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Messages - Zera

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586
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 16, 2007, 05:34:00 pm »

 THE POST 13568936
I think anyone looking forward to a deeply involving story will be disappointed. It's your run-of-the-mill fantasy RPG. :)smile.gif


587
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 16, 2007, 04:32:00 pm »

 THE POST 13568877
Nice, Liazon. :)smile.gif


588
Miscellaneous / Sort of Back, Not really though
« on: December 15, 2007, 04:18:00 pm »
No problem. We just figured the holidays were catching up with you. ;)wink.gif

Good luck getting your system setup, though!

589
TI 68K / Ultima V: General Discussion
« on: December 14, 2007, 06:15:00 am »

 THE POST 13565691
QuoteBegin-DJ Omnimaga+13 Dec, 2007, 23:12
-->
QUOTE (DJ Omnimaga @ 13 Dec, 2007, 23:12)
Yeah Ranman should port the entire serie O_Oshocked2.gif

j/k I know how much work this must be x.x  

 Funny you should mention that. I started a project a while back based on Ultima III, but nothing like what Ranman is doing. The idea was a full revision of the game, to bring it more in line with console fantasy role-playing. (like Dragon Quest) I've considered trying to work something out on a TI platform, depending on how my current projects go. More or less, it would be a recreation of the NES version by FCI.

I'm not sure what Ranman would think of the idea, though. I suspect he likes Ultima just the way it is, and would probably raise an eyebrow at the thought of me trying to "Japan it up" a bit. :Ptongue.gif


590
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 13, 2007, 03:50:00 pm »

 THE POST 13565006
This is probably why I haven't messed with programming very much. I don't know why I have such a difficult time trying to understand these concepts. I'll just have faith that it works.  


591
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 13, 2007, 12:07:00 pm »

 THE POST 13564618
SVN question: How do I remove a file from the trunk? I choose "delete" from the context menu, but it actually deleted the file from my computer. When I restored it, it just put a big red X over the file icon, and refuses to update the SVN when I try to commit. -_-  


592
Miscellaneous / "nerds"
« on: December 12, 2007, 05:31:00 pm »
QuoteBegin-art_of_camelot+12 Dec, 2007, 23:28-->
QUOTE (art_of_camelot @ 12 Dec, 2007, 23:28)
@gredel; The colourful candy? O_Oshocked2.gif

 No. :)smile.gif

593
Miscellaneous / "nerds"
« on: December 12, 2007, 05:20:00 pm »
Mmm... nerds.

594
Introduce Yourself! / Gritins, Eh?
« on: December 12, 2007, 01:22:00 pm »
Hi. :)smile.gif

*waits for the peanut-chucking welcome committee to arrive*

595
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 11, 2007, 12:15:00 pm »

 THE POST 13561337
Can you give me a visual example of what a sprite with mask would look like, as well as what you mean by keeping them seperate?

I'm really not sure how this works any differently from assigning a color value. Even when you create a mask layer, you're telling the system that black values = transparent values, right?

This post has been edited by grendel on 11 Dec, 2007, 18:17


596
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 11, 2007, 11:38:00 am »

 THE POST 13561273
Uh, huh? o.oblink.gif

This is what I'm talking about:

user posted image

This post has been edited by grendel on 11 Dec, 2007, 17:50


597
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 11, 2007, 10:31:00 am »

 THE POST 13561171
I understand what masking is and how it works, but I don't understand the speed / efficiency differences between masking, and NORMAL transparency methods. (what I just said in my above post) I don't really understand why simply telling the system that X color value = null / transparent value would be difficult.  


598
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 11, 2007, 09:44:00 am »

 THE POST 13561126
Okay, I'm not sure I understand. I'm more oriented toward how actual video games usually handle these routines -- that is, they simply assign a normal palette value as transparent, sort of like you would in a GIF image. I've never heard of masking until I got into TI development.

So it would be more efficient NOT to mask, right?  


599
News / 2007 G.O.T.C.U.E. poll opens
« on: December 10, 2007, 05:59:00 pm »
QuoteBegin-DJ Omnimaga+10 Dec, 2007, 23:31-->
QUOTE (DJ Omnimaga @ 10 Dec, 2007, 23:31)
Grendel the avatars are resized to under 128 px (proportionally) when they're bigger. It is nothing compared to Randomist's avatars and signatures tho (about 4 MB total)  

user posted image

600
News / 2007 G.O.T.C.U.E. poll opens
« on: December 10, 2007, 05:31:00 pm »
It shrinks the display down, but when you view the properties, the image is actually huge. I think the forum code still loads the full image, but makes it appear smaller than it actually is. Hence, why it's boggling my browser down every time I open this thread. :Ptongue.gif

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