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 ... 122 123 [124] 125 126 ... 194
1846
In accordance with deciding to wrap up my ASM tutorials, I've uploaded a new version of lesson 13.

1847
In conjunction with deciding to wrap up my ASM tutorials, I've uploaded a new version of lesson 13.

1848
TI Z80 / Re: Motherload
« on: September 21, 2010, 06:26:05 pm »
I finished the whole thing twice, so feel free to come to me if you need some suggestions :)

Other than that, good luck! And PLEASE PLEASE PLEASE don't make earthquakes happen very often.  Those were humiliating and time-consuming when it came to playing the game.

1849
Introduce Yourself! / Re: -> KYLLOPARDIUN <-
« on: September 21, 2010, 06:17:41 pm »
Welcome to Omnimaga!  Have a complimentary bag of peanuts.

(For any veterans here, don't give me any grief.  I ran out of limited edition peanuts.  ;D)

1850
It might be good to refer to 28 days from time to time whenever your tutorial is missing things that 28 days is explaining, and explain this tutorial is kinda like an add-on to 28 days as well.

You haven't read the tutorials, have you? :D  Yeah, it's all there

1851
Yeah, it's settled!  :)  I'll cut out lessons 6, 11, and 15, leaving 11 lessons already written (stopping at displaying pictures).  Lesson 12 will contain shavings of lessons 13, 15 and 17.  Lesson 13 will be about floating point numbers, and Lesson 14 will wrap up the series.  Lesson 14 will give the player the next steps, final information (including terms that ASM 28 doesn't define clearly), talk about 28 days and one other ASM tutorial I found useful, and encourage people to visit Omnimaga for ASM questions.

Appendixes I will also include:
--------------------------------

A. Designing flash applications with SPASM
B. Sprite routines.  Rather than go into the technical details like lesson 17, I'll just tell people the basics behind sprites and transparency, and then give them some routines
C. The Key Routine Ztrumpet was looking forward to (known to ASM programmers as using the keyboard port)
D. Interrupts.  28 Days is not clear enough on this, and most of the example programs I've seen on other ASM lessons are not very helpful
E. Tables/References

1852
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 21, 2010, 10:06:59 am »
Cool that's good. This game sounds like a mixture of Star Craft and Red Alert. And that equals epic win. :D

Interesting, because I never played Red Alert before, even though I've heard of it.

1853
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 21, 2010, 12:39:00 am »
Wow, I want this game! What will support it? 83/84, nSpire? Or is it on the computer?

83/84 for sure, and nSpire is a very realistic goal as well

1854
Hmm, I don't know.  I like your format better, but the lessons were to make Asm in 28 easier.  I'd say it's your call. :)

I guess the biggest issue is I have no idea whether people understand lesson 17 or not.  But if there's no need for them to read it, that's good news on my part.

1855
I'm not talking about it dying, I'm talking about releasing it sooner than I thought--ironically, that's how "well it's doing"

1856
As you all probably know, my goal in writing my Z80 lessons was to help people reach the point where they could read lessons such as 28 days without having any issues.  Now it seems I reached my goal eariler than I expected.  I've heard a lot of good things about my lessons, but apparently, people who read the lessons at this stage know enough to understand other ASM topics.  And that's a good thing.

But now, it seems like all I'm doing is repeating 28 days, even if more in-depth.  That was fine beforehand, because I though people would need deep explination of some of the topics in the lesson.  But since people can read these without any trouble, there's no sense in repeating them.

I'm thinking about cutting out the ASM gorillas lessons, removing the lessons past lesson 12, and adding a 13th lesson to wrap things up.  I'm also thinking about writing 3-4 appendixes to help people with 28 days and discuss flash applications.

This decision is not final, so feel free to discuss "yays" or "nays" here.

1857
ASM / Re: A guide to 28 days
« on: September 20, 2010, 08:38:45 pm »
Good work so far.  But you should tell the reader why we need registers, since 28 days only explains what they are.  It does not say why in the world the calculator needs registers, only that they exist.  I, too, learned from 28 days, but I was thinking, "What's the big deal?"

