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Messages - Zera
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301
« on: April 03, 2010, 01:53:32 pm »
I'm considering reformatting my XP system and installing Windows 7. I'm a bit curious about software compatibility, though. Are there any notable incompatabilities I'm going to have? Off the top of my head, I believe that DirectDraw is emulated in Windows 7, so I'm not sure how video game emulators that use DD rendering will function. (if at all)
I'm also worried about installing some of my older games. When I was a Windows 2000 user, it was fairly easy to bypass OS checks by extracting the contents of a setup package and installing the files more directly. I'm not sure if this will work in 7, since the OS directories are much different. I imagine some programs are going to have difficulty merely locating files on the system.
302
« on: April 03, 2010, 01:27:59 pm »
Looks great. I like the changes you made to the readme since I last checked it out. The BG color is definitely more fitting. I'm wondering if this will also be hosted in Omnimaga's downloads section. Might make it easier to find, for those who don't regularly browse the forums.
303
« on: April 02, 2010, 10:11:47 pm »
Mhmm, how long ago was 1.13 released? The last time I tried MTVMG in PSX is late 2008 or early 2009, I think. Basically most sounds were some high pitched acute synths. MTVMG has the exact same problem on the Playstation 3, too, from what I heard. IIRC it's just one hard game to emulate in terms of sound. I use ePSXe for it, with Eternal SPU sound plugin
I think it was later 2009. Not totally sure. It's probably because pSX has trouble emulating XA audio accurately. Games that use different audio structures won't have these kinds of problems. I know in some games, the audio will just drop-out entirely. By the way, what is the BlackBox thing Zera is trying? It's a shell replacement. You can find it here.
304
« on: April 02, 2010, 08:20:15 pm »
nice
And I wish that emulator to the bottom right emulated MTV Music Generator (Music 2000 in Europe/Oceania) sound properly
Oh, pSX? I noticed it has some issues with sound emulation. A lot of them were fixed in v1.13, but I'm not sure if any of these fixes affected its compatibility with MTV Music Generator.
305
« on: April 02, 2010, 05:57:52 pm »
Suffice it to say, I never get bored with my computer.
306
« on: April 02, 2010, 02:38:41 pm »
Decided to give BlackBox a try. The configuration seemed a bit quirky at first, but after I opened up the text files and learned how to adjust the parameters, I'm really starting to like it.
307
« on: April 02, 2010, 02:15:22 pm »
There are no girls on the Internet. This should be a universally understood law by now.
308
« on: April 02, 2010, 02:13:54 pm »
If anyone does decide to pick-up on the code and wants to implement some sort of A.I., they can contact me for the details we've hashed-out so far. I had a few ideas, but I'm really not sure if any of them would be too feasible. Either way, it's cool to have a strictly two-player version, at the least.
309
« on: April 01, 2010, 05:04:14 pm »
I thought I would throw together an experimental title logo using the NSpire specs, just for the hell of it... I'm not used to designing anything so... robust. (as compared to z80 calculators )
310
« on: April 01, 2010, 11:48:36 am »
You know, I almost feel bad now. This was intended as an elaborate April Fool's prank. No one seems to have caught-on. I downcoded some materials and mock-ups from a non-TI project and used them as a basis for the screenshot. I didn't actually think the NSpire would even be capable of handling the game, much less would I have access to the design resources necessary to produce all the assets myself. I would likely have to assemble a team of people to work on graphics, coding, music, etc. in their own departments, and production of such a game would literally take years to develop - assuming enough technical detail was even available for anyone to produce a full-fleged game for the NSpire to begin with.
311
« on: April 01, 2010, 02:22:13 am »
The events of Mâyâ center around one particular individual: Vardøger Valle Haugen - a relatively unknown engineer of the Delmire Fiefdom's military branch. The prime of his career resulted with The Duke's Syndicate, when he participated in the "Thorvald" project: A weapon of mass-destruction conceived by Vardøger himself, and co-developed by Delmire's military intelligence. The weapon was intended to indemnify the safety and stability of The Duke's Syndicate, in light of wavering political tensions after Delmire's feudal take-over; however, the duke's madness became apparent when the weapon was deployed in an act of conquest. On the fateful day of Thorvald's launch, all of Mâyâ perished in the name of Delmire's supremacy... Bound to an emotional purgatory fashioned from his actions, Vardøger finds himself within a spiritual re-enactment of Mâyâ's history, leading up to its destruction; however, he is now faced with a duality of himself: An antagonist born of his own willful intention to create the Thorvald, and aid the duke in his conquest. Vardøger's duality speaks of a force known only as the "Abyss," which appeared beyond the stars as Mâyâ fell to its own corruption. The Abyss was willed into existence by the collective anguish of a dying world longing for release. It exists only to nullify the remains of all once-living things - their spiritual and emotional states. Unless Vardøger can seek redemption for his actions, all that remains of Mâyâ's past will collapse in on itself and cease to find absolution. The player must guide Vardøger and his resistance faction against the fictional Duke's Syndicate as they attempt to terminate the Thorvald's launch, and spare the world from repeating a vicious cycle of destruction. Each chapter takes places across different lifetimes within the purgatory, as the characters invariably fail to prevent Mâyâ's fall. The Abyss continues to draw closer as Mâyâ only echoes its suffering with each cycle of history, and Vardøger slowly comes closer to the answers that may liberate the souls of man from their own self-destruction... The World of Mâyâ
312
« on: April 01, 2010, 12:00:13 am »
(fewer stupid grammar rules)
... b-but, I love all my grammar rules. :'(
313
« on: March 31, 2010, 11:57:44 pm »
It shouldn't be a problem to include the images in the HTML, since I assume the whole package is going to be archived together. The filesize won't be anything to gawk at. Honestly - I think any HDD can spare 200 KB or so. I would mostly worry about the hosting going down at some point. If people are downloading the game a couple of years from now and they can't pull-up any images from the serve, then it would kind of suck for them. I'm not really opposed to the idea, though. Whatever you think is best.
314
« on: March 31, 2010, 04:41:44 pm »
We also have a readme that will detail the game's rules, along with illustrations. (since I doubt many people are familiar with the game) It's completed, so I'm not sure which version he'll include that in.
315
« on: March 31, 2010, 02:28:49 pm »
These are kind of large for signature images. Generally, the guidelines I've seen on various forums are:
- 468x60 (full-banner) - 234x60 (half-banner) - 200x40 (Japanese banner) - 120x90 (large button) - 120x60 (medium button) - 88x31 (small button)
Incidentally, these are also standard of banner ads founds in webpages. They're fairly good guidelines, since they're not too instrusive or large, and they allow for good filesizes with standard compression.
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