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TI-BASIC / Re: Vertical Text Sprites
« on: February 02, 2010, 05:42:52 pm »
It's so fasinating how much you can do with Ti-Basic. Good work
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2791
TI-BASIC / Re: Vertical Text Sprites« on: February 02, 2010, 05:42:52 pm »
It's so fasinating how much you can do with Ti-Basic. Good work
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Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth« on: February 02, 2010, 03:14:59 pm »
That is such great news! Personally, I would prefer a long, well-written story as opposed to less calculator space
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S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: February 02, 2010, 12:16:01 pm »
No new screenshots, because I'm waiting for some better sprite routines from Buckeye. However, I successfully started implementing objects. Right now, when moving the tilemap around, pressing 2nd will select a random building and place it at the top right corner of the map position. I am now currently working on making the building selection user-selectable, which I will probably have a screenshot for since I can use my current sprite routines.
In S.A.D., each player can build up to 5 Operation Centers and up to 45 of any mixture of the other buildings. Speaking of which, here's some information I put on UnitedTi about defensive structures and balance issues...this is very important: Quote In a normal RTS game, defensive buildings can be built next to each other, far away from each other, any positions you desire, and the defense will neither be overpowering nor a waste of money. But if this approach of defensive-buildings next to each other is used in S.A.D. (like it used to be), this causes problems for three reasons: 2794
TI Z80 / Re: Factory« on: February 01, 2010, 10:16:27 pm »
WOW, this is one of the best calc games I've seen. You've done a great job
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S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 29, 2010, 11:36:46 pm »
That's a good question. If you can, let the bitmap be any width/height in multiples of 8 pixels (or 16 if we do 16 x 16 tiles). However, the program should only retrieve the first 256 tiles.
If this is not possible, let's do 32 wide by 8 high for a bitmap. 2796
S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 28, 2010, 12:56:53 pm »
Cooliojazz, here's another thing for the map editor: Not only can height * width not be bigger than 10000, but also width cannot be greater than 255 and height cannot be greater than 255.
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S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010« on: January 28, 2010, 12:54:19 pm »
The system for building construction has been changed dramatically. Each building now has a building time. A Scouter starts a building and lets it construct on its own; this means that a Scouter can start construction of another structure as soon as it starts construction of the first one. (For you Starcraft people, this is like a protoss probe opening up warp gates) An ACC, however, can only construct one building at a time.
For right now, there is now only one restriction on the ACC, in that it cannot repair buildings when an enemy is near. 2798
S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 27, 2010, 04:33:25 pm »Quote Well, I thought that if you didn't need any sprite makers, I might be useful elsewhere, as a beta tester or with anything that could be done on-calc without knowing asm. I'll be on the lookout and keep you in mind. We actually don't need beta testers, but I will eventually be looking for balance testers (aka pre-demo testers) and map designers. 2799
Miscellaneous / Re: Cleverbot!« on: January 27, 2010, 01:58:18 am »
"What's today? Monday, and September 7th"
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Miscellaneous / Re: Cleverbot!« on: January 27, 2010, 12:24:05 am »Quote Like I said, short conversations. Fairly often, it will switch you to chat with a different user (thus the sudden topic changes). No offense meant, but did you consider that maybe it just has no idea what it's talking about? Something to consider is that website has few ads up, I doubt that the website makes enough money to keep people making conversations like that all day 2801
Miscellaneous / Re: Cleverbot!« on: January 27, 2010, 12:12:06 am »
I have to agree with calc84maniac, and disagree. I typed this in:
People say that you're not talking, that it's really the people controlling this website And I got this response: I'm not. But then, I got some really ridiculous answers. For instance, the bot was doing the hokey-pokey, and when I said he was doing it too, he asked "Doing what?" 2802
S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 26, 2010, 07:02:41 pm »Quote I'd like to help Your time will come, ztrumpet, your time will come ![]() 2803
S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 26, 2010, 03:05:32 pm »Quote I'm not very good at drawing large character sprites, so I only did the volcano. Okay, here's the plan. I can put you on tilesets for as long as you want, and then somebody else can take over when you decide you don't want to do them anymore. They need to be isometric, so if you don't want the job, that's fine. But then in that case, I don't have any other sprite jobs available. Let me know what you think 2804
S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 25, 2010, 06:25:51 pm »
Cooliojazz, I've attached the space tiles we used to create the test map. Please feel free to use them to test the map editor.
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S.A.D. (Seek and Destroy) / Re: S.A.D.: Positions available for Computer Programmers« on: January 25, 2010, 12:04:55 am »Quote Well, Hot Dog, thats exactly the info I need, so I start working on this. Great! Thanks again |
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