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Messages - Spellshaper
Pages: 1 ... 117 118 [119] 120 121 ... 123
1771
« on: October 24, 2005, 03:41:00 am »
QuoteBegin-Kevin+24 October 2005, 14:15 --> QUOTE (Kevin @ 24 October 2005, 14:15) | i havent tried it yet, hopefully its faster, I am wondering if it delete the temporary program though or if you need to do it manually |
I tested it: 1. It is way faster... 2. It requires more syntax, because the author implemented two ways of file acessing: for users and for programmers (I use both in my project, btw... ^^) In general, you first call Asm(prgmRESOURCE with the syntax to copy a prgm into RAM, then execute prgmTEMP (is automatically created by Resource and contains a link to the latest program copied), after execution, u use the syntax for deleting the latest made prgm (prgmTEMP is updated to the next newest prgm made)... easy deasy... 3. The temporary programs are NOT deleted automatically, but u can use a simple input to delete the latest program made by Resource... (I found that quite useful... u can execute the same program twice without having to copy it twice like with Flash Gordon... RESOURCE downloadI wrote a "fixed" syntax explanation for it... (Kevin, review my post there so others don
1772
« on: October 24, 2005, 03:21:00 am »
just crazy... *congrats* :paf:
1773
« on: October 24, 2005, 03:16:00 am »
QuoteBegin-mdjenkins86+24 October 2005, 1:47--> QUOTE (mdjenkins86 @ 24 October 2005, 1:47) | I really like the idea of adjustable enimy LVs...I might just use this idea myself. |
necessary... I want to keep the battles interesting... and I don
1774
« on: October 22, 2005, 02:19:00 am »
I got stuck... I
1775
« on: October 21, 2005, 07:38:00 am »
ok, in Asm you don
1776
« on: October 21, 2005, 07:29:00 am »
I
1777
« on: October 21, 2005, 07:12:00 am »
innovative and interesting battle system? %) here, what I thought of for my RPG: QuoteBegin-spellshaper+--> QUOTE (spellshaper) | Well, what my Battle system is (supposed) gonna work like: basicely it works like the battle system of Grandia2 (great computer RPG, inspired me a lot!), what means that it will be semirealtime.
action bar | \/
__________________|_____________| -----wait bar--------readyness bar--
the action bar will be segmented into 2 parts. the first and bigger part is the wait bar. it slowly fills according on hoe u distribute ur attribute points. When the wait bar is full, u choose your action (attacks, magics, move, items). After you have chosen your action, the second bar (readyness bar) begins to fill up. The speed with which the readyness bar is filled up is not dependable from ur stats, but from the chosen action and the level of the action. normally, the mightier the chosen action, the longer u have to ready yourself to do it (example: chanting time for spells). When the readyness bar is full, the chosen actin takes place. Besides damage, normal attacks also stop the progress of the enemy
1778
« on: October 21, 2005, 06:38:00 am »
whatever the case, I
1779
« on: October 21, 2005, 06:31:00 am »
1780
« on: October 20, 2005, 08:57:00 am »
I use 1.18... via rom8x dumped, then OSupgrade 1.18 added through TILem... should be the stablest version...
1781
« on: October 19, 2005, 05:34:00 am »
does he? *waitsforRanmansanswer*
1782
« on: October 19, 2005, 03:44:00 am »
could you remake that prgm in ASM for the TI83+/TI84+ series? %)
1783
« on: October 18, 2005, 08:33:00 am »
what would also help are tips on how to make realistic-looking sprites in 8x8 ...
1784
« on: October 18, 2005, 08:14:00 am »
I actually forgot to include CODEX in my first release... :oops: fixed...
1785
« on: October 18, 2005, 07:47:00 am »
U could say something like "Wow, I
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