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Other Calc-Related Projects and Ideas / The Chosen One
« on: December 04, 2005, 08:21:00 am »
If you have any more sprites you want me to recreate, I should be able to find a bit of time here and there amoungst my other projects
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1231
Other Calc-Related Projects and Ideas / The Chosen One« on: December 04, 2005, 08:21:00 am »
If you have any more sprites you want me to recreate, I should be able to find a bit of time here and there amoungst my other projects
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Other Calc-Related Projects and Ideas / The Chosen One« on: December 03, 2005, 05:32:00 pm »
you complied, end of story...if you never released it, safe...even if you did, if its non-profit theyd have to give you a warning
@kevin: that was me being mean...oh, the syntax mastery (still bad spelling...) anyways...I ought to publish that as the "Universal Copy Right Response Letter" 1233
Other Calc-Related Projects and Ideas / The Chosen One« on: December 03, 2005, 05:12:00 pm »
hmmm...isn't funny how people will be complete asses and then put their name on something like this as if it was a casual "what's up, man"
anyways...perhaps you could email him back...come up with something like "Dear sir, madam, or unbeknowst beign of indecidable gender I have complied with the requests so here requested, thank you for your letter. Nothing invigorates me like the threat of legal action, I was so delighted. In fact, now that you have made these threats, I feel like I should rethink my life. Why would I want to try and recreate one of my favorite games and increase its popularity among people at high school and colege level who had never before experienced the game. Besides, it wasn't like I was going to make any profit off of it, and with inferior graphics, lack of music, and other such tone downs, it wasn't going to be able to prevent people from playing your games. Heh, it was more like publicity for you and your game at purely my expense of time. Thank you from saving me from such a stupid mistake." 1234
Other Calc-Related Projects and Ideas / The Chosen One« on: December 03, 2005, 04:01:00 pm »![]() hmmm...camelot is threating litegation against non-profit calc games and their last game was how long ago...perhaps they have their priorities mixxed up :urecrazy: ![]() 1235
Other Calc-Related Projects and Ideas / ~~Zelda Battle Engine~~« on: December 03, 2005, 06:21:00 am »
I was thinking xlib guru should be modable by invite only type of thing, that way I don't have to worry about vandals so much
...perhaps java script heavy, I have an outline of some of the way I think it should be set up, I don't think I will make it wiki...look at temindus's api site... 1236
Other Calc-Related Projects and Ideas / ~~Zelda Battle Engine~~« on: December 02, 2005, 05:36:00 pm »
the idea kind reminds me of metroid's health system...eh, anyways...discussion is progressing...I plan to begin trial battle engine as soon as the next xlib comes out...I also plan to as a side project start on xlib guru
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Other Calc-Related Projects and Ideas / ~~Zelda Battle Engine~~« on: December 02, 2005, 03:48:00 am »
No...the total maxium hearts for each character as a group will depend on the number of heart containers you have got, each char will have a stat that determines how many heart points each party container is worth, and each character would have their own health.
Heart Containers:Group->How much each is worth:Individual->hp and containers still filled:individual 1238
Other Calc-Related Projects and Ideas / ~~Zelda Battle Engine~~« on: December 01, 2005, 05:11:00 pm »
Well, progressing we are in this discussion/planning phase. The combat engine as we have planned it will be with a turn based style combat, in which you will be able to have up to three characters on the field at once and face up to four enemies.
Stats will be mixed across stats that are individual for each character as well as stats for the whole party. Currently, we have concluded the heart containers should be shared to all of the party members, and another stat individually assigned will determine how much damage the containers counter (or how many point per heart). Strength will determine not only the damage dealt, but be a deciding factor in how often you miss as weapons with damage greater than your strength will be penalized as they are to heavy for your character. Further, the stat Technique will affect the amount of TP (technique point) usage each special technique and magic move uses. Hoped for is a branching technique system for each character, and that each tech requires one or more quest items to have been found. For example, a roc's feather might allow link to jump up and do a down ward thrust, while din's fire would have obviously its own spell affect. Together, however, the two of them might allow for a comet thrust. 1239
Web Programming and Design / a good site for javascript« on: December 01, 2005, 03:38:00 am »
http://www.w3schools.com/default.asp
good tutorials (interactive!) and such...neat place to learn http://www.jsmadeeasy.com/javascripts/Games/list_test.aspsome actual java script games...neat stuff 1240
Other Calc-Related Projects and Ideas / Magic in BM« on: November 29, 2005, 05:33:00 pm »
it would be neat if certain weapons/items had effects on how much prepation certain spell types took and their strength...and you could always use the expr( command to add together strings of spell effects and set criteria on what would fail or suceed (custom spells)
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Other Calc-Related Projects and Ideas / Zelda:Rpg Nightmares Awakening« on: November 29, 2005, 12:31:00 pm »
well, as far as the battle engine...will it have it's own thread? Yes, we need to discuss some mechanics and stuff...
Also...nearly done with the intro...(stupid teachers gave me a crap load of home work over the weekend...not much for the rest of the week) 1242
TI-BASIC / Undocumented TI-BASIC tricks« on: November 28, 2005, 12:12:00 pm »
yep, I just hope it doesn't lead to overly complex/ unmanagable code
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TI-BASIC / Undocumented TI-BASIC tricks« on: November 28, 2005, 11:04:00 am »
and I learned it just Friday...any ways, in rpg, this is a great way to add multipliers, resistances/weaknesses, etc...also, this could be quite useful in complex magic systems...all kinds of uses realy.
I am trying to find out what commands screw it up...so far, prgm***** ,asm(***** ,and real(xlibstuff***** commands. OH...NOTE: real(string1 does work as a xlib command set...but if real is in expr("____" it will work like the normal math command 1244
TI-BASIC / Undocumented TI-BASIC tricks« on: November 27, 2005, 02:50:00 pm »
some one needs to add that to ti-os...
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TI-BASIC / Undocumented TI-BASIC tricks« on: November 27, 2005, 02:14:00 pm »
yes...you could optimise a 16X16 basic tile mapper that way. (what I want help doing for LOZNA) Prgm stuff won't work...my bad ):
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