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Messages - chickendude
Pages: 1 ... 9 10 [11] 12 13 ... 55
151
« on: November 03, 2014, 08:22:20 pm »
WabbitEmu has problems running it? It runs just fine on TilEm2. Btw, a couple things i've noticed: -Sometimes it's not possible to cancel, for example if you select magic you can't go back, you have to use a magic spell, or when buying something from the shop you can't cancel a purchase, you have to put it in a bottle. -Pressing 2nd during a battle refreshes the screen. -I also wonder if it'd be worthwhile requesting confirmation when filling a bottle that isn't empty. I just erased one of my elixirs with water EDIT: And yeah, i think a French version would be nice, too. There's a pretty large French TI community and while most of the French(-speaking) members here speak English really well, i don't think that that's the case with all French(-speaking) people who use the 83+ series.
152
« on: November 03, 2014, 07:58:24 pm »
Ah ok. Also, when picking up the Opus swim suit, Opus says something like "I'll give you my swim suit so you will be able to swim in less deeper water." That might be how it was in the original, but what about changing "less deeper" to "shallow"? I'm not sure if you wanted to keep the original dialogs even if they had some minor mistakes.
153
« on: November 03, 2014, 07:15:31 pm »
Wow this game is really great, i really like the cutscenes and all the little things like throwing the dog's bone! Btw, what exactly is this: At first i thought they were maybe stairs, but now it looks like a house roof that got crushed by a table and chair on the left. The next screen looks similar: Is that how it's supposed to look? EDIT: And is this right? EDIT2: oops, just saw DJ's post. Walking left at the other screen sends you to the main entrance of the tower/Golem cave thing. Should this be "Ginseng"? Ah, looking at DJ's next post i see that it was "Gigseng" in the original version, too.
154
« on: November 03, 2014, 07:09:49 pm »
It sounds really cool, i'd like to see some screenshots of the game in action. I wish i had a fx-9860G to test this out, i love RPGs, too. And DJ: I assume that you can use it on an SH3 device: Le premier fichier est SH3, le second est compatible SH4.
155
« on: November 02, 2014, 08:52:05 am »
Wow i'm gone for a few days and come back to 4 pages to read through :O It's looking really nice, though!
156
« on: October 27, 2014, 06:02:42 am »
Well share the source when you're done and i'll add it in
157
« on: October 27, 2014, 06:01:47 am »
Me too, i'll also be reading through your code to see if i can pick up a few ideas/pointers, so thanks for sharing it.
158
« on: October 25, 2014, 09:45:49 pm »
You could maybe have some little particles trail behind him when he walks in water, like a sort of wake from a boat. Definitely looking forward to the demo!
159
« on: October 25, 2014, 09:13:02 pm »
It got left at the school i was going to in China since i couldn't get a visa to go back and just today one of my friends mailed it back to me, so i got my Prizm and NSpires back
160
« on: October 24, 2014, 11:15:05 pm »
That looks great! Also, if you want the water moving animation, you'll have to animate the tile underneath Reuben. If you're redrawing the map every frame, animating tiles is super easy and takes almost no extra processing time, you just change the tile id when you go to draw the sprite. For example, if reading your tilemap gets you tile 30, if it's time to draw the next animation you change it to tile 31 (or whatever the next tile in the animation sequence is). Animating just the tile underneath Reuben might be a bit more complicated, but still shouldn't take up too much processing time, just redrawing the tile underneath him before you draw his sprite. The same with masking the sprite. Drawing one masked sprite won't cause any noticeable slowdown. Did you add the swimming sprites in? Let's see some screenshots!
161
« on: October 22, 2014, 05:50:34 am »
I just got my Prizm back after over a year and this is the first thing i put on there! It looks great, i especially like watching how the pattern changes from one iteration to another. Thanks for sharing it! Also, thanks for sharing the source. I really should get around to learning C one of these days, though personally i find ASM simpler I also agree that in general when people say they are unable to learn something it's not usually a matter of ability. People who learn the quickest just know the best shortcuts and easiest methods
162
« on: October 22, 2014, 05:16:14 am »
I think you'll need to mask the sprite. Otherwise the water will move with Reuben.
163
« on: October 20, 2014, 10:07:59 am »
Though making swimming look better should really only affect it when Reuben's in water (just run the swimming code when you're standing in water), and even then i doubt it'd take up much processing time. Unless you'd be writing a masked sprite routine instead of XORing the sprite over top of the water, but even then drawing one masked sprite to the screen won't affect much I also think Reuben's speed is fine, it looks more like a running speed so you could have a walking speed if you want, but i generally prefer the character to move faster than slower. Seeing your progress with Reuben is making me want to dust some of my old projects off
164
« on: October 19, 2014, 08:34:54 am »
I just saw this, nice work so far!
165
« on: October 19, 2014, 08:34:42 am »
I'd love to work on opening the Prime up to native code, but that's all way above my head. Lack of native code execution has been the one thing holding me back from picking one of these up
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