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Messages - Hot_Dog
Pages: 1 ... 115 116 [117] 118 119 ... 194
1741
« on: October 25, 2010, 10:32:21 pm »
Looks like I'll have to hold on the multiplayer for a bit. PindurTi have breakpoint issues in multiplayer testing, and Wabbitemu does not have working link support yet. I will come back to multiplayer, but in the meantime, I'll replace it in Alpha 4 with fog of war and the minimap.
1742
« on: October 25, 2010, 04:22:37 pm »
I always hate giving bad news without good news, so here you go:
The next version of S.A.D. will have shadows implemented once and for all! In addition, the game will not require as much user RAM. Keep your fingers crossed for 16 KB or less.
The bad news is the multiplayer is giving me a few issues, so Alpha 4 won't come out until at least November.
1743
« on: October 25, 2010, 04:16:47 pm »
This is looking very awesome!
1744
« on: October 25, 2010, 04:15:56 pm »
Seriously, Raylin, this is a game I'm looking forward to. If an Xlib version of Army will help you to get it done, I'm all for it
1745
« on: October 24, 2010, 05:29:57 pm »
Wow
1746
« on: October 24, 2010, 03:50:14 am »
Man, sorry guys! Omnimaga is so busy, I didn't see either of these questions. kyllopardiun, try this link. http://www.omnimaga.org/index.php?action=downloads;sa=downfile&id=582It's almost all of the project, so it will have the files you need. Tutorial 4 was notorious for rotton download links, so I just included spasm, ti83plus.inc, etc. If you are still having problems, please post your .asm file so I can see if you made a typing mistake or something. ASHBAD_ALVIN, Appendix A covers APPs and pages and stuff. For your convience, I have attached Appendix A below. Also attached is app.inc, which you would need for application development.
1747
« on: October 23, 2010, 10:14:25 pm »
I'd recommend trying not to use the number pad unless it's for entering alphanumeric characters or changing modes and things like that.
I agree. It's very hard to reach if you need speed, especially if a player's right hand is using Arrow Keys. Might I recommend using XTNTheta, Math, Apps, etc. instead, since it's also a grid?
1748
« on: October 23, 2010, 02:45:13 pm »
So, say this is my sprite routine, which causes messed up pixels:
Put_Sprite_Overwrite: ; A = x coordinate ; L = y coordinate ; B = number of rows ; ; IX = address of sprite LD H, 0 LD D, H LD E, L ADD HL, HL ADD HL, DE ADD HL, HL ADD HL, HL
LD E, A SRL E SRL E SRL E ADD HL, DE
LD DE, plotsscreen ADD HL, DE AND 7 JR Z, _AlignedOverwrite
LD C, A PUSH HL LD A, 12 LD HL, Sprite_Width SUB (HL) LD D,0 LD E, A POP HL _RowLoopOverwrite:
PUSH BC ;Stores width into B, which will be decreased 1 by 1 until one row is complete LD A, (Sprite_Width) LD B, A
_ColumnLoopOverwrite: PUSH BC LD B, C LD C, (IX) XOR A
_ShiftLoopOverwrite: SRL C RRA DJNZ _ShiftLoopOverwrite
INC HL LD (HL), A
DEC HL LD A, C
LD (HL), A
POP BC INC HL INC IX DJNZ _ColumnLoopOverwrite ADD HL, DE POP BC DJNZ _RowLoopOverwrite RET
_AlignedOverwrite: PUSH HL LD A, 12 LD HL, Sprite_Width SUB (HL) LD D,0 LD E, A POP HL _PutLoopOverwrite: PUSH BC LD A, (Sprite_Width) LD B, A
_PutLoopOverwrite2: LD A, (IX) LD (HL), A INC IX INC HL DJNZ _PutLoopOverwrite2 _PutLoopOverwriteAdd: POP BC ;ADD HL, DE ;DJNZ _PutLoop ADD HL, DE DJNZ _PutLoopOverwrite RET What do I plug in for "xor b, and c, xor b"?
1749
« on: October 22, 2010, 10:21:31 pm »
Ah nice . As for TBS-ness, make sure each turn aren't ridiculously long, though.
Have you heard of RISK 2210 A.D.? I heard that a five-turn game can last 5 hours :O
1750
« on: October 22, 2010, 09:23:55 pm »
Btw, sorry if this has been asked: Is it RTS, turn-based, or a mixture of both?
1751
« on: October 22, 2010, 09:05:07 pm »
Awesome work!
1752
« on: October 22, 2010, 07:39:33 pm »
Sounds awesome! Will this be an FlashBook or what? If it is going to an FlashBook, I can send you the font I'm using for Phantom Sanctuary if you like.
Is flashbook easy to work with? It's for sure going to be printable, and I'll make it flashbook if it's not hard. I just haven't used it before and can't pay if it costs. Thank you FinaleTi, I would at least like to take a look at the font.
1753
« on: October 22, 2010, 06:39:05 pm »
I wanted to wait until I was far enough along before I announced this project. I've been working on a novel, Countdown, which will be released when S.A.D. is finally finished. I figured people will want to know what in the world happened to Dzhanus (for those of you who have been reading the Storyline information, you will recall that his silence brought the universe into choas and war), and Countdown is kind of the complete conclusion to the S.A.D. storyline. You'll get a decent novel, but since my writing skills aren't the best, it will be light reading. I imagine you could finish it in about 6-7 hours.
1754
« on: October 22, 2010, 04:09:59 pm »
Setup new poll as well: vote for what you want the game to be like.
You know, I am excited about voting, but I can't see a poll anywhere!
1755
« on: October 22, 2010, 09:29:59 am »
Using Bcall... Okay, thanks. I'll keep the info on the same page then, even if this means that I have the same stuff on multiple pages.
There are some things that you can keep on multiple pages if you are not concerned about speed. For my game, 16 KB (one page) is too little to make the game speed-efficient all the time. So for when the player is doing nothing but looking at text and scrolling through menus, I keep THAT code on another page. True, it means I use about 60 B_CALLS a second during that time, but because the code doesn't need to run as fast at that point, its a fair exchange for using the first page to run processor-intensive stuff.
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