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Messages - Hot_Dog

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1906
Here's a demonstration of scrolling text.  Scrolling Text is used for the mission briefing screen and for cutscenes.  You can, of course, scroll the text using the arrow keys.

1907
S.A.D. (Seek and Destroy) / Re: S.A.D. The Cythid Race
« on: September 05, 2010, 03:16:36 pm »
Quote
1. A swarmable unit is indeed a unit that can have multiples of itself inside a, sort of say, group. Non-swaramble units are the opposite there can be only one of them at a time.

In that case, your Chunker will be made the most powerful unit in the game, and quite beefed up too.  Otherwise, 1 Chunker could lose against 2 Command Ships (since human, Ptaloid and Tosonian command ships can be grouped up)

EDIT: If you're fine with it, I'm allowing players to build Cythid units on hold.  That way, if one chunker dies, another one can be available immediately.  Ships in S.A.D. require time to build, so a player can build, for example, chunkers ahead of time for cases like this

1908
Mhmm Idk what you mean sorry x.x

Oh, sorry about that.  S.A.D. has its own campaign for the campaign mode.  To test the campaign mode, however, I'm writing about what happens before the S.A.D. campaign.  What you will see in these screenshots is a story that is canonical, but is not going to appear in the S.A.D. game.

1909
S.A.D. (Seek and Destroy) / Re: S.A.D. The Cythid Race
« on: September 05, 2010, 02:45:07 pm »
I like your detailed Hydron better than the smaller one.

I read the full description, now that I finally had a chance to just sit down.  11 thumbs up.  I have just a couple of comments:

1.  What do you mean by swarmable?  S.A.D. allows a person to build multiple units of the same type at once, do you mean that a non-swarmable unit can only be used one at a time?  Or what do you mean by swarmable?

2.  I'll gladly help you any way I can, but make sure that each unit will make the player want to use it in late game.  Part of the difficulty I had with designing the Ptaloids and the Tosonians is making sure that even an hour into a game, each and every unit could help the player win the game.  In Starcraft, I have rarely seen Dark Archons and Queens being used, and I wanted to avoid that.

3. The Tosonians have a lot of air units, and most of their buildings float in the air as well.  Once again, I'll help you out, but we'll want to make sure that the Cythid can counter this without heavy difficulty.  So far, the Humans and Ptaloids do well with that, so we just need to do something similar with the Cythid.

1910
Yeah I understand there will most likely be mostly text at first, considering the story needs to be added and stuff.

Although just as a little reminder, this is a sample campaign, about what happens before S.A.D.  You can safely look at and play the previews here without any spoilers for the actual S.A.D. campaign.

1911
I got the text-scrolling routine working, so I'll have a screenshot up tonight.  This might be a good time for me to say that don't take a look a screenshot and think to yourself, "That's ALL you can do in designing campaigns?"  Like S.A.D. itself, the campaign mode is in development, so you have a lot to look forward to.  Don't judge the campaign mode by early screenshots.

1912
S.A.D. (Seek and Destroy) / Re: S.A.D. The Xaos Race
« on: September 05, 2010, 10:59:38 am »
Excellent, Matthias!  I really do like that idea.  Would you like me to do the statistics for you?

1913
S.A.D. (Seek and Destroy) / Re: S.A.D. The Xaos Race
« on: September 04, 2010, 08:25:56 pm »
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I am getting slightly annoyed with re-thinking this race over and over again

Even if you hated all your old units, buildings and strategies for the Xaos, I LOVED IT.  I can come up with a "history" for them if you want.  I'm just saying, if you're trying to remap for your own sake, that's fine by me, but otherwise, I really, really looked forward to the old Xaos idea and still like it nowadays.  I'll even be fine if you decide you just want to do the standard 9-units-without-upgrading thing, and I can work on the statistics.

Again, your choice.

1914
S.A.D. (Seek and Destroy) / Re: S.A.D. The Xaos Race
« on: September 04, 2010, 07:58:07 pm »
I like your upgrade ideas, even though I'll have to look at it more.  However, the Ptaloids are insect-like, so you might want to come up with something else.  (I'm afraid I came up with the Ptaloids about a year, or even 2, ago)

Quote
I'll go with the good'ol scary-as-hell-aliens idea

I hate to tell you this, but I am not going to let that into my game under any circumstances.  If I were to tell you why, you wouldn't believe me.  I'm not saying stick with your robot idea, but that was, for example far less of a problem--come up with something that wouldn't cause people to flee from a movie theater.

1915
CaDan SHMUP / Re: CaDanITE
« on: September 04, 2010, 01:44:59 am »
Should be fun!  But don't pressure yourself :)  Have some cherry flavored coffee.

1916
TI Z80 / Re: Axe Minesweeper
« on: September 03, 2010, 07:17:23 pm »
Awesome work!  If you allow the minefield to be larger with scrolling, this will for sure make this game the best ti-83+ minesweeper on the market.

1917
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 03, 2010, 06:59:10 pm »
Gotcha.  And that's good, because then the 15 Mhz won't be way-too-fast for people testing it.  I'm going to leave the OS testing for people running the calcs, and use the emulator just to test compatibility.

1918
He made a post today only an hour ago.  I can only assume he's been very busy because of school.

1919
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 03, 2010, 06:17:42 pm »
True. I'm using 2.0.1 and I think the speed is identical, although I am using a computer emulator, nspire_emu_026

1920
Hello, S.A.D. fans

Well, I decided that I should start being a lot more helpful to Matthias, since he's creating the campaign designer for S.A.D.  So now that I'm taking a break from the Z80 ASM Tutorials, I'm going to, as a side project, start coding the campaign part of S.A.D.  This will help me get that part of the engine ready, and it will help me to know for sure what to tell Matthias to write in his program.

Most of what I post will be various screenshots of bits and pieces of data that the campaign mode reads (It may be a cutscene, briefing screen, splash screen, text screen, etc.), but towards the end of next year I hope to have almost everything working.

This campaign will contain no spoilers, and you might be interested in finding out what happens before the actual campaign S.A.D. will have.  It should also help you to see what you will be able to do with the campaign designer.

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