Okay, so that's true, but unless you run back and forth like a maniac the amount of time between enemies is somewhat consistent :D  Besides, in "Earthbound Zero," it's a timing system where you don't see enemies

EDIT: Distance might be good, but then if you could suggest how many "seconds" of walking :D

1281
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.

1282
TI Z80 / Re: Starcraft: Zertaul -- Eye Candy
« on: January 22, 2011, 07:48:47 pm »
Wow, looks good!
He looks kinda depressed though; his head is hanging down.

Lol!  I did this using old Starcraft sprites, and his head is hanging down there as well.  I guess his neck just grew into place like that

1283
TI Z80 / Re: Starcraft: Zertaul -- Eye Candy
« on: January 22, 2011, 05:31:01 am »
After finally fixing an annoying bug, here's Zertaul moving around, on a 6 MHZ calculator.  I apologize for Zeratul being messed up when he moves right, I made a slip-up converting the sprite to be drawn using white, black and transparent.

1284
Correlation / Re: Correlation Progress
« on: January 22, 2011, 05:28:50 am »
I finally have different sprite types (including masked) working, as well as optimizations and copying the screen only when all text is drawn.  Look in "Starcraft:Zeratul -- Eye Candy" for a demonstration screen shot

1285
News / Re: Obliteration ensues
« on: January 21, 2011, 04:42:34 am »
DJ, looks like your dream of playing S.A.D. over the internet is starting to become a reality :D

1286
Correlation / Re: Correlation Progress
« on: January 19, 2011, 11:25:18 pm »
I'm afraid I don't know what you mean.  Can you rephrase?

1287
Correlation / Re: Correlation Progress
« on: January 19, 2011, 11:12:31 pm »
oh, I thought the OS used S i and n to create sin, and made them act like one token even though it rendered 3 text sprites.

Yeah, but I really don't want to mess around with tokens

1288
Correlation / Re: Correlation Progress
« on: January 19, 2011, 11:07:32 pm »
Quick thought: is it equally fast in Basic to display Sin and S? if so, since Sin uses S, i, n and ( as 4 text sprites you could optimize a tilemapping program that has 4 sprites, one after another, really often. :)

I'm pretty sure that S is faster than Sin(.  Whatever the case, using the token to display four token sets is easier said than done, especially since Correlation does not allow individual lower case letters

1289
TI Z80 / Re: Starcraft: Zeratul -- An RPG in the works
« on: January 19, 2011, 12:19:54 pm »
Sorry, no progress updates yet.  I'm having a very serious bug occuring with Repeat...End and While...End, and I know that it's related to Correlation.  However, I will say that I'm going to include a very special--though unrelated to Starcraft--reference to Omnimaga somewhere in the game.  You'll have to find out where, but it will be none other than the Netham lobster!

1290
TI Z80 / Re: Netrek for Calculator
« on: January 19, 2011, 12:10:24 pm »
Although I'm in the middle of another project and would not have time for this, I had a sweet idea for a game in case anyone wants a challenge: Netrek. For those of you who don't know what it is, Netrek is a game that is very loosely based on Star Trek. In it, you fly around in different types of ships suited to different tasks, dogfight other ships, and use those newfound kills to have the privledge of shipping armies, which will allow you to genocide the enemy race (the object of the game). More information on it can be found on www.netrek.org. Tell me if this idea interests anyone!

I made a topic for that:

http://ourl.ca/8726/165326;topicseen#new :D

Actually, it's also okay if a seperate topic is used for one particular idea, because it makes it easier to discuss.  We have not gotten mad at anyone yet for making a seperate topic for one idea, and as an administrator, I actually encourage it.

Now, about Netrek for calculator...Whoever does it will have me for a best friend for life! 8)  And it wouldn't be hard to do in Axe either.

Pages: 1 ... 84 85 [86] 87 88 ... 194