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Messages - Hot_Dog
Pages: 1 ... 181 182 [183] 184 185 ... 194
2731
« on: March 14, 2010, 12:32:53 am »
I needed a study break, so I posted a general list of what needs to be done (specifics to come), as well as the tasks I will be doing. What I'll contribute --------------------- Graphics Maps AI Battle Code/Visuals Loading a Game/Saving a Game Displaying In-Game Menus Filling in the rest of the code around the game engine What needs to be done ----------------------- Main Menu--Allow a player to load a game, play a new game, view the credits, or quit. There will not be an options menu. Multiplayer Lobby--Help a player set up either a two-player game, or a game against a single AI. Two-player games will be linked...if we feel like it, we can also add two-players-on-one-calculator support. Basic Game Engine: * Tilemap * Adding Buildings to the tilemap * Detecting Key Presses and acting accordingly * Moving Units * Making sure a player doesn't exceed the limit of moves per turn Optional: Maps. If you guys want to make maps for this version of S.A.D., be my guest. Assuming they're balanced, I'll include them in both the real-time and turn-based versions of S.A.D. HOWEVER, be advised that the map formats will be different for this version of S.A.D., so even if cooliojazz is able to finish the map editor in time for this, we will not be able to use it for the turn-based version of S.A.D. I understand you guys have other projects as well, so don't let me rush you unless you're eager to finish this as quickly as possible. Thx for the help
2732
« on: March 13, 2010, 10:10:04 pm »
I know that in languages such as QBasic, the computer would execute the next instruction immediately after starting the last note of a sequence of notes; the note could play for 5 minutes, and yet the program would run instructions during those five minutes.
If the calculator does the same thing, I can't imagine how hard it would be to have the program run through one note at a time and execute instructions in between.
2733
« on: March 13, 2010, 07:11:22 pm »
would the graphics be similar, btw? With one exception: The structures that are built will be strictly part of the tilemap.
2734
« on: March 13, 2010, 12:16:18 pm »
It sounds like a neat idea. I'll try to help. What do you think I'll need to do? We'll work on that sometime next week. I'll have a list of things that need to be done and assign them based on what you, Prophets, and anybody else figures they could do best, although I strictly take it upon myself to work on the AI.
2735
« on: March 13, 2010, 10:54:30 am »
TI-BASIC or Axe? I'm thinking Ti-Basic.
2736
« on: March 13, 2010, 04:30:27 am »
As much as everyone is excited about the Real-Time Strategy Game S.A.D., we know it's going to take a while since it's being programmed in pure asm by people who have big schedules. So even though we will make sure the game is well worth the wait, I feel that you guys should have a treat to make it easier to wait. I am also wanting to make sure I keep myself on this project so I don't just give up all of a sudden. Finally, I want some experience working on the AI so that I can implement it in asm format.
So, as mentioned in the title, I'm thinking about a side project of a turn-based version of S.A.D, which will be Ti-Basic with Xlib. I definitely won't be able to do it all by myself, considering I'm also occupied with the asm S.A.D., but if people pitch in, I don't expect the game to take more than three-four months to work on (if that long), since I already have a lot of the graphics and ideas ready.
Here's the idea: -----------------
The game will be strictly multiplayer or against a single AI It will use the graphics the real-time version of S.A.D. uses There will be, oh, probably 7-8 maps, with about 3-4 tilesets This will be turn-based, not real-time Battles will be handled automatically, simulated rather than displayed Gameplay will be similar to the real-time game: Using one unit and changing it to fit your strategy, constructing bases, teleporting via transformation gateways and operation centers, using special abilities, etc.
But like I said, I won't be able to do this alone, so I have some benefits to offer if you decide to pitch in: --------------------------------------------------------------------------------------------------
* Access to pre-alpha, alpha and beta versions of S.A.D. (the real-time version) * Mention in the credits in both the turn-based and real-time versions of S.A.D. * Autographed copies of both the turn-based and real-time based manuals (Don't get my attitude wrong, please. It's just some people really enjoy receiving autographs) * You can name a character or a station in the campaign, if you want to * The feeling of actually putting some work into S.A.D. besides testing...after all, the work going into this will help us further improve the real-time version of S.A.D.
Let me know if you like the idea and want to help. And remember, this is NOT assembly, it's pure Ti-Basic with some Xlib to help with graphics.
