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Messages - necro
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991
« on: March 02, 2006, 03:45:00 pm »
well, the main enignie is slower than that pic (obviously) but it is realy variable and depends on how many elements and enemies and such, wether I have it scroll or not, etc. Basicaly, the speed is not realy a concern because I could easily add or remove features to change the speed. And they do work, but the ones I have now are sporadic and agravating and not very condusive to making a program like this. Yhis isn't meant to be a game, its a collection of things I could put/make into a game.
992
« on: March 01, 2006, 04:50:00 pm »
well, I didn't get what I wanted to get done...but here is pic I made in PAINT to demonstrate the features. These are the exact same graphics, they are just at a speed that doen't reflect the game
993
« on: March 01, 2006, 10:04:00 am »
Well, I hope to get something good for you all to see tonight...
994
« on: February 28, 2006, 03:55:00 pm »
It is built off of it, and in its current state I could probably make that game in a short time, but realy this is me making a big sandbox of features to play around with and see what I can make. The all switches (switches and doors on the whole screen of this type flip from black to white and open to closed) work ok for small areas, buta at say...16X16...it is not reliably fast...so I am going to see if I can make a asm template for doing stuff like this (which should be realy easy to assemble thanks to brass...the desing/coding is the hard part) and I am also working on making a number of other types of buttons including ones that have "circuits" between them (think like inside the great zambugwahmbawhatshisname statue's head in GS2) and ones that activate when no monsters are in play. This is not a game in any sense...yet.
995
« on: February 28, 2006, 12:54:00 pm »
Well, no screens yet (realy ugly temp graphics) but I have put together a simple game engine with a few features and enemies with AI. Most of it is basicaly a rewrite of cat trap's features, but that not what this game is going to be. I'm not sure intirely what it will be yet...or how fast I can get it...but it works very well on an SE. I am currently doing this only in my free time at school so I can continue to work on my other stuff. This may also evolve into just a template for other games...so if you want to discuss or suggest blocks/elements to interact with...
features: (current) scrolling
game elements: (done) Floor:: a blank tile you walk on Wall: a solid object you can't go through Hole: can impede your progress and consumes blocks, and now can kill you Large Block: solid, can be pushed onto other floor tiles, will turn a hole into a floor Small Block: solid and can be pushed like its larger, will fall into holes and disapears forever White Button: (All switch): will turn all switches, open all closed doors and close the opened Dark Button: (All switch): will turn all switches, close all open doors and copen the closed Closed Door: acts like a wall Open Door: acts like a floor Key:get one at a time, turns a door into a floor
(I optimised the switches, but they are still slow and I think they should only be used in small rooms)
996
« on: February 27, 2006, 06:03:00 pm »
(from google ads) Python Sexual Performance Python is a Unique Herbal Blend to Support Male Sexual Performance ...wow...google dropped the ball...er, I think I just punned all over my self...O_O  (I'm done) any ways: any chance you could add a way to generate archived programs that store a set of stats and vars (strings, lists, vars, and matrices in basic code form) in the next version? That'd be sway as a bag of chips...plus all that.
997
« on: February 27, 2006, 05:47:00 pm »
yay! He has ideas...now we will have fall through (not die) floors! THE POST
998
« on: February 26, 2006, 06:44:00 pm »
...a fighting game...
(j/k...curse you inuyashia, how could you games be so shity)
999
« on: February 26, 2006, 04:02:00 pm »
I also may make a game based on the comic...but don't count on it
1000
« on: February 26, 2006, 03:09:00 pm »
intemidating, eh? It basicaly means figure out what data you need first (get everything else coded with just like one pokemon at a time for example) and then do the data storage last.
1001
« on: February 26, 2006, 02:58:00 pm »
I'll try and get em finished. I didn't expect to be out so much this weekend.
1002
« on: February 26, 2006, 12:31:00 pm »
I don't plan to have them in colour. There will be some B/W manga style or gray shading...but I won't the time to colour them myself at least. I might get some one to do the colouring, but otherwise...
1003
« on: February 25, 2006, 07:31:00 pm »
here are 2 test pics from a comic I am going to attempt called "Urbania":   as you can see, they are pretty rough and quick...the story is nearly fully scripted and I plan to start making this latter this spring. I did both of these in about 30 sec each
1004
« on: February 25, 2006, 07:22:00 pm »
well, I have made numerous changes and skrew ups, and am currently using my "high conrast" skin (I can't find anywhere to put my other skins **taps kevin questioningly**)
All icons should be finished next week
1005
« on: February 25, 2006, 04:50:00 pm »
we should hold off on cut scenes and all untill last. Its importance is small, if the game works well then even if we had to just have the text screen explain what happened it would still be an impressive game. Could you please post the modded Map Manager's code. Also, I am realy sorry I don't have time to work on the game atm. I should have more time soon.
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