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Messages - Hot_Dog

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1936
News / A Tribute to Omnimaga's Ninth Anniversary
« on: September 02, 2010, 12:10:14 am »
Although we are one day late on this, I am pleased to announce that Omnimaga is now 9 years old!  Omnimaga started on September 1st 2001, and so yesterday marked its ninth anniversary.  I will leave the history of Omnimaga to DJ: http://ourl.ca/3634/66325

We at Omnimaga wish to thank everyone for their hard work in helping this site to be one of the best calculator communities in the universe.  A lot of new projects have come in, and we can tell that the designers are putting their best effort into their work because they enjoy what they do.  

On top of that, the post count for this year is at an all-time high.  These posts include great questions, informative answers, and encouragements that allow our programmers to continue their work, knowing that their games and applications are greatly anticipated.  

Finally, it is very Nspiring for us that even though Ndless has barely been out, we have had some very nice Nspire projects.

I speak for the Staff at Omnimaga, as well as the Coders of Tomorrow, when I say that I look forward to the future and what Omnimaga has to offer to the world, let alone to calculator users everywhere.

DJ Omnimaga has put together a tribute video for the 9th anniversary of Omnimaga.  I wish to give a big thank you to DJ, who has been the entire backbone of Omnimaga.  Without him, we could never dream of Omnimaga being a glorious light in the future of calculator communities.  He made all of this, and much more, possible.



UPDATE: Video can now be downloaded on our site (although it is 75 MB large): http://www.omnimaga.org/otherfiles/tribute_to_omnimaga_2010.wmv

1937
Axe / Re: Do interrupts lose the game with low batteries?
« on: September 01, 2010, 11:06:21 pm »
By the way, suppose that interrupts are running at normal speed.  Is the number of interrupts per second different on an 83+ than it is on an 83+SE / 84+ running in 6Mhz mode?

1938
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 11:04:27 pm »
Ok cool. Yeah group unit/building were the keys I was wondering about. Thanks :)

:D  That's what I'm here for!

1939
TI Z80 / Re: Yumé 2: Rika's Story [Adventure/RPG, Series]
« on: September 01, 2010, 10:30:06 pm »
Quote
If I only do 5 games, Nightmare Under the Nightmare will have the conclusion in it (even if it's open-ended).
If I do 6 games but not 7, the 6th will end up being Yumé no Shuukyoku which, as its name implies, will be the conclusion.
If I do all 7, again Yumé no Shuukyoku will be the conclusion game.

Excellent.  My biggest grip about Commander Keen (made by the creators of DOOM) is that they moved on from the project, ending the game series in a cliffhanger.

1940
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 08:21:28 pm »
Talking about scouting, will we be able to hotkey specific stuff in the game for quicker access, even the ship/unit group? It might come handy for experienced players. It speeds things up a lot sometimes. I don't remember if you were adding that

Most stuff in the game has hotkeys.  Which hotkey-aided stuff were you wondering about in particular?

As to the ship/unit group, you literally "run into" an Operation Center / Transformation Gateway when you want to do something, saving you from having to press a key.  There will also be a hotkey for if you want to add/take away from your current type of ship, saving you from having to go to the ship menu.

1941
TI Z80 / Re: Yumé 2: Rika's Story [Adventure/RPG, Series]
« on: September 01, 2010, 08:17:34 pm »
You should have a conclusion game that tells the end of the story

* HotDog is reminded of the 57 missions S.A.D. is hopefully going to have

1942
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 08:09:58 pm »
Haha yeah true XD. Also even other players, when used to the game building orders a lot, will probably turn them off at specific points in the game too, since they'll know approximately how much money they have left.

And I know for a fact that when I'm scouting, I'll have the money/food count turned off so that I can see as much as there is to see.

1943
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 07:39:28 pm »
If we have an options menu, that will be one of the options available.  Otherwise, they will automatically be turned ON at the beginning of the game.  That way a player knows how many minerals he has, and all it takes is one press of the "+" key to turn them off.  Unfortunately, with the terrible resolution of the Ti-83+, an expert Korean player will choose to toggle the minerals off from time to time.

1944
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 07:00:31 pm »
Quote
Would it be possible to have both layed out horizontally and make them move a bit up when the text box at the bottom appears?

DJ, you're a genius (I did not think about that), and that's not a hard fix, either.  In that case, it will be just the "Plus" key to turn them both on.  However, I'll still will let people toggle it.  First of all, it does cover the screen, so people might miss buildings with it on.  Secondly, even though the speed of construction and moving units will remain constant, having the text on does make the scrolling of the map slower.


1945
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 06:28:18 pm »
Here's a MAJOR update--major because now I might be able to release S.A.D. Alpha 3 next week or sooner.

You can see the number of money you have by pressing "+", and you can toggle it off again by pressing "+".  You can toggle your viewing of the number of food by pressing "-" (Minus).  (All hail the lobsters!)  You can view the number of processing units you built for each refinery, and when a processing unit is being built, you can see how many you've qued after leaving the menu.  Finally, when you have refineries and processing units, you are actually making money.

When you have a refinery with 0-8 processing units, it will mine two crystals per second per processing unit, even when it has none.  When you reach the ninth, every processing unit you build will only add one crystal per second.  A refinery cannot have more than 20 processing units.

Left to do for the Alpha Release:
--------------------------------

Take away money when buildings are constructed
Bug fixes

1946
TI Z80 / Re: Axe Minesweeper
« on: September 01, 2010, 12:01:18 pm »
Quote
It still needs a lot of polishing though

And more mines :)

Regardless, that's awesome!  You've done some excellent work!

1947
News / Re: Serenity Demo release!
« on: September 01, 2010, 11:59:04 am »
I don't know if someone else noticed this before, but did you purposely spell "prison" as "prisson?"

1948
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 01, 2010, 03:41:52 am »
A little preview of what happens when you try to buy something you can't afford.  (I tried twice to purchase a processing unit)  Although I'm really upset that there wasn't enough room for "You've not enough belthium"

I also finally fixed the bug where pressing "CLEAR" would exit the game no matter what

1949
TI Z80 / Re: Plans
« on: September 01, 2010, 03:24:48 am »
Raylin, glad to hear that!  I was really looking forward to Army, so I'm glad you're working on it some more!

1950
Tloz128, that is absolutely epic!  I'm glad that you're in the contest with that entry

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