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Messages - Hot_Dog
Pages: 1 ... 157 158 [159] 160 161 ... 194
2371
« on: July 08, 2010, 01:33:40 am »
Wow awesome! Nice job. Sorry to hear about the progress halting, tho, I hope you don't lose motivation on this 
Nice to see the tutorials will progress more, though.
Halting? Nah, I'm just taking a week break
2372
« on: July 08, 2010, 12:17:28 am »
So, I'm going to take a short break--about a week or so--from S.A.D. to continue work on the ASM Tutorials. But not before displaying a screenshot that leaves you guys something to look forward to. Consider it a "teaser" screenshot! (Watch in Firefox for full speed)
2373
« on: July 06, 2010, 05:58:47 pm »
Okay. I'm glad something will happen. 
Well I have you to thank, I couldn't think of a way to do this without using extra sprites. I should probably say that my method will be fooling the player into thinking the building isn't a full sprite. I'll be using a bunch of wrench tiles as a sprite, and overlaying it over the building, and shaving the wrench sprite little by little so it appears the building is getting bigger and bigger (although in reality, the whole building is already there) If this is confusing, you'll see what it means eventually.
2374
« on: July 06, 2010, 04:39:25 pm »
What if you drew the sprites line by line for how far they are done? Good idea. Problem is, the buildings are part of the tilemap, not individual sprites themselves. However, you have given me a way to fix this. It's just not going to happen until after the next public alpha build release
2375
« on: July 06, 2010, 04:10:33 pm »
Here's the new font routine.
I'm not going to display the total HP a building could have, so per requst, I'll place a health bar / progress bar into the game. However, before I do that, I need to fix some bugs occuring in displaying the HP. The bugs don't appear in the screenshot, but basically, sometimes the incorrect HP displays.
2376
« on: July 06, 2010, 01:21:26 pm »
Hey, that looks neat! Could it display parts of the building being built instead of the wrench, or would that be too slow? 
Actually, speed isn't the issue. But it requires a lot of memory to do something like that. If it turns out that I will only be able to do one race due to constraints, I could probably show parts of buildings.
2377
« on: July 05, 2010, 05:52:58 pm »
About the oxygen, will the buildings energy drop gradually when oxygen is low?
Either that (for instance, a building with less oxygen might take longer to do something, such as fire) or at the first sign of low energy the building requiring the least oxygen will shut down, providing full oxygen to the rest of the buildings
2378
« on: July 05, 2010, 05:35:50 pm »
Although the Tosonians are completely spiritual, they have the abilitiy to take on solid form. With the start of the Tosonian War, they were forced to build solid ships and buildings in order to combat the Humans/Ptaloids.
The spiritual characteristics of Tosonians are expressed in their technology. First and foremost, they have the ability to change their one unit on-the-fly, without requiring the use of structures. Tosonians cannot teleport, but with the aid of upgraded "Operation Centers", their unit can become "like the wind" and travel from one end to the other. In this form, the Tosonian unit is invulnerable to all but defense, yet is therefore unable to attack anything. In addition, the unit requires time to travel, unlike teleportation (which is instant).
With the exception of the Degruser (being a Tosonian invention), all Tosonian ships are air vessels. Incidentally, a Tosonian unit cannot become a Degruser "on the fly."
Many Tosonian buidings reside in the air, and for an unknown reason are accompanied by a muddy ground beneath them. These buildings have high HP, and can only be attack by air weapons, but their armor is vulnerable to Argos.
Tosonian Buildings and ships make extensive use of oxygen (though buildings are not organic), and thus Tosonians require a second resource. Not only is oxygen required as part of the flat price of a building or ship, but buildings require a constant supply of oxygen. Resource buildings for oxygen can be built anywhere on the map. In addition, the huge price means powerful units, and thus the Tosonians are the "Protoss" of S.A.D.
2379
« on: July 05, 2010, 04:59:39 pm »
I don't exactly remember, but wasn't chaining building how the first Command and Conquer worked? Maybe my memory is bad, but I recall not being able to build stuff too far from my completed buildings in that game.
And yeah make sure if you make upgrades unlimited, that it won't go unbalanced or reach extents where a building is nearly invincible, causing the game to end up in a draw 
You're probably right about Command and Conquer. I never played that game, so what I meant by was, I didn't intentionally borrow the idea from anyone. About invicibility, I'll watch out for that. But if one player spends constant money on upgrading a building to the point of invincibility, the other player will most likely win. This is partially because Ptaloids don't have a form of "Universal Defense."
2380
« on: July 05, 2010, 04:47:14 pm »
Can buildings be upgraded forever? Or is there a level cap for upgrades (like in SC default settings, upgrades max level was 3)
I like the race so far. This one seems a bit close to the Zergs in some ways, but futuristic of course.
Actually, I borrowed ideas from both the zerg and the protoss, since Ptaloids are insect-like. Cloaking was entirely a brand new idea, as well as requiring structures to be built as chained buildings. I was thinking of having shields, but felt that was too protoss-like, and shields would also be too hard on the engine. I'm debating about the buildings being upgraded forever, although there is of course a limit of 65535  But it's only the HP that gets upgraded on the buildings, so with money being involved, I don't see any imbalances
2381
« on: July 05, 2010, 03:23:39 pm »
Sounds good, all in good time
2382
« on: July 05, 2010, 02:56:35 pm »
Since I have two new obsession: SAD and GIF animations lets combine them with my 'skills' as a moviemaker...this is just one shot of a small introduction I want to make for the xaos. All hand drawn in paint .
LOL Don't get so obsessed with S.A.D. that your parents worry that you're not getting enough exercise outside ;P Btw Matthias, would you like to create the Xaos campaign, or would you like me to do that? Each campaign will have about 7-10 missions (except for the example "custom" campaign I provide for the player, which will have 25), and I will make sure you know privately what's going on with the other three campaigns so that you know where to start
2383
« on: July 05, 2010, 12:54:56 pm »
Besides that, I never knew the TI-os font disabled interrupts...what is that good for? Also: won't it take up to much memory to make your own font? Or is this one of those speed versus size balances? It doesn't. But the interrupt routines I have lie in ROM, not in RAM, so I had to disable them manually to get the text routines to work The font will only have 42 characters, so I'd say it takes about 200 bytes. This is about speed versus size. Something I forgot to mention is that when the interrupt routines are disabled, buildings take longer to construct.
2384
« on: July 05, 2010, 12:11:40 pm »
Thank you I know. I guess the chunker is different as is the xelectron...(makes curiosity arise...)
The runners are definitely unique, I will say that
2385
« on: July 05, 2010, 12:02:42 pm »
Holy, that looks great!
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