1858
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 20, 2010, 11:50:24 am »
Np, Matthias, that sentence wasn't up there before.  What I meant was, "After hearing the changes you wanted, I put that sentence up, and made it bold so you could find it."

1859
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 20, 2010, 11:30:09 am »
I especially looked at the cythid's description, there are some remarks I'd like to make.

1. I imagine the Cythid on-the-fly-upgrade-able units to be pretty weak but well-swarmable/groupable
2. If you ever played command & conquer (generals) then just take a look at the china faction, they have some weak units but in big masses and they are quickly produced and also have some very, very heavy units. It lacks any mediocre units.

Aside from those remarks, well done! 

Gotcha.  I made that remark in bold, see if you like it.  I at least imagine that War Drones, Battle Drones, etc. are more powerful than Ptaloids simply because the Ptaloids have units so weak that can spawn 2 at a time, but we can talk about that if you don't like it

I also made some comments that I forgot, in bold on the first post

1860
S.A.D. (Seek and Destroy) / S.A.D. General Faction/Race Strategies
« on: September 20, 2010, 01:42:57 am »
For the past few months, I have been listing strategies/gameplay for each S.A.D. race here, there, and everywhere.  That doesn't leave people with an easy method for determining what race he will want to play as and/or test.  So I listed general gameplay for each of the four races on this thread.  

As I update the gameplay rules, I will let people know, and place the updates on these strategies in bold.  Please note that the Cythid race is still being worked on, so there's not as much information available yet.


Humans
-------------

The human race is perhaps the best faction for beginners, and is the most versatile faction in S.A.D.  However, versatile does not necessarily mean least-powerful.  As with all races, a player who uses the human races 100% efficiently will almost always beat a player who uses another race 90% efficiently.

Human Structures can be placed anywhere a player wants to place them.  This in turn means that a player can strategically place firebases, unit buildings, and defense anywhere on the map without having to worry about restrictions.

In addition, human units are considered "jack of all trades, master of none."  While each unit has its strength, most of the units are able to adapt to situations.  In addition, the human race has units with cloaking, teleportation, nuclear-capabilities, shields, almost anything you can find in another race's faction.

The three structures unique to Humans are the Shield Generator, the Watchtower, and the Universal Defense System.  The Watchtower will uncover a large portion of the game's nearby fog-of-war, as well as uncover and reveal an area chosen by the player.  The shield generator will block enemy shots (except shots from units inside the shield) until the shield is destroyed.  This shield is able to rebuild itself if the shield generator itself is not destroyed.  Finally, the Universal Defense System is so powerful and versatile, an enemy unit cannot face it without being sorely attacked.

If you enjoy playing as the Terran in Starcraft, you will most likely enjoy playing as the Human race in S.A.D.


Ptaloids
--------------

If you enjoy playing as the Zerg in Starcraft, you will probably like the Ptaloid race in S.A.D.

The Ptaloids generally fight with swarms of cheaper units, although there are exceptions.  In addition, with the aid of Nurseries, a player can order a building to construct many Ptaloid units at the same time, rather than one at a time.  Although Ptaloid units can be repaired, they also regenerate their HP a little bit at a time.  Last but not least, three Ptaloid units are produced 2 units for each one qued, similar to Zerglings and Scourge.

The Ptaloids have perhaps the most specialized units in the game.  While each unit is important to the player's strategy, about 3 Ptaloid units are used for special purposes, and a Ptaloid player will waste money buying them without having some form of strategy. Similarily, the rest of the units generally can only be used for a specific goal, and once that goal is complete, a Ptaloid player should exchange his group of units for another.

Unlike the Starcraft Zerg, the Ptaloids are big on cloaking technology.  (This might be a good time to say that if you manually attack with a ship, you can attack cloaked units without a detector, if you aim correctly)  Almost half of their ships have some form of cloaking device.  The Ptaloid's only defensive building, the Javalin, is permanently cloaked.  And the Ptaloids have a building that can cloak all buildings underneath it.