2737
« on: March 12, 2010, 06:45:29 pm »
Hey, cooliojazz, I'll have the file formats for you in two weeks, during my spring break. Everything going okay so far?
2738
« on: March 12, 2010, 06:43:34 pm »
Oh he's working on the sprite routine? I noticed he has barely been on IRC as well 
Also, I think he is working on another project atm, Idk if he's still working on the sprite routine but he might be more busy with Pokémon grayscale (see Revsoft) Right. We got in touch last week, though, so one of his goals, once things die down, is finishing the routine. We just need clipping implemented. I'm hoping the next screenshot I'll put up afterwards will be well worth the wait, it will allow the user to put buildings on the tilemap. (If there were going to be public pre-alphas released, this would be the first one) The code is done, it just needs the routine.
2739
« on: March 12, 2010, 06:30:33 pm »
I noticed progress on the game has slowed down a lot. I hope your school schedule gets less hectic soon , it would suck if this project died Oh, far from dead, I'm just waiting for a sprite routine, hence the slow progress. Poor Buckeye has his schedule just as busy as mine is, so it may be a bit before the project really gets fired up again.
2740
« on: March 12, 2010, 05:48:27 pm »
I regret that finals week is preventing me from continuing the story of the Ptaloids and the Tosonians until next week. However, here's something from the manual to keep you occupied: (This Scouter information is found in the "Detailed" unit section of the manual. People who just want to play can read information about the Scouter important only to game play.)
SCOUTER
What the Tosonians lacked in technology, it had in engineers and mechanics. At the start of the War for Facnon, the Tosonians could settle a planet faster than the ESEO could, and so gained the advantage of area control. Lacking the men, the ESEO knew that it required a convenient method to quickly build up bases and defenses on a planet. After 26 years into the war, it developed a cheap unit capable of such a task, called the Robotic Engineer. The Robotic Engineer was designed to store the required resources to build an Operation Center, an ACC and enough refineries to mine the crystals it needed to continue base construction. By the time the Robotic Engineer was perfected in its task, the Tosonians had enough planetary control to win the war in a relatively short amount of time. In a desperate attempt to stay in the war, the ESEO launched their Robotic Engineers without providing them with any personal defenses, and so while the Robotic Engineers succeeded in bringing the ESEO up to par with the Tosonians, they were quickly captured by the Tosonians and reproduced. The Robotic Engineer could have given the ESEO the upper hand, but instead, its abduction evened the odds for both sides. Lack of defenses meant that any Robotic Engineer could be destroyed or stolen before its task was finished, leaving an unfinished base. To solve this problem, weapons and sensors were added. This allowed a Robotic Engineer to defend itself, but more importantly, a Robotic Engineer could scout a planet’s surface better than vessels in orbit of a planet could, allowing it to decide what should be built and if it was relatively safe to do so. This ability gave it the name “Scouter.” Operation Centers and Transformation Gateways were altered to automatically mine titanium from the ground and produce Scouters. Since Scouters are basic/cheap units, they require no Belthium Crystals. In addition, a Scouter is solar-powered and does not require any fuel to operate. Built-in storage allows a Scouter to run without light for up to five days, allowing a Scouter to work in dark areas. A Scouter is not only capable of base construction, but it also need not construct the entire building. Fifty years after its development, both sides added robotic drones that could finish construction of a building that a Scouter started. Therefore, a Scouter needs only to start contruction of a structure, after which the drones take over, allowing the Scouter to start another buiding.
Cloak (Deteroriating Upgrade) Since the addition of a Scouter’s defensive systems and sensors, the ESEO desired to add cloaking capabilities to a Scouter. However, the cloaking devices used in Balkstones and Camozas were too large and too expensive to mass produce as part of the Scouters’ basic functions. Even when a small enough device was developed, the cost was immensive, and remains so due to the small size. Research continues to develop a cheap cloaking device, but in the meantime, the device is only added when desperately needed. However, all Scouters are programmed to properly use the device in the event that it is installed. Scouters require Sephrane Gas to cloak, and can be detected.
