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Messages - matthias1992

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407
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 05, 2010, 10:54:40 am »
I just redesigned BigFoot and Hydron of the Xaos. Bigfoot is now isometric compatible and I have uploaded a animated gif here:http://ourl.ca/6234/100569
on page 2 of that same topic is the new version of the hydron.

I don't want to give stats yet but currently consider the Bigfoot to be the equal of the Raptor and consider hydron to be like the splitron.

408
and here is the Hydron as it lifts-off (note that I have no clue whatsoever if those will even be animated but I just had some fun making them)

409
Here is a small gif (my first) of bigfoot of the xaos walking. It could be smoother but personally I like the robotic feel it gives...

410
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 05, 2010, 09:55:25 am »
Nice! Altough honestly said I expected that there would be a bar filling up. well never mind though this is just as good.
Besides that, I never knew the TI-os font disabled interrupts...what is that good for? Also: won't it take up to much memory to make your own font? Or is this one of those speed versus size balances?

How much actually does the engine (the engine only) take up now? has it become bigger or smaller? I am just curious of technical details like size differences....
if you have the time I'd (and many more SAD followers I guess) like to see a small (bmp/gif) picture of your font!
aargh why are all the cool projects unfinished :P have you seen digitan's robo wars! that's just like this one, one of the best games ever developed (or in development)...
* matthias1992 gets off topic

412
Attempt #3

Quote
I'll have a new topic specifically for discussing the Xoas, so please post there unless you want to email.
I can't find it so i'll post here. I'll take care of all the remarks you made. I actually had a pretty detailed reply If it wasn't that posting continued to fail bacause of a duplicate file.

In the attechment are the buildings for the Xaos so far.

413
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 04, 2010, 04:42:38 pm »
wow, this is really nice.  Good Job!
That was a reaction on a post I just deleted because it was in the wrong topic. Sorry for the incovenience.

414
I not only lost but I also completely lost it. I am so gonna  annoy everbody with this :evillaugh:

415
1. I don't really understand this point. You mean it no longer needs to be compiled into a appvar? Could you explain in a little more detail please?
2. Test mission wil be added, And I'll replace new with  new mission...
3. OK, I understand but I'll await more overall info before I get to that.
4. Yes I plan to remove it. Albeit I will make two verions, one with this box and one without. The one with could be used to check if the program is compiling correctly. I find it handy to debug and maybe it is handy for you as well and other developers.

416
So here are the latest images of the SAD Campaign Editor (SADCE). First is the Main Menu you get when you start the application.

Second (below) is what happens when you click the "Add Mission Objective" button.

Third is what happens when you hit the "Add Sprite" button (n.b not everything is shown once you hit ok in the dialog you are prompted the location of the sprite in ASCII binary format e.g. C:\Spr.txt)

fourth is what happens when you combine some of these actions....


Did that fill your screen and did it satisfy your curiosity? I hope so!

417
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: July 04, 2010, 06:58:02 am »
380: At drawing class you start drawing and erasing very rapidly to create grayscale
381: You run back to save your calculator if your school is burning down
382: You are paranoid of having your RAM being fuller then 50%

418
I assume the map layout is static, I mean the edges of the map itself but as soon as buildings come in it becomes dynamic...(I guess)

419
Okay ;)
The point rather is that I can not do much without the knowledge and with the knowledge it is going to take some time!
I'll see it coming!

420
I am making good progress on the campaign editor! I almost started from scartch up again after a huge redesign. Each function has its own button and gives the user a dialog from which he/she (it) has to select the proper values/arguments. Actions are immediately outputted into a appvar with the following layout
Code: [Select]
**TI83F**
261000
{command number 1 hex digit long}{arguments 4 hex digits long}
I have just randomely assigned values to commands and arguments, I have no clue if they are compatible with the engine or if that part of the engine is not yet build (lets hope so for me!) if it is already build and uses a other method I'd like to hear. Right now this is what i've got:

                                 COMMAND IDENTIFIER    ARGUMENTS
1. Add Mission Objective             1h                   0000 | 0001 | 0002 | 0003 | 0004
    Destroy All                                                  0000
    Destroy Buildings Only                                             0001
    Destroy Unit Only                                                             0002   
    Scout All                                                                                 0003
    Scout All and Destroy All                                                                        0004
2. Add Sprite                            2h                    [height][width] after this the hex data for the sprite.

So a example is:
Code: [Select]
**Ti83F**
261000 // I deduced from some files given to the programmer that makes the map editor that this is the main header for a SAD appvar...
10001 //new mission objective, destroy buildings only
20808 // a new sprite of 8x8
FF818181818181FF // this makes a square
Perhapse the FF818181818181FF was somewhat hard to comprehend so here it is in plain binary:
Code: [Select]
11111111 // = ff
10000001 // = 81
10000001 // = 81
10000001 // = 81
10000001 // = 81
10000001 // = 81
10000001 // = 81
11111111 // = ff

So I hope that explains it all little...

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