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Messages - Raylin

Pages: 1 [2] 3 4 ... 98
16
Axe / Re: Animations in Axe
« on: June 10, 2011, 07:13:28 pm »
I'm talking particle effects and the like.
Like the REALLY complex stuff.

17
Axe / Animations in Axe
« on: June 10, 2011, 07:10:41 pm »
Someone gimme me a quick explanation of how to do animations in Axe?
Is there a lot of math involved or do you hard code the animation?

Teach me the ways.

18
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: June 09, 2011, 11:41:33 pm »
If you start the sprites, I can do the touch ups and make it purty.

19
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: June 09, 2011, 02:53:55 pm »
Name: Raylin
Class: Assasin
Personality: Shy, reserved, quiet. Fun-loving to the party. Speaks with distinction.
Death Quote: "Sorry, guys. I failed you all..."
Stats:

(All of these are in percentages. Please find out what the default male assassin stats are, apply these numbers to those stats and round up.)

HP: 105%
STR: 125%
SKL: 125%
SPD: 95%
DEF: 150%
RES: 65%
LCK: 100%

Growth rate for all stats: 125% of normal growth rate.

CON: Big and tall.

Physical apperance: Short brown hair. Black eyes. Wardrobe is black and blue. Tan skin. Hairline scar on cheek bone.
Physical Appearance This is for when I repalette your relevant class sprite. We're talking hair and eye color, wardrobe color, skin tone, et cetera.

Pictures on the way.

20
ROM Hacking and Console Homebrew / Re: Omni Emblem
« on: June 09, 2011, 02:13:17 pm »
HOLY HELL.

That's excellent!

Wish I could be in there.

21
Miscellaneous / Re: Dreams
« on: June 09, 2011, 07:19:16 am »
DEAR CHRIST, MAN.
I need them tips on lucid dreaming.

Teach me the ways! o_o

I did a bit of experimenting with binaural beats when I was young. I never felt them work for me though...

22
TI Z80 / Re: My explosive contest entry
« on: May 17, 2011, 10:53:51 am »
Suddenly, Raylin was a sad Raylin.
Happy for Builderboy, though.

23
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: May 06, 2011, 01:51:46 pm »
BUMP and/or necrobump.

Seemed interesting to bring back up.

24
Miscellaneous / Re: Random YouTube Videos
« on: May 04, 2011, 02:30:28 pm »
<-- Sick opening. Hate the fanservice.
<-- DEM BEATS. :D
<-- Mm, girl. Good song.

25
News / Re: Being a Diplomat
« on: May 04, 2011, 07:05:50 am »
Finally, I have peace of mind.
Hot_Dog++

26
Miscellaneous / Phantom Sanctuary - Sins of the Savior
« on: April 25, 2011, 02:21:57 am »
Saturday is a day fast approaching.
Saturday is the day when Phantom Sanctuary will be finished.

That is all.

27
The Axe Parser Project / Re: Question
« on: April 21, 2011, 05:03:29 pm »
Can you elaborate on that?

How do you NOT use pixel by pixel detection in Axe?
Isn't that how smooth collisions and stuff work?

28
Art / Re: n+
« on: April 19, 2011, 04:47:18 pm »
Sorry.
There was a little bit of a mix-up.

I remember that I redrew those sprites from Kerm's game (found here).
He's still working on it, so CAN'T LET YOU DO THAT FOX... I mean, it would be wrong to let those sprites go through.

You can tell he's got a lot of stuff already done.

I've removed my stuff.

29
Art / Re: n+
« on: April 19, 2011, 04:40:22 pm »
Yeah, I'd think so. :P

30
The Axe Parser Project / Question
« on: April 18, 2011, 05:27:56 pm »
How do you distinguish between different tiles on the ground in Axe, based on pixel-by-pixel collision?

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