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Messages - Hot_Dog

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1381
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 05:01:38 pm »
Sorry if this was already answered, but do we know the speed and type of processor that the Prizm has?

1382
Correlation / Re: Correlation: A New Project Aimed at Ti-Basic Programmers
« on: December 31, 2010, 04:54:51 pm »
Oh but how would that work? How would the tile data and maps look like? ??? How would it detect which tile has to be animated and which one doesn't?

Let's say that you have two tiles for the characters "A" and "B."  Let's say that "A" displays a tree, and "B" displays water.  You only want the water to move (an animation of 2 frames), not the tree.

So your main font will contain graphical data for both "A" and "B".  Your second font will ONLY contain graphical data for "B."  Correlation will detect this kind of thing automatically.  Does that make sense?

Ln(1,1,"AABBBBAA"  = Tree, Tree, 2-Frame Water, 2-Frame Water, 2-Frame Water, 2-Frame Water, Tree, Tree

1383
Art / Sprite Request For Zeratul
« 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!

1384
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 11:27:04 am »
Ouch!  What about colors?  Can one use all 65,355, or can you only use like 16?

1385
Miscellaneous / Re: One-Year Thank You / Reflection
« on: December 31, 2010, 10:55:51 am »
wow!  so you registered on your birthday?

Great present, must've been ;D

No truer words spoken ;D

1386
News / Re: Casio Prizm FX-CG10 released
« on: December 31, 2010, 10:54:46 am »
At least the Basic language is very good! :D  Does it allow "sprites?"

1387
TI Z80 / Re: Starcraft: Zeratul -- An RPG in the works
« on: December 31, 2010, 02:40:25 am »
I would love this!!! :love: It would add to the epicness if it was transferred into being a Starcraft custom map as well.

That would be nice indeed, but I have almost no experience with the campaign editor :(

1388
Correlation / MOVED: Starcraft: Zeratul -- An RPG in the works
« on: December 31, 2010, 01:58:48 am »

1389
TI Z80 / Starcraft: Zeratul -- An RPG in the works
« 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

1390
Correlation / Re: Correlation: A New Project Aimed at Ti-Basic Programmers
« on: December 31, 2010, 12:53:02 am »
Yeah true, that would be nice :D

The only worry I have is that it would take a lot of space O.O (and even waste some if some maps have several tiles that aren't animated like buildings)

Ah, but you only need space for the tiles that are animated. ;D  If you have 50 tiles that are not animated and 2 that are, you can have 1 font 52 tiles big and 7 fonts only 2 tiles big.

1391
TI Z80 / Re: Idea: 3D Engine using nothing but unaltered 8x8 sprites
« on: December 30, 2010, 12:02:15 pm »
I like it a lot. However, I think 45 degrees would be possible. (I don't know how, just a feeling. I'll think on it more later)

Yeah, now that I think about it, 45 degrees and even 22.5 degrees would be possible, if done correctly.  However, without smooth scrolling, 22.5 is a little bit too much.  Also, floors and ceiling are a litle bit more difficult when turning 45 degrees.

1392
TI Z80 / Re: Idea: 3D Engine using nothing but unaltered 8x8 sprites
« on: December 30, 2010, 10:43:09 am »
I think this could definitely be doable, maybe even in correlation ^-^ i think that rotation would have to be at 90 degrees tho, since im not sure you could get enough fidelity with 8x8 for the graphics necessary for full rotations.

Anything other than 90 degrees is almost out of the question  ;D  But I've been wrong before

Good idea. Also the swapping of sprites (one light then one dark then one light etc) creates a depth effect. the biggest problem with 3D on this limited a screen is that sometimes it is hard to see depth.

Yeah, to get a depth effect, one would either have to create dark/light or do a different "wall piece" for every column of 8x8 sprites.  I only made a mockup, but if done right, I think people could actually put different kinds of pieces in one section of wall.


1393
Gaming Discussion / Re: Gameplay rather than graphics and gimmicks
« on: December 30, 2010, 10:41:53 am »
I loved one of the "Gecko" games on the gameboy color because of its difficulty...in fact, one of my friends handed to me and said "This is your kind of game."

1394
Correlation / Re: Correlation: A New Project Aimed at Ti-Basic Programmers
« on: December 30, 2010, 10:31:34 am »
Ah ok. Well I was kinda worried what you did was just alternate automatically between two tiles, which would have been a bit hard in BASIC, not to mention the user may want to have the freedom to manually change. 4 frames might be enough, I think. 8 might be good too, if you have scrolling water, although it's not very common in BASIC.

I'm thinking 8 for people who want something such as radar screens, clocks and sensors ;)

1395
TI Z80 / Idea: 3D Engine using nothing but unaltered 8x8 sprites
« 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 ;D

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. 

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