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Messages - Hot_Dog
Pages: 1 ... 34 35 [36] 37 38 ... 194
526
« on: September 11, 2011, 08:13:30 pm »
I'm serious about the catgirl launcher. My Idea: Single Use Weapon. Basically, you use it, and then you have to find another one because it only comes with one shot and there's no ammo for it lying around. Oh, and the catgirl bamfs outta there once she's done. It could be a cheat code!
You know, that would be awesome! No promises, though, mostly because of having to ASM-code it 0_0
527
« on: September 11, 2011, 07:29:53 pm »
The originial Gemini didn't work on my calc, some memory problem, and does that mean that Elimination won't work either?
Can you elaborate? For instance, the calculator you were using?
528
« on: September 11, 2011, 07:16:53 pm »
(Trumpet Fanfare)
I'm pretty much at the point in the game where all I need to do is design the many textures, levels and cutscenes needed to make Elimination a FPS that everyone will want to play. So from this point, screenshots will consist of random recordings of random levels to show that the game is progressing. I'm working on the third level, so I think I'll plan on posting a screenshot of some of the gameplay.
Since I've felt guilty of people helping me only to have a project canceled, I've made sure that I will be able to finish this game without any help. HOWEVER, if you're "bored" and want something to work on, you're welcome to help me with designing levels or textures, or to test levels to see if they're too easy or too hard. I will credit you, of course, and I'll give you the tools and instructions you need.
529
« on: September 11, 2011, 02:56:30 pm »
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding
If it's really complicated for them, it's really complicated for me I'm doing what I can to keep ASM coding to a minimum.
Just don't make a cheat one key, that's too easy
If I have cheats, I'll probably do an input system, like entering a string.
530
« on: September 11, 2011, 12:53:12 am »
Will there be rockets? Can there be catgirls?
Lol, I have no idea where the catgirls came in I'm not planning on rockets--though I considered them for a while. The reason there won't be a rocket launcher is I'm trying to give each weapon a unique purpose, with its strengths and weaknesses. (Even the handgun is necessary from time to time) All weapons in the game have long range, so the only characteristics for a rocket launcher that would be left would be area of affect, massive damage and self-damage. The shotgun has massive damage, and the annihilator has area of affect and self damage.
531
« on: September 10, 2011, 10:23:02 pm »
right, right, just a thought
And I certainly hope you won't stop providing suggestions
532
« on: September 10, 2011, 05:16:04 pm »
If you do cheat codes, make it something like, you press three buttons at the some time while shooting and running forward, and it takes you to a screen where you input a long string of characters, and then you have five seconds to hit ten keys, in order, or something really complicated. Those kind are always more rewarding
If it's really complicated for them, it's really complicated for me I'm doing what I can to keep ASM coding to a minimum.
533
« on: September 10, 2011, 11:01:24 am »
^ actually quits to the main menu. It crashed the game beforehand because I hadn't fixed the bug that causes game-quitting to crash.
Anyways, I might do cheat codes, which would be a fun idea.
534
« on: September 09, 2011, 10:46:55 pm »
$8000 is also free to use as long as you don't archive/unarchive anything, just be sure to call bcall(_fillBasePageTable) when you are done.
Why do you need the bcall routine afterwards?
535
« on: September 09, 2011, 06:36:35 pm »
No screenshots this time, but I fixed the bugs that occur when entering or exiting the game. I also replaced the gemini menu with an Elimination menu, as well as adding an option to turn the storyline on or off. (Some people may prefer to avoid cutscenes and such) Next thing I'll add is secrets, so I'll have a screenshot then
536
« on: September 07, 2011, 03:09:17 pm »
I created this .bat file to help me compress graphics using pucrunch.
spasm FactoryEscapeGraphics.z80 FactoryEscapeGraphics.bin pucrunch -d -c0 FactoryEscapeGraphics.bin FactoryEscapeGraphics.aaa bintohex FactoryEscapeGraphics.aaa a.asm
What do I need to do to replace FactoryEscapeGraphics with a name of my choosing (by inputting the name into command prompt)?
537
« on: September 06, 2011, 11:26:11 pm »
I enjoy this episode of Aladdin, mostly because I like the scenes with Genie's anger
538
« on: September 06, 2011, 11:22:36 pm »
3. This is a request for conceptual help, and perhaps coding assistance. The issue with my maps is size. I was going to have an extraction system where I create an appvar with all the map data, then archive the appvar, then extract only the needed map to RAM. The issue is this...during extraction, I will not have enough RAM to copy all the map data to the appvar. The map data is too big. Do I have any other options? I was thinking about creating a group or making several appvars.
I can give you code/information for pucrunch if you'd like. It's a mighty fine compression utility that I'm using for my current project. You can archive your compressed levels and then decompress to RAM. Btw, credit for this would go to Runer112 and especially Iambian.
539
« on: September 06, 2011, 07:16:29 pm »
Monopoly is perfect for the Lua language, as long as you don't try to do cutscenes like the Westwood Monopoly does
540
« on: September 06, 2011, 04:02:47 pm »
why does it crash when I press [^] ?
I don't know. I never knew that that particular key did something in the original game.
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