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Messages - necro
Pages: 1 ... 63 64 [65] 66 67 ... 88
961
« on: March 19, 2006, 12:21:00 pm »
I nearly finished this game's engine while driving in the car, so I should start making levels for it and wrapping it up soon. The look of the game has been dramaticaly upgraded, and I have decided to cut the enemies from THIS game so I can have it finished soon. Still need to make a few things, and all...and I might make a few small changes...but this is pretty much done.
962
« on: March 15, 2006, 10:00:00 am »
Well, I am making progress on a simple fight the slimes game and am making sevral games out of this at once. I have decided that this sand box game in its current state is suffecient to be its own full fleged game and I hope to have coding for it finished very soon. That and my main game from this is also coming along (though those creatures are far more complex and it will be a much bigger game. Did anyone figure out what it is yet?)
So, IOW, this project is producing several games at the same time and I hope to have many of them done very soon.
963
« on: March 13, 2006, 07:16:00 pm »
  eh, fine...(necro hates how pindur makes him scower the web for a r0m because necro has a silver link)
964
« on: March 12, 2006, 11:37:00 am »
well, is their any ways a prog could force the SE to run at 8mhz mode during basic execution? It'd be very handy to see how fast your game realy runs on those calcs
965
« on: March 12, 2006, 10:28:00 am »
Some More Spells: Blood Let: Spill and bathe in an enemies fluids Acrid Surge: Corode an enemy to lower defense Vaporal Palpitation: Shadows slow and stuter the heartstrings Wound Reverasal: All damage you've taken will be prevented, halfed and reversed upon your enemies Suffer: A wound many times more than fatal is self inflicted, delayed death Soul Striker: Haunt an enemy and crush them from inside OverPurging: all poison is healed as well as a sizeable portion of blood Blood Torrenter:A mass of death and blood shall swarm the flesh of an enemy (require blood sacrafice) Seed Of Pain: A lethal growth of thorny bramble from mouth is summoned from within your gut to pierce your foes
966
« on: March 11, 2006, 02:31:00 pm »
I don't know what messed it up, but its ok now. The game is good, but I think we need to figure out what elements will exist (like switches, bomb walls, locked doors, etc) by making a small room in which we could put all of them. Well, I'll try to make a inventory screen proggy for the game, and som elements with which to interact.
967
« on: March 11, 2006, 12:27:00 pm »
indeed...I have sevral ideas of how to take this, but one of them would require a asm program to allow me to save matrixes into archive to be reasonably feasible
well, Iknow what I am going to make first with it...I posted it else where but you'd have to do some searching to find it (hint hint: where is the one place no one goes)
968
« on: March 11, 2006, 12:11:00 pm »
just post "w007! Go kerm!" or "This would be the Sh1%N1
969
« on: March 10, 2006, 06:28:00 pm »
QuoteBegin-kalan_vod+Mar 10 2006, 15:48--> QUOTE (kalan_vod @ Mar 10 2006, 15:48) | Hi, I need a directional sprite that is 8x8 and looks similar to this

Any help would be great! Thanks! |
not possible, that shape can't be made diagonal with a 8X8 as it is essentialy a box and a angled 8X8 box take 16X16, heres a solution/replacement though 
970
« on: March 10, 2006, 06:00:00 pm »
re-added the scrolling maps and thats all...
971
« on: March 10, 2006, 05:58:00 pm »
QuoteBegin-kalan_vod+Jan 30 2006, 18:54--> QUOTE (kalan_vod @ Jan 30 2006, 18:54) | Well with the walking around it does go fast. Well I keep it with the smallest amount of programs as possible, but when I added a few routines here and there it made the subprograms longer which unless I do some Ifs x=x:return it just runs through the whole subprogram. But I have a fix for it, I was looking over the code and found some things I could inprove on. |
did you know that if you "block' a subroutine inside of a If:then:End it will usualy be faster?
972
« on: March 10, 2006, 05:54:00 pm »
asymetrical of course, but all rooms should probably a standardised size to speed development
973
« on: March 10, 2006, 05:08:00 pm »
thanks, I got it...will let you know in a minute yep, it works with older xlib but not with the newwest version from ticalc.org/omnimaga archives (on my calc at least)...I think the hieght/width of the map might be the problem as its the only thing I can think of. Any ways, the memory being used is an issue and we need to put the pics in archive. Weird, just to check I re-sent it because I was going to give tr1p1 a bug report other wise, but it works now... :ihatemycomp:  :  :  :ihatemycomp:
974
« on: March 09, 2006, 09:18:00 am »
this is a proposal, various omnimaga games have been in existance for a long time and could use an update. Solution, try and make a basic builder collection of these great titles with all the graphic and speed upgrades of xlib.
What do you think?
975
« on: March 08, 2006, 03:10:00 pm »
Thats funny to think, did you notice that link to the pictures of the sprite sheets with both sets of switches and all is the same as was in my sig so long ago? If you could post the version of xlib I sent you so I could continue testing, that'd be good (I completely replaced it with the new one.) Just so you know, this isn't compatible with the current version of xlib though.
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