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Messages - Hot_Dog

Pages: 1 ... 114 115 [116] 117 118 ... 194
1726
Ash: Phoenix / Re: [Ash:Phoenix]What happens when you die
« on: November 01, 2010, 03:24:26 pm »
mmmmmmm...subforum. Btw, "Phoenix" in the board name is spelled wrong. (sorry for the inconvenience)


I'll fix that.  Thx

1727
News / Re: Omnimaga team ExtendeD
« on: November 01, 2010, 01:46:12 pm »
Welcome to the team!  I just wanted to take the time to note to you 5 members that moving projects to "Our Projects" does take a little bit of time.  If you don't see your project up, don't worry, it will be there!

1728
ASM / Re: App Help
« on: October 31, 2010, 09:02:59 pm »

It's quite impressive that you can write programs that complicated, by hand, in hex form, but probably not the best idea if you want to get help from us mere mortals :) 

For example, we have a better idea of what your program is doing if we have labels and variables.  When we disassemble HEX programs, we don't get labels and variables.

1729
Chip's Challenge for Ti-Nspire / Re: Chips Challenge for TI-Nspire
« on: October 30, 2010, 08:31:53 pm »
Wow, awesome!

1730
Gaming Discussion / Re: DOOM
« on: October 30, 2010, 05:46:32 pm »
I like the graphics for Hell in "Inferno" (Part of Doom I) better, but other than that, it was good

1731
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 29, 2010, 06:11:03 pm »
By the way, I saw the new screenshot.  Way to go, Ashbad!
[lodkavoice]tank yu, tank yu verry mucch![/lodkavoice]
Well, next thing to go is make it show units and structures IF they are present on the map, other wise draw terrain or go through the same process with strutures.


So units are "part of the tilemap" so to speak?


1732
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 29, 2010, 06:01:51 pm »
By the way, I saw the new screenshot.  Way to go, Ashbad!

1733
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: October 29, 2010, 04:45:53 pm »
Since it's not going to be hard to implement, I'm going to add "camera" controls so that when you manually drive a ship, it doesn't always have to be in the middle of the screen.  The reason is simple: If you have a scouting vessel, such as a Reclauda or a Scouter, you sometimes want to see a much as you can.  For instance, when you are going right, you might want to see to the right as much as the line of sight will allow you.

Also, some units with long weapon ranges require a player to be able to see what he is firing at.

For Alpha 4 (since I need to test the fog of war), only manual camera mode will be allowed.  Later on I'll add hot keys to either center the ship or focus the camera view so that the ship is at one of eight corners--very useful especially in combat.  Note that camera controls DO NOT affect the position of the ship.  Rather it makes it so that the ship is not always centered in the screen.

1734
Miscellaneous / A Bug's Life, or Antz?
« on: October 29, 2010, 03:30:14 pm »
Both movies are about ants, both are computer animated, both came about 1 month apart from each other.  Which one do you like more?

1735
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 29, 2010, 03:05:56 pm »
Looks awesome!  Seems that wabbitemu is terrible for testing grayscale, as there is some flicker in wabbitemu

1736
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 29, 2010, 01:37:05 pm »
I finished the working tilemapper with amazingly littel flicker even during movement, will post the program(s) in and hour when I get home from school

Can't wait!  Can't wait!

1737
TI Z80 / Re: Starcraft in Axe
« on: October 27, 2010, 03:12:02 am »
One thing I wonder, though, is if this video is fake or not

I have no idea, but people can program for NESs without using hacks.  Even if it wasn't a real NES project, someone did a sweet job on it

1738
TI Z80 / Re: Starcraft in Axe
« on: October 26, 2010, 06:33:15 pm »
Hmmm, I don't remember seeing side-scrolling RTSs, so this is new to me.

Raylin, good to hear!

1739
TI Z80 / Starcraft in Axe
« on: October 26, 2010, 04:50:42 pm »
Before you say "It can't be done," check out this video:



If it weren't for S.A.D., I would probably end up doing this myself.  It looks totally awesome!  Any takers?  If done the right way, I'm sure the game could support multiple different kinds of units being used at the same time.

1740
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: October 25, 2010, 10:36:58 pm »

Now if only you had two calcs to test or something X.x.

That's not the issue.  I can test two calculators, and find that there's something wrong.  But without a proper debug mode, I don't know WHAT is wrong.  Unlike last year, I don't have time to search the code inch by inch to find out what's wrong.

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