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Messages - Hot_Dog

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2341
S.A.D. (Seek and Destroy) / My eventual farewell gift to the public
« on: July 20, 2010, 02:12:45 am »
So, I figured when S.A.D. was finished, there will probably be some people who would want to do more with it, especially considering the success of Hot Dog's Ti-83+ Z80 ASM for the Absolute Beginner.  While I have been working hard to make S.A.D. flexible, the Z80 language requires that the game is somewhat difficult to modify to allow for faster speed.  (This is, in particular, true for special weapons and abilities)  It's like DOOM: You had to manually work with a hard-coded WAD file since a WAD data file allowed faster speed than a bunch of file locations.

But I am hoping that ASM programmers--even beginners--will take the finished product and do more with it, such as perhaps a Warcraft SAD or something.  So with the source code, I'm going to release a manual on "How to Modify SAD."  If even one person is able to take SAD and modify it to make a grand game, the time to make this manual will be worth it.

It will be a while, but I decided to give a "heads up."

2342
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 20, 2010, 01:57:58 am »
Aaaah ok D:

It's up to you, though, anyway.

Let's put it this way: I'll certainly think about it.  We still have to take weapons, fog of war and other player's ships into account, plus the fact that a shadow going straight over/through a tree or a rock is totally ridiculous.  So I'll think about it, but I don't want you to cry if we can't do it

* HotDog hands DJ a tissue

2343
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 20, 2010, 01:46:25 am »
Whether difficult or not, shadows would slow down the engine.

2344
Music Showcase / Re: Insurgency
« on: July 19, 2010, 07:40:24 pm »
That sounds really cool.

So far I've heard triangle, tom-tom (gong), marimba (plastic mallets sound maybe?), chimes, bells (not literal bells, just not sure what the technical name is), shakers, and timpani. Anything I miss or was wrong about?

Also, what software did you use? Sibelius? Again though, it sounds really cool.

I used Finale 2010.  It's because I was able to get Finale cheap, and Sibelius doesn't allow one to make all the technical changes to the music layout.

Instrumentation: 2 Xylophones, 2 Vibraphones, 2 Orchestral Bell sets, Marimba, Chimes, Drum Set, Crash Cymbals, Tam Tam, 2 Triangles, 4 Timpani, Bass Drum and Afuche Cabasa.

2345
Music Showcase / Re: Insurgency
« on: July 19, 2010, 06:59:11 pm »
THis is great. I like the style in it. Some parts reminds me of FF music, others from movie music. I think it would fit well in both. Did you use real instruments by the way, or a music making software? Regardless, it sounds awesome.

I wonder what would be the music style for the song? It sounds classical, but I was not sure, due to the instruments used.

I'm glad you posted this :)

It's classical, and I used music making software.  I did have a live recording, but I don't know what became of it.

2346
Music Showcase / Insurgency
« on: July 19, 2010, 03:36:47 pm »
This is a piece I wrote last year for percussion.

2347
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 19, 2010, 03:17:51 pm »
The engine now supports ships that have 1 sprite for each direction.  This is the Balkstone.

2348
General Discussion / Re: How Do You Create Music?
« on: July 19, 2010, 12:36:55 pm »
I'm answering because I'm posting a composition of mine this afternoon...I do exactly the same thing that cooliojazz does, except that since my teacher is encouraging me to write "21st century classical," I use less theory than most people.  It's a matter of "as long as you know the rules, you can break them"

2349
Quote
I personally will most likely go with the full game

I think most people will, considering 4 races and the unabridged campaign

2350
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: July 19, 2010, 12:12:19 am »
What an awesome job!  Keep it up!

2351
New alpha build coming in about two weeks!  In the mean time, looks like I'll be releasing a lite version of S.A.D. for people who want to save archive space.  It will contain, oh, I'd say about 3-4 pages of data, but the campaign will be external with a few missions missing, and only the Human race will be present.  The full game will probably contain 6 pages, even with compression.

2352
S.A.D. (Seek and Destroy) / Re: S.A.D. The Ptaloid Race
« on: July 16, 2010, 02:46:20 am »
PROTAR


Role: Ground-Based Assault
Cost: 12 Belthium Crystals Each (Can Be Swarmed)
Health Points: 15 per Protar
Damage Per Second: 1 for Ground Units
Weapon Range: Melee
Speed: 20
Fuel Capacity: N/A
Sephrane Gas Capacity: 20 for all Protar put together
Rate of Overheat: 1 HP per second per Protar


Because most units during the Tosonian War involved ships with ranged weapons, the Ptaloids have only two weapons pertaining to live Ptaloid soldiers.  The Protar is one of them.

The Protar organization was developed by Zhas for the good of the Ptaloid race.  They are the "FBI", "Section 31", "Dark Templar", etc. of the Ptaloid race, doing the underground work and "dirty work" of the Ptaloids.  They are, however, sworn to an oath to uphold the principles of justice and honor, and thus few individual beings in the galaxy are bothered by the existence of the Protar order.  In fact, many lives have been spared and many convicts proven innocent thanks to the Protar.

Because of the techniques used by the Protar to "stay hidden in the shadows," they entered the war effort as soldiers about 2 years before the Battle of Calsiah.  In addition, many Ptaloids offered themselves to be trained as Protar simply for the war, instead of becoming war pilots.

Protar can be equipped with special cloaks that allow them to camouflage themselves.  It is a permanent cloak that does not require sephrane gas.  However, Protar, like Creepers, cannot attack while using their cloak. 

With their entrance into the war, Protar were equipped with a special form of Sephrane Gas, which acts like a stim pack.  Protar can temporarily gain a speed of 40 when the appropriate upgrade, Stimmed Adrenaline, is used.  Considering that Protar have a melee attack rather than a ranged attack, Stimmed Adrenaline will automatically activate when a Protar or a group of Protar is in pursuit of another unit.  It will deactivate when the Protar has "caught up," after which the Protar will resume their normal speed.
 

2353
News / Re: Nspire 2.1 out, don't install it!
« on: July 15, 2010, 08:23:05 pm »
What I mean is, I remember teachers complaining about the Ti-83+, Ti-84+, etc. being able to hold custom games students could play in class, so I didn't know if TI was trying to prevent it for the Nspire

2354
News / Re: Nspire 2.1 out, don't install it!
« on: July 15, 2010, 07:42:49 pm »
Is TI doing this because of complaints from teachers, or is there another reason?

2355
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 15, 2010, 12:53:52 am »
Progress bar, anyone?  (Remember, full speed in firefox :) )

The progress bar doubles as a health bar in the case of structures, and is quite accurate (as you can see from the screenshots).  However, this means that buildings in S.A.D. cannot have more than 2047 health points.  As if anyone will make a building that powerful, though 8)

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