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Messages - Ranman
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286
« on: November 10, 2010, 01:55:28 pm »
Hang in there DJ. I believe I can speak for everyone here when I say that we appreciate all of your encouraging support and comments.
Jumpman progress may decrease significantly next week as I may be finally returning back to work after my surgery.
287
« on: November 10, 2010, 01:16:47 am »
I second both ideas. A level editor could be fun too. Definitely a level editor. It sucks putting these levels together manually.
288
« on: November 09, 2010, 07:52:08 pm »
It's beautiful ztrumpet!
289
« on: November 09, 2010, 06:04:41 pm »
I've been a member of Omnimaga for over 5 years now. I have seen the things that SirCmpwn is talking about from time to time -- although not specific to Cemetech.
I think Omnimaga is a great place for "noobs' to learn and get to know the community. I would not consider myself a noob. In fact, I'm probably too old to be a member here... but I still am... and I enjoy it!
290
« on: November 09, 2010, 05:19:16 pm »
Ah right I see why it looked so hard. You should maybe include this version of the level as bonus level, though, for challenge purposes.
That is actually a GREAT idea! And to add to that...after completing all 30 (or so) levels, I could give the option of replaying all levels again with more bullets, zig-zag bullets, hailstones, and jumping blocks to every level. Basically, increasing the overall difficulty of every level.
291
« on: November 09, 2010, 05:11:35 pm »
This game is nearing completion. It looks very professional with interesting levels! Great job ztrumpet!
292
« on: November 09, 2010, 02:10:41 pm »
Lookin' great Aichi.
Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V)?
The virtual camera and the characters position changes. The character that you can see on the screenie is one of much characters that you control at the same time, so you cant control a character with the arrow keys, but you control a cursor with it. You can move the coursor around the map and point on characters to do something with this character. Do you know Fire Emblem? You find a gameplay video in my signature.
Wow! Very nice and very interesting. Keep us updated on progress.
293
« on: November 09, 2010, 02:01:16 pm »
lost the battle engine main program in a bad crash today....
fortunately I have a day old backup, and I didn't lose all the progress today since a lot of it are in external subprograms.
The battle engine (once I recode what I finished today) will be 1600 bytes lighter
Glad to hear you only lost a day's worth of work and not more. And nice size optimization I must say.
294
« on: November 09, 2010, 01:55:59 pm »
This game looks like it's getting to be quite difficult to play. I don't think I could dodge that many hailstones
Looking great, though!
Thanks willrandship and everyone else. In the end, this level will actually only have 4 hailstones to worry about. I added the zig-zag bullets and jumping blocks in order to get one screenie with all of the remaining bullet type objects in action. I'm working on enemies now.
295
« on: November 09, 2010, 12:13:11 am »
Kudos to Kerm and Cemetech!
296
« on: November 08, 2010, 06:19:04 pm »
This is lookin' sweet! B)
297
« on: November 08, 2010, 04:27:55 pm »
This is awesome ExtendeD! Source code level debugging is awesome!
298
« on: November 08, 2010, 04:25:21 pm »
That is a crazy price for both the 83+ and the 84+. Both of those should be at least $20 cheaper. But that's what happens when you control the graphing calculator industry. Go Casio Prizm!
299
« on: November 08, 2010, 02:40:00 pm »
Lookin' great Aichi. Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V)?
300
« on: November 08, 2010, 01:09:58 pm »
Here is a screenshot showing hailstones, jumping blocks, and zig-zag bullets in action: I love the hailstones!
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