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Messages - chattahippie

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256
TI Z80 / Re: community-driven RPG
« on: August 12, 2011, 11:06:33 pm »
I like these... good job!
I haven't started making any tiles yet, but i have a feeling that dionysus's are waaaaay better than mine would be.
If there is anything that needs to be done, I can try to do it, but no guarantees about it actually working :P

(I prefer BASIC over Axe, but this is a great place to learn to use it better ;D)

257
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 11:18:43 pm »
Ok, I'll see if I can upload some basic sprites Friday

258
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 11:00:07 pm »
Nice story.  If there are any sprites, just tell me, and I'll try to get the sprites and  hex values uploaded as soon as I can

259
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 10:21:13 pm »
i like that alot so im game for moving on. and it its a map based rpg we could to preanimated cutscenes easily enough but not movie types

Yeah, I mean they aren't necessary, but a map based cutscene would be cool, as it could use the user-defined character.  For the characters, maybe presets are a wizard boy, a robot girl, and a magical robot (steampunk, of course)

260
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 10:13:40 pm »
chattahippie im just throwing out points and ideas atm :P were still in "planning" mode we may not have magical animatoins at all who knows

and that sounds like a sweet setup shmibs!

hehe, just realized how terribly I worded that.  By animations I meant cutscenes, such as a cabin boy/girl peering out of a broken ship into a unknown island kinda thing

Sorry for the confusion :P
I tend to do that a lot

261
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 10:02:30 pm »
Are you going to include animations? Memory expensive, but cool.

Yay 100th post!   :w00t:

262
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:54:15 pm »
/\ok, cool =D

here are a few genre possibilities:
steampunk (includes automatons, airships, characters with fancy 19th century clothes, etc)
classic rpc (dungeons, dragons, and all that)
cyberpunk (cyborgs, evil government organisations, credits rather than cash, various inventions, ai's, etc)
space exploration (not much to say here :P)
flagship era (small islands in the caribbean, trading with natives, pirates and treasures, etcetera)
mashup (magic and robotics, space pirates, etcetera)

do any of these sound good? do you guys have a better suggestion?

Speampunk might make an interesting b/w rpg :P

263
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:45:45 pm »
ooh, that's cool/\
should we have pre-drawn sprites that the player can choose from, allow him to draw and use his own, or both?
i really like the idea of a game that is designed as you go, and, with a low resolution, it would be a lot easier than with something like Drawn to Life. allowing the player to much creative power takes away from the plot, though, so i think designing the main character (or characters) would be enough. it could work a little like this:
when a new character is introduced, the player is presented with a page that describes that character's character (hehe) and the player is then allowed to choose his/her name and design his/her sprite, with a few default sprites included for the lazy or those who need a base to start from.

Yeah, something like that.
I like the idea of a few preset ones though, good idea.

264
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:36:38 pm »
The plot should have as many random turns as possible (;D), and the character should be self made, ie design your own (like Dot Game Heroes)

265
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 09:22:22 pm »
I think scrolling would help, but it might not have to be smoothscrolling. Scrolling by 2 or 4 pixels would probably work fine, and be a bit faster.
Also, if we're going to scroll, perhaps it would be good to have the player in the center of the screen, because then we would have one less set of coordinates to mess with and if the player went to the edge and it scrolled, and then ended up in an enemy... I just think if we didn't stick the player in the center of the screen, we could have some collision nightmares. But that's just my two cents.

And just have slightly larger maps with like mountains, right? (to avoid random ram graphics)

266
Other Calculators / Re: Just bought a TI-Nspire CX CAS, came with 3.0.2
« on: August 11, 2011, 09:17:06 pm »
I will.
Also, I'm not really a programmer. I just want to learn how to run games at the moment.

That used to be me, but then I became interested in the process of making games and other programs. ;D

267
Other Calculators / Re: Just bought a TI-Nspire CX CAS, came with 3.0.2
« on: August 11, 2011, 09:09:07 pm »
Lineofdeath2, you should go introduce yourself!

268
Other Calculators / Re: Just bought a TI-Nspire CX CAS, came with 3.0.2
« on: August 11, 2011, 08:55:28 pm »
How do I do that?
I have no idea how to do any of this, and google isn't bring up many good results.

He's saying that you can't yet, but you will be able to once the new version of Ndless is released

269
Other Calculators / Re: Just bought a TI-Nspire CX CAS, came with 3.0.2
« on: August 11, 2011, 08:53:15 pm »
I'm not understanding.
Will Ndless 3.0 work on 3.0.2?

And, what exactly does Ndless do?

It allows you to program in languages other than the standard BASIC (and Lua?).

I think it lets you use Asm and C+

Edit: ninj'd

270
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 08:51:34 pm »
ooh, that sounds fantastic. i am a fan. would we need smoothscrolling for it to work, though? battles may feel a bit cramped on 96*64, particularly with large bosses.

There is a tutorial for that in Axe, you can adjust/ add to that, and it works well, but is a bit slow because it draws the map window every frame.  It should work fine

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