Ptaloids require generators for all buildings, except for Javalins, Quarries, Nurseries, Celestial Temples and Warp Tunnels.  A building must be constructed immediately next to (or immediately diagonally from) a generator.  Furthermore, if all generators around a building have been destroyed, the building will cease to operate.

The Ptaloids have two unique buildings (besides the Nursery and the Generator): the Wall and the Cloaking Field.  The Wall, a very cheap unit, will block off areas of the map, and a land unit must destroy it before its weapons touch any buildings behind it.  In addition, when powered by a generator (or by a wall next to a generator, allowing you to build chains of walls), the wall will damage any units that run into it.  The Cloaking Field will cloak any buildings next to it, and the field itself is cloaked.


Tosonians
-----------

If you enjoy playing as the Protoss in Starcraft, you will probably want to play as the Tosonians in S.A.D.

In general, Tosonians use powerful units with high HP, armor and weapon power.  Of course, this means Tosonian units are more expensive.  Also, Tosonians require a second resource in addition to Belthium Crystals: Oxygen.  Oxygen is gathered by Purifiers, which can be placed anywhere on the map.

Tosonian buildings must be chained together (except for Rcasises and Firestones), and the chain MUST start with a Purifier.  However, if said Purifier is destroyed, the buildings will still operate.

Most, but not all, Tosonian ships are air units.  In addition, most, but not all, Tosonian buildings are air buildings, and can only be destroyed by ground-to-air or air-to-air weapons.  The armor of these buildings will reduce the effect of these weapons on them by about 1/3.

The Tosonian faction is the only race that allows a player to exchange his group of units with another group of units "on-the-fly," meaning that the player does not need to be at a special building to change his unit to fit his strategy.  However, when done on the fly, a player cannot choose how many units to have in his new group--it must be the number of units he had in his previous group.  In addition, the transformation takes longer than at a building, leaving the Tosonian player more vulnerable to attack.  Tosonians can only transform air units on the fly, there can be no ground units involved.

Tosonian units are not as versatile as human units, but you can usually purchase a Tosonian unit and use it for more than one strategy.  Tosonians have no special-purpose-only units.

The Tosonians have three unique buildings besides the Purifier: The Firestone, the Fog Machine and the Vasheron Wormhole.  The Fog Machine will place permanent, uncoverable fog of war in a large radius, as well as place permanent fog of war in a small area of the player's choice.  The Vasheron Wormhole allows a Tosonian player to teleport to any explored area of the map, except an area covered by a player's chosen custom fog from a fog machine.  Enemy players, however, can use the entrance of the Vasheron Wormhole to enter a Tosonian base if they choose to.  The Firestone acts as a mine...if a player runs into it when controlling ships manually, damage will occur.  While Firestones are somewhat expensive, they have the advantage in that they can only be destroyed by Plasma Torpedoes or by a player running into them--and then only partial damage occurs to the firestone if the group of ships running into it is not large enough.


Cythids
-----------

The Cythid faction generally has units ranging in all-around power.  Many are weak units that must be swarmed, similar to the Ptaloids but slightly more powerful.  However, the Cythid race does has 4 units that are so beefed up, they are the most powerful in the game--and these units CANNOT be grouped up, they can only be used one at a time.

Most Cythid units have two forms--a basic form, and a more-powerful form.  A player purchases the most basic form when he wants to buy units.    For a price, the Cythid player can, on-the-run, upgrade the units to become more powerful, with more HP, weapons power, armor, etc.  And for a refund, the Cythid player can downgrade the unit group to its previous form.

Although all races can buy upgrades and abilities for ships, only the Cythid race can purchase abilities and upgrades for structures.  And like the human race, Cythid structures can be built anywhere on the map.  


Pages: 1 ... 122 123 [124] 125 126 ... 194