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Messages - jsj795
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421
« on: June 28, 2010, 12:42:41 am »
There was Age Of Culture II, but it was not that complex. A nice RTS but it was more old skool style (building an army/base, then when ready, attacking) than Starcraft/Warcraft style (where you can build/attack both at once and get attacked at the same time and where every second count). It's hard to make the later, though, especially if you decided to use TI-BASIC, since you would be limited in speed for the AI.
For a real RTS with building/attacking, there's Hot Dog's S.A.D. I don't think I can pull of that kind of RTS since there's a limit in size for Axe. This game's battle will be like this: During the game, you can declare raid/attack/war on the neighboring countries. The battle itself will be more like the ARMY game found here. http://www.ticalc.org/archives/files/fileinfo/324/32400.htmlAfter the battle, the attacker will take the resources of the defending country, if there is any attacker's units that survive and go back to their country to further their economic boost. However, waging war is not cheap, so it is possible to lose resources overall. And btw, I will be going on church retreat from tuesday to friday, June 29 to July 2, so I won't be around and there won't be any progress. When I return hopefully I can work a lot more on it
422
« on: June 24, 2010, 05:07:51 pm »
oh, no, I was talking about the platformer that I planned to do for the Axe contest.
423
« on: June 24, 2010, 05:00:24 pm »
TLM is not dead, that's the biggest RPG I have planned, and I still never gave it up. TLM is pretty much testing how much I can push BASIC This is an Axe Contest Entry
424
« on: June 24, 2010, 03:39:10 pm »
I've been pretty inactive past 2 weeks because of post-graduation and stuff, but I'm back now And I'm back with a new project idea. This will actually be my axe contest entry, I kind of abandoned the platformer game (due to reasons like not interested anymore, running out of good ideas for it, etc. I wasn't too far into it, so there was more gain than loss, because I learned Axe a lot through that This new game actually was planned around 3 years ago, even before I joined Omni. I found the notebook containing the game design and such, but I abandoned this because I felt the limitation on BASIC. But with Axe's power, I think I can finish it. This is a strategy game (I have yet decided whether it will be Real-time or Turn-based) which requires a player to not only manage army but economy also. It contains the whole aspects of a nation, including inflation, religion, armies, population, etc. There probably won't be any complex AI because as an Axe contest entry, I will be limited to either asm program size or App size. Since almost all game mechanics are all planned out, I hope to get this done without all the hassles of brainstorming and stuff
425
« on: June 24, 2010, 03:23:40 pm »
they probably shear sheep by hand in Amish communities... but that video was funny lol
426
« on: June 21, 2010, 09:03:13 pm »
221: Your school bag consists more of z80 tutorials, axe routines, and calc-game readmes and walkthroughs than schoolwork.
427
« on: June 21, 2010, 02:06:15 am »
my name, jsj795, comes a looooooonngggg way for me. I've been using it since like 3rd grade (which means it's been almost 10 years), starting from Battlenet account I believe. jsj stands for my initial in korean name. In Korea, you say last name first, and then first name. So my last name is Jung, and first name is Seong Jun... hence, jsj ^^ 795 is pretty much random, except on the numpad, it's easy to type. having index finger on 7, 4th finger on 9,and middle finger on 5, it's just right there when sometimes the name needs to be longer than 6 characters, I use jsj7985 nowadays, I'm trying to change my nickname to Kiril. (Kiril is the name of the main character in TLM)
428
« on: June 21, 2010, 12:33:49 am »
144. Your math teacher asks you to stop putting games on people's calculator. 145. He tells you that they can't do math as well as you do. You know your high exam scores came from math programs that he doesn't know about. 146. You look for inspiration to make TI games while playing flash games on internet. 147. You write class notes on calculator program editor. 148. You have a flashlight next to your bed, so while trying to go to sleep, you think of an optimization or fix to a bug, you quickly turn on the flashlight, take your calculator from under the pillow and start programming.
429
« on: June 16, 2010, 07:28:02 pm »
if people can provide questions, I'll try to answer it in my best ability. Or it could be group effort
430
« on: June 16, 2010, 04:48:23 pm »
Why don't we create a post in introduction topic for the FAQ and lock it, and sticky note it? Usually people will go to introduction section first
431
« on: June 11, 2010, 06:33:38 pm »
Oh, I haven't thought of using the backbuffer That makes my life a lot easier than trying to redraw the tiles that got erased Thanks for the tip
432
« on: June 10, 2010, 11:01:17 pm »
man! i lost by looking at the screen shot
433
« on: June 10, 2010, 10:52:43 pm »
Also, just a side note, since Axe is pretty fast and everything is either monochrome or grayscale you could possibly just let him fall through. Since there aren't multiple colors it might go unnoticed. Just a thought. What ever you do that I'm sure it'll look and feel good game wise
The problem of just letting him fall is that in that case I have to update the tilemap every frame, which I don't want to do... It's a lot easier to just use pt-change( to erase the sprite and redraw another sprite. So if I don't redraw the whole tilemap, when the sprite goes through the block, the block won't get redrawn which will erase the block so it won't look like it's not there anymore. If somehow I can't do this, then I'll just stick with the sprite being able to stand on the edge
434
« on: June 10, 2010, 10:45:00 pm »
In my school, there are more 83+ users than 84+ users. but then, no one codes on theirs so they don't feel the need for faster and bigger-memory calculator so 2 years ago, for my birthday present, I traded my ti-83+ with my friend's ti-84+SE Win-win
435
« on: June 10, 2010, 10:40:21 pm »
Alright, so I got the collision to work! Nothing much, just showing the tile collision Next, I gotta work on each tile's properties, like spike kills you, you can climb on ladder, etc.
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