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Messages - matthias1992

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166
Miscellaneous / Re: Birthday Posts
« on: September 22, 2010, 02:25:01 pm »
^ insiema*

*of the same

167
Official Contest / Re: [BULLETIN] Cage Matches
« on: September 20, 2010, 05:47:30 pm »
Get ready for me....muhahaha!

I CRUNCH basic
I SMACK hybrid
and I EAT asm.

*PM ME. [Raylin]
/me can't wait for Matthias1992's Starcraft clone in ASM ;D
JUst a sec and you'll have it xD.

168
Official Contest / Re: [BULLETIN] Cage Matches
« on: September 20, 2010, 04:17:52 pm »
Get ready for me....muhahaha!

I CRUNCH basic
I SMACK hybrid
and I EAT asm.

*PM ME. [Raylin]

169
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 20, 2010, 11:48:55 am »
I especially looked at the cythid's description, there are some remarks I'd like to make.

1. I imagine the Cythid on-the-fly-upgrade-able units to be pretty weak but well-swarmable/groupable
2. If you ever played command & conquer (generals) then just take a look at the china faction, they have some weak units but in big masses and they are quickly produced and also have some very, very heavy units. It lacks any mediocre units.

Aside from those remarks, well done! 

Gotcha.  I made that remark in bold, see if you like it.  I at least imagine that War Drones, Battle Drones, etc. are more powerful than Ptaloids simply because the Ptaloids have units so weak that can spawn 2 at a time, but we can talk about that if you don't like it

I also made some comments that I forgot, in bold on the first post
I am fine with it, I just can´t comprehend why I didn´t see- overlooked that sentence...ooh well. It´s fine now :D

170
[OTcalc] ARM-Software / Re: OTARM Firmware Discussion
« on: September 20, 2010, 11:38:05 am »
altough windows is terrible compared to UNIX systems it does one thign good, GUI. I think we need a quick (graphical) selection wheel to make navigating to the most used fucntions as easy as possible for a average user. With A 'wheel' I just mean a circular shape with several selectable options on it. Most modern games use these kind of wheels to select weapons, at elast Assassins Creed II and Frontlines:Fuel of war do...

I reffered to windows because we might want to make it feel and act much like windows (only that it doesn't crash) however much we, as programmers, may hate it it is still the most commonly used GUi and therefore user-friendly

171
TI Z80 / Re: TFE - Resurrection (TI-File Editor)
« on: September 20, 2010, 11:28:24 am »
Oh ok I wasn't too sure since a Repeat was involved in the code. But yeah check in the code where it says "If The Game". I never actually wrote that code. It appears in your editor for some reasons. Invalid/unrecognized token?
Mission objective completed: easter egg found.

I guess...

172
S.A.D. (Seek and Destroy) / Re: S.A.D. General Faction/Race Strategies
« on: September 20, 2010, 11:21:38 am »
I especially looked at the cythid's description, there are some remarks I'd like to make.

1. I imagine the Cythid on-the-fly-upgrade-able units to be pretty weak but well-swarmable/groupable
2. If you ever played command & conquer (generals) then just take a look at the china faction, they have some weak units but in big masses and they are quickly produced and also have some very, very heavy units. It lacks any mediocre units.

Aside from those remarks, well done! 

173
TI Z80 / Re: The most in-depth innovative BASIC game... in one program.
« on: September 20, 2010, 11:09:13 am »
Hmm I should play donut quest...

Anyways I am hoping to make Dwell (altough it's a hybrid) rather complex as well....I'll have to see how far I can get...

174
TI Z80 / Re: Jump!
« on: September 20, 2010, 11:04:51 am »
It's quite a hard game, on wabbit emu at least...

no complains though ;) it's a fun game.

175
General Calculator Help / Re: How To Write an OS
« on: September 19, 2010, 04:39:39 pm »
Doesnt the z80 have an R register that can be used for Random number generation that is much harder to calculate?  I believe Axe random numbers use something like this...
Yes it has a R register but this isn't a random number, it's the refresh register. it could easily be used as a seed though...

176
Gaming Discussion / Re: When A.I. cheats
« on: September 19, 2010, 05:35:27 am »
Well I can see why programmers/game-devs sometimes want to cheat, it's dead easy to do so. This because in a RTS for example all the information about you is stored somewhere, the AI just accesses it and takes some peeks as to where you base is and which units you have (so which it should take to counter) so those are pretty easy things. If an AI had to find a base all by itself it would increase the AI's complexity and make it more prone to mistakes. You can try to develop a super-duper find-base algorithm for the AI but none of these algorithms are watertight. Simply look at the A* pathfinding system. In supreme commander when moving two groups of units trough each other they would stuck halfway through and they wouldn't come out neatly:



However this new 'Flowfield' isn't flawless either, not that it cheats but the units don't keep formation after having marched trough another group of units.

Anyways for games like the one you mentioned zera cheating AI is annoying but for bigger RTS's or maybe even shooters it might be neccessary to cut down production time, game size and complexity allowing it to run faster (maybe). Long story short, I can see the advantages of a cheating AI altough I don't think it should be made that obvious that the AI cheats...

177
TI Z80 / Re: Axe Debug
« on: September 18, 2010, 06:55:48 pm »
cool project Sir! Altough I hope you don't overwork yourself with all this projects running in parallel, I have the same 'problem'.

178
TI Z80 / Re: Dwell - Radical different game idea
« on: September 18, 2010, 05:30:59 pm »
thanks for all the encouragements, i already have some ideas... + i used to write stories when I was 2, maybe 3 years older so I might take some elements out of those...

i'll definetely have a hidden lobster somewhere :D

Focus will be on graphics but probaly not grayscale for two reasons, it slows down the game and I ahve 0 experience with it. Altough the second might not be the best reason...

Once again many thanks ya'll!

edit: I think I am gonna first implent this game in my basic engine, skybox, just to get some ideas for puzzles, the overall world, it's secrets, actions etc...then I am going to either use axe or write my own specific library, xlib is athird option it depends on how graphically intesive I'll be making it...

179
TI Z80 / Re: Axe Platformer (Contest Entry)
« on: September 18, 2010, 05:28:08 pm »
Good luck! This seems like a very, very intresting project...makes me think of something I always wanted to do, make Assassins Creed for the calc
* matthias1992 runs of and learns Axe

seriously, wilst typing this I am getting my hopes back up!!! you've just showed it's possible :D

180
Computer Usage and Setup Help / Re: netbooks - what to buy?
« on: September 18, 2010, 05:16:52 pm »
eee pc, i believe that it costed 330 at release so maybe it's cheaper now. It has a webcam and is ideal for the given requirements + the battery lasts for a very long time. To sqeeuze performance install something else then windows xp though, maybe a linux distro like coolsnake suggested?

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