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Messages - necro

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1081
Other Calc-Related Projects and Ideas / Map Manager
« on: January 24, 2006, 03:19:00 pm »
Dead deku tree IS the wind shrine...basicaly, same dungeon but with holes in the walls and areas that extend into the clouds and stuff, and wind based challanges.  I probably could make something like that...but it should be a low priority compared to all of the other stuff.  I am trying to figure out some xlib problems at the moment, untill I can get the archive functions up and running I can't finish the mapper.  If you want to know how it works:

prgmZLDMPMNG
:"D is maps per vertical line
:"C is maps per horizontal line
:A0+(K=24)-(K=26)->A
:B0+(K=25)-(K=34)->A
:M+A->M
:(M/C+B)
:B->M
:"Next part of the program is broken (archive copying is hosed), but it takes M and loads a Program Depending on its X and Y cords in the map grid and then sets the Xs and Ys

1082
News / Metroid released
« on: January 24, 2006, 02:41:00 pm »
also, if you need more sprites I can pump them out like crazy...

1083
News / Metroid released
« on: January 23, 2006, 05:36:00 pm »
very nice...I hope to see a 1.1 with all my samus sprites in it :)smile.gif

1084
TI Z80 / It's done
« on: January 23, 2006, 05:28:00 pm »
are you still planning on M83+ v1.1?  If you need a 'bootleg' version of xlib update to comence, I'd be willing.

1085
Other Calc-Related Projects and Ideas / Map Manager
« on: January 23, 2006, 04:42:00 pm »
Well, that'll work for now...but try to keep the maps equal in dimentions for the area in which they are connected.  Eg: if Deku Town is 16 high and joins Deku Woods on the right side, make Deku woods also 16 high so that the map manager can pass the y location along when loading the map, and if it were 20 wide and joining to the north then you'd make the woods the same width  (one of the 'features' of the map manager is just that, no look up tables or anything to get your cordinates)

So:
[MP][MP] Heights need to be the same, widths don't

[MP] widths need to be the same, hieghts don't
[MP]

1086
TI Z80 / OPS Group Project
« on: January 23, 2006, 04:35:00 pm »
As a note: when the game is done, if the code is well planned and structured, we can edit the data to make a new game and be able to reuse most of the original projects code, and further more, chucks of it could be switched out to create diffrent kinds of games (like taking a Reign of Legends and changing the battles to a Mega Man Battle Network style, or vise versa.)  The trick is to pass data and not code...or IOW, make each 'chunk' a fully functional program that has a syntax to its execution, as such, any game can use it by aplying that syntax.  {kinda like objects, but not crapy and as iritating}

ON TOPIC: 13 people can vote (unless more are added) and 9 have, 5 days till voting ends...and it looks like I may end up having my calc as the tie breaker, if the remaining 4 voted though...we could start ahead of the game

1087
Other Calc-Related Projects and Ideas / Zelda:Rpg Nightmares Awakening
« on: January 23, 2006, 04:00:00 pm »
well, intro is getting done again, map manager needs some tweaking but is getting there, should be able to move onto batle engines soon

1088
TI Z80 / OPS Group Project
« on: January 22, 2006, 02:28:00 pm »
managing stuff is part of my personality, primarily as I excede at planning stuff into a linear fasion

1089
TI Z80 / OPS Group Project
« on: January 22, 2006, 02:03:00 pm »
In the case of a tie, I will randomly draw between the highested voted using a randomint( on my calc

How the project will be run:
1.)We will decide exactly what the game will do
2.)I will make an overview of all code, graphic, and data segments of the game that need to be done and have them charted in the order in which they will need to be done
3.)People will make and code these parts and post them in the apropriet section of the project, and I will continue to update the chart
4.)We will pull them together, and began optimising
5.)write readmes, begin promoting it, and make it available

1090
TI Z80 / OPS Group Project
« on: January 21, 2006, 06:31:00 pm »
I won't...I just got a lot to balance right now between getting my forums put together (look at the sweet ranking 'pips' I have for each post level below) zelda and school and my health is improving since I can sleep again (home work is evil)

ON TOPIC: as soon as we have voted, next order of buisness it to 1.)lay down the structure, then 2.) define the functions and pseudocode planning, finish coding an engine, 3.) make any sprites, maps, data, story and AI 4.) polish and add goodies to it

Necro Studios 'pips'
user posted image

1091
Other Calc-Related Projects and Ideas / Map Manager
« on: January 21, 2006, 03:27:00 pm »
I can mod vaatii...but irregardless, I will get the intro done.  It will be done right after the map system.  I think the battle engine is the last thing to do as we need to know what will work.  A story seems less important than the map and dungeons...but I realy think that dungeons and puzles are the MOST important part of the game.  Also, I am not sure if possibly removing the team aspect of the battles would help more than hurt as it would alow for a lot more enemies and equipment and stuff.  I have dabbled in it, and will try and get a few simple ones together.

Map Manager
Intro
simple battle engine testing
other priorities decided after that point

1092
TI Z80 / OPS Group Project
« on: January 21, 2006, 03:00:00 pm »
Ok, a foot must be put down for this to be done.  If no one else will stamp a heel, I will.  I am manager until some one else steps up.  POLL:RPG,STRATEGY,CARD, POLL2:FANTASY,SCIFI,ZOMBY...1 vote each.  No other options.  If you don't vote by Sunday 12:00AM, you skip your vote.  Any gripes about it?  Post a suggestion and not a complaint, and thats that.

Votes:RPG,FANTASY

1093
TI Z80 / Metroid BASIC 83+ (for lack of a better name)
« on: January 21, 2006, 01:11:00 pm »
how many enemy kinds?

1094
Other Calc-Related Projects and Ideas / Map Manager
« on: January 21, 2006, 12:58:00 pm »
So, I figured out a more effecient and managable way to do maps...it works like this

All maps (loadable matrices) fall onto a grid, your map is changed ,depending on the direction you move to go off screen. the Map number is changed based upon the total # of maps and all...and that your X and Ys corrospond to the X and Ys you previosly had.  In the case a map isn't used, it won't take any space as it won't have to be stored...but you will have to line up the Xs and Ys (don't worry, that shouldn't be to hard to do) and each program will hold a certain set of maps verticaly and horizontaly.  This program should work realy well, I hope to get it FINISHED very soon.

Question: what is your top priotity for me right now?  I did this first as it seemed very important as far as orginising and keeping this project from falling part down the road...but if you need me to get something else done please list them in order of priority.

1095
TI Z80 / Battlestar Galactica
« on: January 19, 2006, 04:09:00 pm »
what kind of units are there?

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