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Messages - Hot_Dog

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1861
News / Re: Pyramid Solitaire for the TI-89
« on: September 19, 2010, 11:55:04 pm »
You did a great job, and pyramid is one of my favorite solitare games

1862
I would have loved connect 4.  :) Oh well

1863
Quote
Didn't you also have a few S.A.D-based games as well, one being for the contest and the other one in xLIB, that never came to fruition?

True.  Still, the storyline for the contest one will be in the S.A.D. campaign.

1864
Gaming Discussion / Re: When A.I. cheats
« on: September 19, 2010, 09:58:55 am »
Neh-pah-tah-pull

If it helps, English would probably spell it more like "Nepataple." You can just call it "King's Table," since that is a common translation.

On what syllable does the accent fall?

1865
Elimination  This was going to be an RPG game with a major "HQ" world along with 100 shorter levels.  I was going to use the same approach I am using with S.A.D. in terms of talking and cutscenes, except I was writing the game for Celtic III.  I was also planning a sequel.  I got so far as coding the text routine and the movement engine, but that was all.  Some of you will be familiar with the storyline because I played with these two games a little bit and it became "Of Mankind, The Ptaloids, and the Tosonians in 4 Parts"

Super Mario Conquest  A lesser-known coder named Rebma Boss had this idea and never started it, so he allowed me to look at it and see if I could do something with it.  It was to be an RTS game that involved no building construction and resource gathering.  (Yes, those do exist, for instance Pikimin and Netrek)

Squeeze It was supposed to be the "Ultimate Compression Program" for computer, as I tried time and time again to come up with a way to compress files from 100 MB to 100 KB.  (The idea was to come up with a way to compress a file, then re-compress it, then re-compress it, etc.)  Not only did all 200 of my methods fail, many of the methods made the files bigger.

1866
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: September 18, 2010, 11:53:15 pm »
What does qued means?

Also I love that building, it reminds me a Barrack add-on in SC that lets you build 2 marines at once, although you can't train Firebats, reapers nor other special units, then.

Qued means you have a unit ready to be produced.  A building can make only one unit at a time, but you can buy units early, and the building will make them as soon as it can.  For instance in SC, a Barracks can only build one marine at a time, but you can que up to 5 marines, firebats, etc.

In S.A.D. you can que up to 3 units.  Only one unit can be made at a time, but you can tell the building to make the next 2 as soon as it is able to.  Like I said, a nursery will allow a Ptaloid player to spawn units at once as if they were zerg larvae. 

Notice that I struck-out that last remark in my previous post, and what I mean is, like the zerg, you can have up to 3 DIFFERENT units produced at once.  I thought the S.A.D. engine would not allow that, but I was mistaken.

1867
S.A.D. (Seek and Destroy) / Re: S.A.D. The Tosonian Race
« on: September 18, 2010, 07:27:40 pm »
Here's the sprites, respectively, for the Hawk and the Startank.

1868
News / Re: The string of 300's
« on: September 18, 2010, 07:12:01 pm »
WHAT?!?  9,000!!!  BUT THAT CAN'T BE RIGHT!

If you add together the number of posts of days in a row from those 8 periods, it should come to 14548.  Feel free to check my math.

1869
News / Re: The string of 300's
« on: September 18, 2010, 06:46:43 pm »
That adds up to over 9000!

1870
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: September 18, 2010, 05:30:18 pm »
NURSERY

Normally, Ptaloid units can only be qued, and constructed one at a time like other moveable units.  If a nursery is placed next to a construction building, a player can optionally build up to 3 Protar, Galbonians, Pauks, Balkstones, Natulius, Pterdactyls and Infiltrators at the same time, like spawning Zerg units.  The only problem is, units cannot be qued.  For example, a player can build up to three Protar for a building, but cannot, for instance, que an additional Galbonian for that particular building.  That is why, even with a nursery attached, ordering multiple units built at once is optional.

1871
Chip's Challenge for Ti-Nspire / Re: Chips Challenge for TI-Nspire
« on: September 18, 2010, 03:44:17 pm »
Wow, great screenie!

1872
S.A.D. (Seek and Destroy) / Re: S.A.D. The Tosonian Race
« on: September 18, 2010, 11:46:28 am »
I'm holding on coding until college starts next week, but I didn't want that to stop me from making progress.  (DJ, I am NOT quitting the project, so please don't say something like "I hope you don't quit."  :) )

LUNA PLATFORM

The Luna Platform, an air building, allows construction of Sagh'vahs, Borces and Hawks.  It will also research +1 attack and +1 armor for Sagh'vahs, Hawks, and Borces.

1873
ASM / Re: Mode 7
« on: September 18, 2010, 11:17:01 am »
But if I recall correctly, you were talking about halting F-Zero X.  I hope that if you decide to forget Mode 7 entirely, you won't keep the code for yourself and let no one use the engine simply because you're not using it  :D

1874
ASM / Re: Mode 7
« on: September 17, 2010, 11:45:51 pm »
I was hoping the same thing

1875
TI Z80 / Re: Star Fox
« on: September 16, 2010, 06:26:22 pm »
So, how slow/fast would the engine go if we were to add shapes that look like the ones on the SNES?  Such as stationary watchtowers?  If we can only do stuff like solid blocks and tunnels and such, I completely agree with you.  But if we can be creative with the shapes to a certain point, I can be creative with the levels.  Let me know

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