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Messages - Hot_Dog

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2506
S.A.D. (Seek and Destroy) / Re: S.A.D.--The Tosonian War
« on: June 04, 2010, 08:39:02 pm »
Here's the splash screen.   A Starcraft wanna-be, but by pure coincidence.  Incidentally, from left to right are the three factions: Human, Ptaloid, and Tosonian.

I realized today just how much dialog the game's story line requires, so I'm going to put dialogues, such as mission briefings, inside a special program on the computer.  The player runs the program to view these messsages (more on that in the future).  At the end of every mission will be a password to unlock the next set of dialogs, so that players won't be tempted to "look ahead" and spoil the ending for themselves. 

2507
Introduce Yourself! / Re: Hi from graphmastur
« on: June 04, 2010, 12:03:18 pm »
Graphmastur, good to see you on omnimaga!  Here's your complimentary bag of peanuts.


2508
S.A.D. (Seek and Destroy) / Re: S.A.D.--The Tosonian War
« on: June 04, 2010, 12:55:05 am »
Quote
Will it be like Fire Track 2 or more like Phantoom Star?

More like Fire Track 2.  Although I didn't play either game.  Basically, you can move your ship anywhere in the level, although the level does have a start and a finish.  If you played the 2002 game Star Wars: Clone Wars, that's where I got the inspiration from, if that helps you to imagine what the gameplay will be like.

2509
I decided to reveal my project for the Axe programming contest.  It will be a 2D ship shooting game that takes place around 280 AL to 300 AL.  It will contain no spoilers to the RTS version of S.A.D., but it will offer some story insight that the RTS S.A.D. manual won't include

2510
DJ, I deleted my first post because Quigibo has a good point.  I just wanted to let you know in case you wondered.

2511
Quote
Personally I am fine if we post in our own topics, though, even in calc projects and ideas or even sub-forums, else it migth get rather cluttered fast if we have, for example, 5 projects discussions in the same topic.

Good point.  I should do the same

2512
DJ has a lot of interesting points as to why he allowed public announcements of projects.  For those of you who agree with him and want to announce and keep them in a single topic, here it is.

2513
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 02, 2010, 12:28:05 am »
*Hot Dog is glad the rules don't say 'Omnimaga has the right to change and modify the rules at any time WITHOUT NOTICE'

2514
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 01, 2010, 02:51:23 pm »
So, say I create an AppVar on the computer that holds data--just data, not instructions--that my Axe program can read and interpret.  For instance, if I create a tilemap on the computer and store it in an appvar so that Axe can read it and display a tilemap on the screen.  Is that acceptable?

2515
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 01, 2010, 02:41:08 pm »
Shoot, I was hoping to use AppVars that held a bunch of game data such as tilemaps

2516
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 01, 2010, 10:21:39 am »
Does this means we aren't restricted in terms of a theme?

2517
The Axe Parser Project / Re: Axe Parser
« on: May 31, 2010, 07:11:20 pm »
Can you read from an archived appvar using axe?

2518
How were you able to make those changes, by the way?

2519
I was using spasm, the include file that came with the recently released zip with tutorials 1-12 apparently likes bcall(_stuff) :p

In that case, I'll mention that as well.  Thanks for letting me know!  I assume that parenthesis are not required, right? 

2520
I read over the first few tutorials, and kudos for trying to keep it informative and lighthearted.  I gotta say though, I am quite concerned at your avoidance of hex, such as the confusing .org 40339 instead of the universally-accepted .org $9D93 or .org $9d95-2 or .org progstart or .org 9d95h-2.  I also take issue with B_CALL_STUFF; I understand if you prefer that form, but you should at least mention that most people use b_call(_stuff) or bcall(_stuff). Miotatsu was having troubles assembling a program after reading your tutorials, though luckily he stopped by and gave me a shout, because he was using the standard include file that uses bcall(_stuff).  I'll let you know if I have any further comments when I get to look through the tutorials more thoroughly.

Before I say anything, I really appreciate your comments.

Hexadecimal does come later.  However, universally accepted does not necessarily mean "easy."  I'm not defending myself as much as asking, "does it really make a difference?"

I also understand my error with the wrong include file, and thank you for pointing out that it's an error I need to fix.  However, in terms of B_CALL with parenthesis, I'm afraid I lack knowledge on other compilers, which is part of the reason why I say in the 4th tutorial that Spasm is the only compiler I will be refering to in the lessons. After all, there's many difference besides simply B_CALL with parenthesis.

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