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TI Z80 / Re: Game Info & Progress
« on: February 21, 2009, 07:22:31 pm »
Good job on the title screen and the battle system! You're making some amazing progress here, keep up the good work
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. 481
TI Z80 / Re: Game Info & Progress« on: February 21, 2009, 07:22:31 pm »
Good job on the title screen and the battle system! You're making some amazing progress here, keep up the good work
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F-Zero 83+ / Re: F-Zero Progress Thread« on: February 21, 2009, 07:02:48 pm »
Drifting would be a nice addition, but there's a fine line line between not enough and too much. Nice job on the camera movement too!
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Introduce Yourself! / Re: hey you« on: February 21, 2009, 06:49:33 pm »
Welcome Eli! and (a belated) welcome to Omnimaga
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Art / Re: other other stuff« on: January 29, 2009, 08:11:47 pm »
The tiles look great. For me, boring lectures in my programming and English classes have given me a reason to learn to compile Asm by hand
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News / Re: After 16 years of inactivity, HP-48 coder resumes works on his strategy game« on: January 26, 2009, 08:07:04 am »
That really is incredible! (Now, for all those who make posts along the lines of "any progress?" after a few weeks or months of no updates, remember that at least you were sentient at the time of our last post )
The amazing thing about this is that it the game looks so good when it was made for a 1/6th-of-a-century old calculator, and that most of it was coded (I'm assuming) that long ago (look back at some old posts on UTI, which are only about 5-6 years old, and a lot of things like leaving-off parentheses and usage of boolean tests that nowadays are considered some of the most rudimentary optimizations were seen to be revolutionary) 486
TI Z80 / Re: Chip's Challenge screenies« on: January 25, 2009, 11:21:42 pm »Nice screenies. I loved Chips Challenge back in the day. I don't remember what the highest level I ever got to, but it was close to the last level. Are you going to add in all the levels? (If this is in the other topic, smack me please).smack I'll do as many as I can (but enemies will severely limit this). My estimate is there'll be only around 50 of the original 148 I can add in. 487
TI Z80 / Re: Game Info & Progress« on: January 25, 2009, 02:22:36 pm »Quote Okay, so that was a long ramble... but hopefully you, being whomever the reader is, understand where I'm going here.Remember: We're not doing you the favor of playing this game, you are doing us the favor of making the game 488
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)« on: January 25, 2009, 01:05:56 am »
It sounds good. You already have a good idea of how everything'll work and what the features will be. It sounds like the encounter system will be similar to Chrono Trigger, which is great.
Quote found a nice gem called "xLIB". gonna use thatThere's also Celtic III which is backwards-compatible with xLIB, but still in development. Just an idea, since the more people potentially using it means more "motivation" to finish ithint hint 490
TI Z80 / Re: Chip's Challenge« on: January 24, 2009, 04:17:27 pm »
...
... ... Wow... Why doesn't it say non-integers can be used in the readme? More than half of the tiles I'm using have constant walkable/un-walkable status, and I put in an additional 20 tiles that are copies of others except for whether the player can go there or not. As for adding in sort-of decimal input to my String->Matrix program, instead of it being two tokens (like "FF" or "01"), I could make it three tokens, with the third being the tenths digit (i.e. a decimal number between 0-9. Making it the 16ths digit would be kinda messy). For example, "AA3" would be converted to 170.3. I don't think it would be too difficult, but it would make the input string 50% larger. 491
TI Z80 / Re: Chip's Challenge« on: January 24, 2009, 02:34:49 pm »That is really cool, just wish it supported decimals..I still want to keep some of my sanity! and I don't think the tilemapper for xLIB likes decimals. 492
TI Z80 / Re: Game Info & Progress« on: January 24, 2009, 02:26:12 pm »It sucks typing out multiple 8x8 matrices... >_<The matrix editor that comes with TI-connect is actually pretty nice ( amazing that TI-Connect is useful for something, ain't it?). It only takes me a few minutes to create the 32x32 matrices for Chip's Challenge. 494
News / Re: The possible revival of the "Featured Calculator RPG Projects" section« on: January 23, 2009, 11:10:59 pm »So, this means that staff isn't a part of this, possibly, new section?We each already have a forum for ourselves, so I think an extra one would be redundant 495
News / Re: The possible revival of the "Featured Calculator RPG Projects" section« on: January 23, 2009, 11:04:50 pm »Isn't DOA a first-person shooter?I read the first paragraph "You are part of the I.G.I.A, the InterGalactic Intelligence Agency. You have been sent to Titan, one of saturn's moons to investigate the disappearance of weapons, plutonium and some soldiers. The IGSA, the InterGalactic Security Agency runs and funds this base, so uncovering the reasons for the disappearing weapons and soldiers is of the highest importance." and it sounded like an RPG. I probably should have scrolled down a bit more lol |
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