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.
Messages - necro
Pages: 1 ... 62 63 [64] 65 66 ... 88
946
« on: April 10, 2006, 04:48:00 pm »
Well, I am working on a highly violent comic. It is a bit rough but I feel that my artistic skill has grown decent enough that this of suficient quality to actualy comense in being made. I am holding of on making another comic project I had planned earlier due to the much higher complexity it would require...so some scans soon.
Title: Dance of the Stray Bullets
Plot: When 4 of the most deranged killers are assembeled to kill the man known simply as the violinist, it becomes not a question of will he survive but who will live to try to take his life. There is Len, the stray bullet...a man known to never leave a witness unriddled with bullets, Elisabell, the Ribbon Witch...known to tear people apart with volumes of ropes and ribbons...Sona the Raptor, a psychopath who consumes his victims and has no arms...and Ken, The Slitter who weilds and throws razors- embark on a path of death and destruction to kill the mysterious man of whom they know so little.
Characters: 5 main ones Style: Semi-realistic anime (they have noses instead of curved angles) Rating: Violent and some strong cursing Estimated Completion Date: don't know Length: dont know, but probably not too teribly long
947
« on: April 10, 2006, 04:42:00 pm »
yep, twil be finished soon I hope. and screen shots...maybe soon as well (pindur is a bit trying at times due the lack of a few features)
948
« on: April 08, 2006, 11:15:00 am »
Well, I'll finish the engine this week (spring break) I just added a few things like optimised teleporters, "spiners"(they move you 90 degrees left or right of the direction you headed and switch orientation), and made doors able to require multiple keys. Going to add save spots and a room manager soon.
949
« on: April 08, 2006, 11:06:00 am »
lines are pretty inefecient memory wise, you might want to try using xlib app, but if you don't want to it is of course up to you.
950
« on: April 02, 2006, 03:12:00 pm »
I thought ti was funny how I not only figured out it was fake but was able to prove it by shoving that simply going to the "deleted" threads did not result in a page not found error but in an access denied...alas, my posts were deleted after a short time so as to not ruin the joke for more than a few people...
951
« on: March 31, 2006, 10:07:00 am »
that whole dynamic is intirely accidental and I love it...I hope to get it done soon too... (to much school work right now)
952
« on: March 31, 2006, 08:50:00 am »
I just discovered I can have a stack of items -9 of up to nine items...for example, push block of and find a rock, push the rock and find another rock, push that one to get a key with a regular floor under it.
953
« on: March 30, 2006, 04:05:00 pm »
I have finished all but a hand ful of things and am wondering who would be willing to work on making levels for the game. Those who are, please respond with an email adress. I will choose sevral people as soon as I am completely done.
954
« on: March 26, 2006, 03:41:00 pm »
Indeed it is, but I am pondering if perhaps I should combine this with a few other games to make a game pack and bundle them in BB. If a prog is run from bb, how much ram does bb itself take up and how much does it give you to use? The whole game engine is under a thousand bytes right now and will be optimised eventualy...so how would I be limmited memory wise for levels and such. Also, I might want to save the actual picture data in one of the BB pic files and save it to pic 125 as a temp so I don't overwrite people's stuff and all...but I don't know what kind of problems that'd cause. And of course, I'd like to let external levels be made for it some how.
955
« on: March 25, 2006, 08:38:00 pm »
This is well under way, and quite close to completion...it is a overhead scrolling puzzle game made with xlib and it features numerous items and enviromental stuff to interact with.
<> +finish the HUD +DONE +CANCLED +map maker-In Progress +credits, title screen, readme
<> + grassy floor: walk on, no atributes + tiled floor: walk on, no atributes + plain floor: walk on, no atributes + filled hole: walk on, no atributes + pressed button: walk on, no atributes + large block: can push, will fall into holes, knows what tile it is on, can hide something under it, when pused into a hole it will fill it up, if would land on something other than a grassy/tiled/plain floor or hole it doesn't move and acts as a wall + small rock:can push, will fall into holes, knows what tile it is on, can hide something under it, if would land on something other than a grassy/tiled/plain floor or hole it doesn't move and acts as a wall + hole: acts as a wall, when a rock is pushed into it it will become a filled hole, will make destroy rocks pused into it + normal key: collect up to 9, opens gates + orb: CANCLED + unopened chest: CANCLED + opened chest: CANCLED + opened gate:walk on, no atributes + closed gate: open with a key + opened door:walk on, when switching will close + closed door:acts as wall, when switching will open + wall switch on: walk on, when switching will become off + one time wall switch on: will become a perma off wall witch when switched + infinite press wall switch on: will remain a infinte switch when hit +off switch: acts as a wall, when switching will become on +perma off switch: just acts as a wall +brick wall: wall +top of a wall: wall +floor button: becomes a pused button, switches +exit:wins a level, starts a nwe one +teleporter: teleport you anywhere on the curent map +rod: CANCLED +gloves: CANCLED +skeleton key: CANCLED +wings: CANCLED
<> 00:test 01:Square room
956
« on: March 25, 2006, 07:47:00 pm »
I think its nicer to know who IS online than who has been...but thats just me
957
« on: March 25, 2006, 06:08:00 pm »
Im curios as to see how things change...necro hopes it will be easier to use js inside of the forum as the lack thereof...well...sucks. Looks like NS will be changing too (not that anyone other than tfg ever goes their even infrequently)
958
« on: March 22, 2006, 06:20:00 pm »
I had hoped it wasn't my fault it didn't work...hope to be able to play it at last...and I'd realy like to see it in english!
959
« on: March 22, 2006, 05:23:00 pm »
sighs: graph link sucks...I hope to see you continue working hard on this and see what you come up with.
960
« on: March 19, 2006, 05:23:00 pm »
I will have better than that soon   {you'll be one of the first ones to get a version}
Pages: 1 ... 62 63 [64] 65 66 ... 88
|