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Messages - Hot_Dog

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2161
News / Re: S.A.D. Alpha 2 Now Available For Download
« on: August 06, 2010, 03:46:13 pm »
Well done, a pity all the attention is going to OT/Community brew calc

What do you mean?
He means that currently almost all of Omnimaga is busy posting about creating their own custom calc.

Oh, gotcha.  Yes, that sounded like a very interesting project, and I don't blame them.

2162
News / Re: S.A.D. Alpha 2 Now Available For Download
« on: August 06, 2010, 03:38:31 pm »
Well done, a pity all the attention is going to OT/Community brew calc

What do you mean?

2163
S.A.D. (Seek and Destroy) / [S.A.D] Bug Reports
« on: August 06, 2010, 03:37:19 pm »
Please post any bugs you find.

2164
News / S.A.D. Alpha 2 Now Available For Download
« on: August 06, 2010, 03:33:28 pm »
It's here!  You can now download the next build of S.A.D. for testing and experimenting purposes, as well as for enjoyment and taking your mind off of "the game."







This version of S.A.D. allows you to preview the human race.  You can select a ship, construct a building, check the progress of your buildings, and move across the map.

Controls
------------------------------

2nd -- Displays the "Construct Building" Menu
Alpha -- Displays the "Select Ship" Menu
Mode -- Toggles the cursor on and off
X_T_Theta_N -- Allows you to drive your ship.  You can toggle this mode on and off with the same key.
Enter -- Place a building after you choose where you want it placed
Arrow Keys -- Move
Soft Keys--Adjust the speed at which the map Scrolls
Clear -- Exit a Menu, or exit the game entirely

Hot Keys (For Menus) -- 2nd, Mode, Del, Alpha, X_T_Theta_N, Stat, Math, Apps, Pgrm

-----------------------------

A download link is provided below.  I will have a forum available for bug reports, so please list any bugs there.

Please do not try to place buildings on top of each other, and do not try to completely cover the map with buildings.  Most importantly, I recommend testing this on an emulator.  The game, for right now, requires 21 KB of memory and 4 app pages.  I WILL NOT BE HELD RESPONSIBLE for any damage to your calculator.

Enjoy, and please let me know of any issues that exist!

http://www.omnimaga.org/index.php?action=dlattach;topic=3990.0;attach=2683



Things to look forward to in S.A.D. Alpha 3:
------------------------------------------

Shadows from Ships
Collision Detection, so that you won't run over buildings or place them on top of each other
Controlling groups of the same unit rather than a single unit
Realistic Building Construction Times


2165
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: August 05, 2010, 09:58:55 am »
Replays are actually a good idea for testing purposes. I don't recall, but is the game for all the 83+ models? Or is it going to require too much space to fit on a normal 83+?

I'm almost positive that the full version will fit on a normal Ti-83+, but it will take several app pages.  Therefore, I'm going to release a lite version for normal 83+ models, which will contain multiplayer, one or two races, and probably only custimized campaigns (not the built in one).  This lite version is what I was originally going to release for all calculators until the game changed dramatically.

2166
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: August 05, 2010, 12:59:16 am »
Saving replays?! o.o

How much memory would that take up!?

I imagine a decent chunk of archive--like 15-30 KB--, but not a lot of RAM.  I'm not going to care about replays when the game is released, but I'm really hoping people will record and send their games during multiplayer testing, as that will help with balancing.  With such a great community, I don't think I will have much to fear.  (REPLAYS WILL BE IMPLEMENTED UNLESS WORST COMES TO WORST.)

2167
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: August 04, 2010, 11:09:40 pm »
Wow nice. There are some cool stuff in there that were not available in Starcraft. It should make the game even more interesting strategy-wise ^^

I certainly can't wait to see what people end up doing when they test the multiplayer aspect.  I really should consider adding the abilitiy to save replays for that purpose, but I have to see how that will go

2168
S.A.D. (Seek and Destroy) / Re: S.A.D. The Tosonian Race
« on: August 04, 2010, 11:06:27 pm »
No, upgrading the cyclone will not increase that particular speed.  A cyclone always builds at the same rate that a Scouter and Creeper do.

2169
We're still doing what we can to have S.A.D. Alpha 2 released this week.  But I should warn you ahead of time that for right now, it won't work on a Ti-Nspire.  We're working to fix this problem, but some undocumented instructions slipped in by mistake.  By "slipped in," I mean that I used subroutines written by other people without bothering to check them, and some of the instructions were undocumented.