Jet Pack (Permanent Upgrade) After gaining complete control of Bronat, the Tosonians became fully aware of the importance of island control. As the Scouter was the only unit available to settle most of the planet quickly, the Tosonians developed the Jet Pack to allow the Scouter to reach these areas. Like the cloaking device, the Jet Pack is only added to a Scouter when needed, but all Scouters are programmed to respond properly when these devices are installed. A Scouter’s solar power is enough to operate a Jet Pack, and so a Scouter can use its Jet Pack indefinitely.
2741
« on: March 07, 2010, 12:57:01 pm »
Builderboy, two thumbs up and respect +1 for that java ASCII program!
2742
« on: March 06, 2010, 03:47:21 am »
Dude, those are sweet
2743
« on: March 06, 2010, 03:29:01 am »
Nice! SAD's going to have an awesome storyline! Excellent work! Great story. 
Just wait till you see our pre-rendered 3d scenes, our musical score written by John Williams and our professional voice actors... Sorry guys, but you knew I was just kidding
2744
« on: March 04, 2010, 10:09:44 am »
Exploring the planet, they came across a humanoid species, known as the Tosonians. The leader, Jasilin, heard the story and was very kind to the children, explaining that Tosonians hated the alien beings, known as Ptaloids. (As the guard at the door said, "We know nothing of 'humans', but any enemy of the Ptaloids is a friend of ours.") She described her kind as purely spiritual, taking on human form to adapt to the planet but otherwise without any physical characteristics.
If the guard told the children that they know nothing of 'humans' then how are the Tosonians taking on the human form? 
Otherwise, Nice Job!!!
Oops! That's something I will address. Thanks for catching that! EDIT: The quote SHOULD say "We don't know MUCH about humans." Essentially Tosonians knew only enough about humankind to take on their form.
2745
« on: March 04, 2010, 12:54:40 am »
Universe: Of Mankind, the Ptaloids and the Tosonians (Part I)
This will be in the manual. I'm including it, as well as Part II, Part III, etc. in the manual because this is stuff that happens before the timeline, but is important.
--------------------------------------------------------------------
In the year 2068, what humans had fictionized and made stories about finally became a reality. The mother of all Sci-Fi storylines: Alien Invasion.
Like all stories of alien invasion, these creatures came in objects no one could recognize, essentially genuine UFOs. Like all stories, the intentions of the aliens were unknown. And like all stories, a war was started between these foreign creatures and humans.
But, unlike most science fiction, Earth was having absolutely no trouble in winning. The armament of the UFOs stood no chance against the modern technology of Earth.
After two years of "pursuing a wild goose," these aliens realized that the only way to win the war would be adapting, and improving on, Earth technology. They asked for help from Captain Jackson Leen, offering him a ruling position over Earth in exchange for aid in designing better war machines. But even on board a cloaked UFO, the meeting was not top secret. Four teenagers/children--Collin, his sister Megan, their friend Jamie and her boyfriend Ryan--out of curosity discovered the UFO and snuck aboard. Hearing what the aliens had planned, they attempted to escape with the information, but were too late--the UFO sped into the atmosphere, leaving the children as unintentional stowaways.
While lightspeed had not yet been discovered, these UFOs were capable of traveling at great speeds, and the children soon found themselves beneath the surface of an unfamiliar planet. They escaped, but had no immediate way to return to Earth.
Exploring the planet, they came across a humanoid species, known as the Tosonians. The leader, Jasilin, heard the story and was very kind to the children, explaining that Tosonians hated the alien beings, known as Ptaloids. (As the guard at the door said, "We know nothing of 'humans', but any enemy of the Ptaloids is a friend of ours.") She described her kind as purely spiritual, taking on human form to adapt to the planet but otherwise without any physical characteristics. Furthermore, she explained that Tosonians can read minds, control the subconcious, and in her case alone, predict the future.
She regretably, however, could not help the children under the circumstances. As Tosonians were spritual beings, most of them could only create spiritual objects, which would be useless to humans. There were two Tosonians who had learned to create physical objects, but they lacked the materials needed to make them. And since the materials needed were in an area forbidden to beings as pure as the Tosonians, it was up to the children to gather them. Jasilin advised that Collin should lead the group, with Ryan as a right-hand man in battle and advice. Megan would, of course, offer sibling support. And since Collin was bound to have difficulties leading the group, Jasilin highly recommended that Jamie be "the friend he needs," warning Ryan not to get jealous as Jamie would only be giving Collin the support he needed.
But Ryan did not heed this warning... (to be continued)
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