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Messages - nemo
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541
« on: November 05, 2010, 05:02:32 pm »
i'm thinking either an action platformer or an adventure platformer. action idea: racing platformer where you try to get through the level through manipulation of gravity, speed, and channeling flames through your palms.
adventure idea: much more relaxed. have one HUGE scrolling map in which you have to find items. at first some items are impossible to reach. but after gaining a couple items (like, i don't know, a boat to travel on water), you can get other items.
542
« on: November 05, 2010, 04:43:41 pm »
i'm not really looking for a game name. i mean if you had the opportunity to effortlessly build your ideal platformer, what features would it have? i'm pretty much asking for ideas.
543
« on: November 05, 2010, 04:17:39 pm »
the thread title. describe it. what game would be the perfect platformer for you. what features would you see in it. what's the theme? do the tiles animate? what does the character look like? what do different tiles do? change your gravity? shatter into pieces? spit fire? Keys, locks, ladders and one-way blocks? describe the best platformer that could exist. go.
544
« on: November 04, 2010, 08:19:16 pm »
no, the IE6 engine is still Internet Explorer 6, made by microsoft. it's just the world browser has combed over the code and refined it.
unrelated, there's a chrome skin in the world browser... this is awesome.
545
« on: November 04, 2010, 08:13:29 pm »
yeah, the world browser displays omnimaga well. the only problem being at the beginning of the page, there's 1/3 of a screen's height is just blank space, just a little annoying. this page full of screenshots loads a little slowly, but performs just as well as chrome when displaying them.
546
« on: November 04, 2010, 08:07:58 pm »
No. It will not animate them at all. Also, my ISP ensures that I download NOTHING of any use on a pc. (I haz a download limit, 200Mb)
EDIT: wait... there's an IE9?
Woah, I thought the intermediate plans over here with 3 GB download limit were bad enough. Now 200 MB? O.o
And IE9 is still in beta, but I heard that some people were already using it fine.
Nemo, if it runs on IE6 engine, it will be 10x worse than IE8. Omnimaga is totally broken in IE6. Is there any tiny version of Firefox or something?
the IE6 engine != IE6. i've tested the world browser on omnimaga. does it display perfectly? no, but when i tested it in v2.6 it worked decently. gifs displayed, javascript was moderately parsed. i'm not sure if it'd be better than IE8 but it definitely isn't a bad choice. i'm downloading v3.0 now to affirm my thoughts.
547
« on: November 04, 2010, 08:02:04 pm »
1.6M as in Mb? is that even possible?
yes. i know that it runs on the IE6 engine, so you'll probably get annoying messages from websites telling you how outdated your browser is. and although it definitely isn't the most solid choice (again, chrome/ff/opera), it fits your download limit.
548
« on: November 04, 2010, 07:57:20 pm »
what about this or this? the second one has rather limiting qualities though.
549
« on: November 04, 2010, 06:45:15 pm »
some of magic banana's sprites just dodged a bit.
550
« on: November 04, 2010, 05:28:35 pm »
there are a lot of places to store more variables though... L4, L5, L3 if you aren't doing grayscale L2 if you don't mind its interrupt-changing qualities.
551
« on: November 03, 2010, 06:25:24 pm »
couln't you set the mode to a+bi at the beginning?
this changes the mode setting, and adds just as many bytes as i 2 anyway.
552
« on: November 03, 2010, 05:35:21 pm »
I meant predominate as in most BASIC games are ASCII
ASCII and text-based are not the same thing. ASCII counts as graphics. Yes, a lot a BASIC games are ascii. ASCII is one of the only options for graphics in pure BASIC. (in fact, if you want any sort of speed at all, you have to use letters and numbers and stuff).
just to clarify, if someone outside the context of a calculator game mentions "ASCII", it does not mean they are referring to graphics. they are referring to how numbers are encoded into letters.
553
« on: November 03, 2010, 05:21:43 pm »
storing 40 cards wouldn't be too difficult. for each card you need: -String name -attack -defense -# of stars -type. [trap card, monster card, etc] attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!
If he wanted to include pictures, he could also have a separate string with all of the pictures using RLE for the pic as well as a default card outline.
loading would be ridiculous though, since this is in basic.
554
« on: November 03, 2010, 04:21:51 pm »
storing 40 cards wouldn't be too difficult. for each card you need: -String name -attack -defense -# of stars -type. [trap card, monster card, etc] attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!
But you need a whole scripted special effect for every card except normal monster cards...
If statements in the main program loop can easily handle this. one overbearing if statement to see if the card is a trap card, then, depending upon the list index, nested if statements to select the correct animation.
555
« on: November 03, 2010, 04:15:32 pm »
storing 40 cards wouldn't be too difficult. for each card you need: -String name -attack -defense -# of stars -type. [trap card, monster card, etc] attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!
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