2170
S.A.D. (Seek and Destroy) / Re: S.A.D. The Tosonian Race
« on: August 03, 2010, 10:43:45 pm »
SAGH'VAH

The Sagh'vah is part of the reason that I allowed air units to be built so early in the game for the humans, and why I allowed Galbonians to attack air units...the Sagh'vah is the Tosonian gunship, essientially its version of the "Raptor" and the "Protar"  

2171
DEGRUSER


   The Degruser is not an ESEO invention, but a Tosonian invention, designed one year before the Tosonian War.  Its original purpose, indeed, was to ensure that the Ptaloids would pose no threat the moment that the Tosonians declared war.  Corson was fully aware that the Ptaloids had cloaking capabilities, but Tosonians lacked the detectors that the ESEO had developed.  Therefore, Degrusers were designed with armor heavy enough to withstand attacks from cloaked Balkstones.  During said attacks, a Degruser pilot would estimate where the cloaked Balkstone was located and target the area, resulting in only minor injury from the Balkstone.
The armament was cheap enough to allow both air and ground attack, and so the Degruser was the Tosonians “Tank” and anti-air weapon.  During the initial invasion of Facnon, the Tosonians sent hundreds of Degrusers via air transports, with positive results.  Even with the capture and production of better anti-air and anti-ground vessels, the Degruser was still greatly used as a frontal assault vessel, capable of absorbing heavy damage and providing heavy firepower.
Degrusers are barely faster than the modern Tanks, and so are vulnerable to their heavy firepower.  In addition, with the help of the ESEO, the Ptaloids were eventually able to develop better firepower for their Balkstones, leaving Degruser pilots little time to discover their position.  For these reasons, the Degruser was temporally replaced with the Dutchman, a flying assault unit.  While expensive and having a low rate of fire, it worked for about three years.  However, the ESEO perfected the Reclauda as an air-superiority fighter, and the Dutchmans stood absolutely no chance.  Degrusers started making a comeback in the Tosonian arsenal, and capture of a Reclauda with its detection device eliminated use of the Dutchman once and for all.
Degrusers are not the best choice of weapon against Universal Defense systems, and Tanks still prove to be a perfect counter to Degrusers.  So the Tosonians are still trying to develop an air-to-ground assault unit that can stand up to Reclaudas.
While the Degruser was invented by the Tosonians, researcher Robert Harold of the ESEO developed both upgrades.  He was ordered to take all the empty space a Degruser has inside of it and try to make the most of it.  Being inspired by the Starcraft and Star Trek franchises, his added Degruser abilities received great approval from the ESEO.

Mines (Refillable Upgrade)
    Robert, for his graduate project at the academy, had invented a metal that could not be detected by standard radar and/or ships sensors…and, unsurprisingly, called it Haroldium.  Although cheap to produce, haroldium is a metal relatively easy to destroy, and not stable…even a couple of kids playing around could bring down a structure made out of a thick layer of haroldium if they did so correctly.  Haroldium, therefore, is rarely used in construction of ships and structures.  Indeed, it is never used for ships intended for combat. 
But at first, the ESEO saw more potential for the metal that Robert had invented, and so tried to find some way of adding it to said structures and ships in order to allow permanent stealth.  The first attempt was mixing haroldium in with the titanium, iron, etc. used to construct such devices, which had no effect.  For the second attempt, Robert suggested that haroldium could be layered onto the metal, which did prove effective; however, the process was both inconvenient and time consuming.
It was then that a friend of Harold’s suggested using this metal for mines.  Mines that could previously be detected by conventional radar now lay undetected, and with the addition of the weapon to Degrusers, Tosonian ships would fall into trap after trap, as they could not locate any mines that Degrusers placed.  A Degruser can hold three mines, and they can be placed anywhere in the ground, destroying any ground vessels that move directly over them.
No one can question the irony that occurred when the Tosonians got a hold of these weapons and turned them on their inventors.  The ESEO knew it had to make a detector for them, even at the risk of the Tosonians getting a hold of the plans and being able to detect these mines themselves.  Thus, in the current state of the Tosonian War, mines can be sensed by modern detection units.

Photon Torpedoes (Refillable Upgrade)
While Robert had not invented Photon Torpedoes, he discovered how to get them to fire from a Degruser, when beforehand the torpedoes required bigger space vessels.  Being rather expensive, photon torpedoes are used only for missions requiring the extra damage potential, such as bases the size of a square mile or larger.  A Degruser can hold twenty Photon Torpedoes, and these torpedoes cause great damage against most structures.  Photon Torpedoes are ineffective against Universal Defense Systems and, of course, Operation Centers.

2172
they would realize we might be right and they might quit or start a rebellion...

Of course, we will never surrender...so either TI will, or we will have an infinite war on our hands.  I want YOU in TI Community Army

i was saying a rebellion in our favor

Ah, gotcha

2173
they would realize we might be right and they might quit or start a rebellion...

Of course, we will never surrender...so either TI will, or we will have an infinite war on our hands.  I want YOU in TI Community Army

2174
Other Calculators / Re: Cemetech Contest #7: Doors CS
« on: August 03, 2010, 09:59:36 pm »
TI-83+SE are no longer in production, and so they are harder to find. Also, a TI-83+SE is the fastest of the 8x family due to the fact that is has no clock using up cycles. of course that means it has no extra features, but to be sure they are a very desirable calculator to have. Kind of a collectors piece.
So what you're saying is that a Ti-83+ SE is faster generally than an 84+ SE?
well the speed increase isn't noticeable, but yes it is faster.

I do remember that B_CALLS take longer on the 84+ SE

2175
Other Calculators / Re: TI-83 Plus Saves Student from Bullet
« on: August 03, 2010, 08:48:05 pm »
Unfortunately, from what I've heard, the TI-Nspire doesn't emulate those extra pages.  Let's try not to get off topic though

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