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Messages - Ranman

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736
TI 68K / Day5 revived
« on: October 06, 2006, 01:48:00 am »
QuoteBegin-Alex+5 Oct, 2006, 21:26-->
QUOTE (Alex @ 5 Oct, 2006, 21:26)
I have a new animated screenshot. I gained a little speed increase by lowering the height of the road and increasing its perspective (less physical lines to draw).

I kinda like the road at the higher height. It provides more reaction time because you can see what is ahead much easier.

A good compromise between speed and viewable road might be to start drawing the road at y=50. Could your road line drawing routines be optimized any further to gain speed?

I hope you don't mind my suggestion. This is an awesome looking game either way.

737
Pokémon Purple / PokePurple, progress
« on: October 05, 2006, 01:22:00 am »
Boy, do I understand when you say it is time consuming. ;)wink.gif

Keep up the good work tifreak!

738
TI 68K / Day5 revived
« on: October 05, 2006, 01:09:00 am »
I actually prefer this method over Mode7 -- especially on a calculator. It looks soooo nice!  :bow:worship.gif

Keep up the good work Alex.

739
TI 68K / Day5 revived
« on: October 04, 2006, 09:27:00 am »
Simply amazing! :king:king2.gif

740
TI Z80 / Battlemasters General Discussion Thread
« on: October 01, 2006, 07:40:00 am »
QuoteBegin-xlibman+1 Oct, 2006, 13:34-->
QUOTE (xlibman @ 1 Oct, 2006, 13:34)
moved from staff projects: dead

Has Spellshaper confirmed that BM is dead? :???:confus.gif

He has worked so hard on it. I would be surprised if it was dead. o.oblink.gif

741
Art / Very useful looking tool
« on: September 27, 2006, 01:50:00 am »
That is pretty neat looking.  B)cool.gif

742
TI 68K / Ultima V: General Discussion
« on: September 26, 2006, 02:34:00 pm »

 THE POST 9653894
QuoteBegin-Ranman+26 Sep, 2006, 11:33
-->
QUOTE (Ranman @ 26 Sep, 2006, 11:33)
QuoteBegin-xlibman+26 Sep, 2006, 11:17-->
QUOTE (xlibman @ 26 Sep, 2006, 11:17)
very true, btw how huge is one save file? o.oblink.gif

Probably around 4Kb.

Ooops... I made a mistake. :oops:embarassed.gif

Ranman hits himself

It will actually be closer to 2Kb uncompressed. So, it may compress down to 1Kb. :)smile.gif


743
TI 68K / Ultima V: General Discussion
« on: September 26, 2006, 05:33:00 am »

 THE POST 9639954
QuoteBegin-xlibman+26 Sep, 2006, 11:17
-->
QUOTE (xlibman @ 26 Sep, 2006, 11:17)
very true, btw how huge is one save file? o.oblink.gif

 Probably around 4Kb.  


744
TI 68K / Ultima V: General Discussion
« on: September 26, 2006, 01:27:00 am »

 THE POST 9635665
Ultima V has a very deep and interesting story... I know you guys will love it! Especially if you like great stories. :)smile.gif

For me, the graphics are great. Remember that this game is approaching 18 years old -- and this was groundbreaking graphics back then. :Ptongue.gif

Spengo is right; today's RPGs place more focus (with some exceptions) around the "eye candy" or graphics. Ultima V does not compare with today's graphics, but its other details make up for that short coming. ;)wink.gif


745
TI Z80 / Progress?
« on: September 25, 2006, 01:39:00 pm »
This is lookin' sweet!

Nice job Katmaster! Great use of xLib! :thumbup:google.gif

xLib is an amazing application! I hope it keeps gaining in popularity.

746
TI 68K / Ultima V: General Discussion
« on: September 25, 2006, 10:09:00 am »

 THE POST 9619269
QuoteBegin-Alex+25 Sep, 2006, 15:17
-->
QUOTE (Alex @ 25 Sep, 2006, 15:17)
How do you go about saving all these details, Ranman? Is it a giant structure you write to a file?

- Alex  

 Basically you are right.

Each NPC has a "Met" flag and a "Dead" flag.

There are 32 towns and each town has a maximum of 32 NPCs. Each bit of a 4 byte integer acts like a flag to indicate the applicable status.

So, I have 2 arrays like this:

c1
-->
CODE
ec1unsigned long integer npcMetFlag[32];
unsigned long integer npcDeadFlag[32];c2
ec2

and these 2 arrays hold all of the info I need. :)smile.gif But it does require some memory... each array require 128 bytes. Not too bad.



747
TI 68K / Ultima V: General Discussion
« on: September 25, 2006, 02:24:00 am »

 THE POST 9609273
I finished the remaining tile interactions:

- walking through the desert areas
- wind effects on ocean going vessels


And, I implemented the following NPC dialogue details this weekend:

1.  Receiving items (such as food, keys, weapons, etc) from NPCs when asked. :)smile.gif
2.  Some NPCs will join your party when asked. B)cool.gif
3.  Some NPCs will not divulge all information unless your "Virtue" is high enough. :huh:huh.gif
4.  NPCs remember if they have talked with you previously. Some NPCs will not divulge critical information until the 2nd time you talk with them. :oohmy.gif
5.  When you kill a NPC, they are dead for the remainder of the game. So, don't go on a rampage and kill'em, they may have critical information to complete the game. ;)wink.gif
6.  If you piss-off a NPC, they may call for the guards. The guards will chase you down and throw you in prison. :Dbiggrin.gif


Yeah baby... this getting to be so much fun! So many details. :Dbiggrin.gif


Ultima V progress = 84.1%
Game engine = 56.8Kb  


748
Gaming Discussion / Nintendo Wii
« on: September 25, 2006, 02:20:00 am »
Nah...

I am happy with my http://www.intellivisionlives.com/. ;)wink.gif

749
TI 68K / StarCraft 68k: Reborn
« on: September 24, 2006, 09:50:00 am »
QuoteBegin-Liazon+24 Sep, 2006, 14:26-->
QUOTE (Liazon @ 24 Sep, 2006, 14:26)
has anyone calculated how many bytes these sprites take up?

If every sprite were used (according to http://homepage.mac.com/gs_mjrob/PhotoAlbum11.html), then I would estimate somewhere around 175Kb (uncompressed). o.oblink.gif

Which is not too bad for the TI-89Ti or Voyage 200. But this would be a significant memory hit for the standard 89 and 92+. Then again, most 68K calc people may already own a Titanium.  

750
TI 68K / StarCraft 68k: Reborn
« on: September 24, 2006, 09:01:00 am »
Looking at the angles again...

Are the game tiles in the shape of a hexagon?

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