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Messages - simplethinker
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616
« on: November 24, 2008, 10:02:23 am »
The battle screen looks awesome {AP}! For now I could always add a few ones though and get rid of the shitty SMF default set We need a thumbs-up smiley.
617
« on: November 23, 2008, 10:36:07 pm »
Hi, welcome back. Nope {AP} there are effectively ASM coderz here , just, only a few, but again, there are about 50 people who even know this board exists
Jon makes it 77! [edit] Darn, beaten by 11 sec...
618
« on: November 23, 2008, 10:32:49 pm »
Welcome back Jon
619
« on: November 23, 2008, 01:30:13 pm »
Would anyone be interested in creating the sprites/tiles for this? My attempts so far have been a bit frightening The sprites should be 8x8. I'm planning on 3 layer grayscale, but if it looks like grayscale isn't necessary for a reasonable amount of detail I might consider just black and white. I've attached a chart with the black & white sprites from the original game, but since they're 32x32 anything resembling them in 8x8 would be fine. For the buttons (5th row from the top) the reasons for the "+", "T" and little arrow are to distinguish between what would be colors, so any other way to distinguish them would work. Any help would be appreciated [edit] Okay, I've got doors+keys, picking up chips, and the winning conditions done so far. Next up are the movable blocks, water, and fire. Once I figure out what to do for the timer I'll organize the HUD. Here's the first level (still black & white sprites): [another edit] Wow, the movable blocks were way easier than I thought. Got that done...
620
« on: November 22, 2008, 08:58:59 pm »
It looks great so far Hope you get your motivation back. If all else fails, the possibility of being hit over the head with a big stick seems to motivate some people. Just say "when"
621
« on: November 22, 2008, 07:26:06 pm »
I never realized how much strategy there was in Pokemon. Now I have this urge to go play Pokemon Blue (If I can find it...)
622
« on: November 22, 2008, 12:36:49 pm »
Thanks i love these tiles, and I would recommend against using Celtic until the entire game is finished because developpement was halted for an undetermined amount of time and it still has some issues. I myself got display glitches with Super Mario Smash Dance, Metroid II: Evolution/Expansion, Bowling and Project Omega Race Ngine
Yeah, after I posted that I went to the progress post on UTI. I downloaded the latest version and it was a bit buggy.
623
« on: November 22, 2008, 12:30:33 pm »
From http://www.gamefaqs.com/portable/gameboy/file/907714/54432Paralyzing
The most effective status problem is paralysis because of its effects combined with how easy it is to use. When paralyzed, your Speed is dropped to one quarter and you have a 1 in 4 chance of not attacking. This is common because Speed is important as you can rely on that Pokemon and finish anything off. Being slow, you’ll always take a hit before you can do anything, and that adds up quickly... (In my previous post I confused paralysis with sleep)
624
« on: November 21, 2008, 10:52:27 am »
This is nice, I am curious how it will turn out with grayscale
Thanks I really haven't done anything in grayscale so it'll be a while before there's any significant progress towards looking like the real game. To mask sprite underwater it might pose a problem. Usually I just draw it anyway but then it might still be visible a bit. You could always have a different sprite be drawn when he's underwater but it might slow things down. How many levels of gray are you planning to use? I'm planning on just 3 level gray (white, gray, black), but if it's not too slow I might try 4 lvl. I attached a picture showing Chip on different tiles from the original game. There's water, fire, ice and force floors (force him to slide). I can make a different sprite for when he's in water, but for the others it looks like overlaying him on the tile would be best. Also the screenshot looks a bit distorted, Idk if it's the forums, but you might have specified a specific size and the forums resized it this way
The screenshot I took was too small so I scaled it to look bigger. [edit] I'm thinking about using Celtic III for its string tile-mapper. [another edit] Darn, it doesn't look like Celtic III is complete enough
625
« on: November 21, 2008, 10:29:11 am »
How does paralyze works? Does it paralyze you during a random amount of turns or is it like 2 or 3 turns? When it wears off can the enemy paralyze you immediately afterward without letting you select any battle commands?
In Red/Blue/(Yellow?) un-paralyzing counted as a turn, so it's possible to never be able to make a move. I remember having my lvl 60-something Charizard get killed by a lvl 20-something Tentacool. They changed this in Gold/Silver/Crystal onwards so you at least get a shot in before they can paralyze you again.
626
« on: November 20, 2008, 10:54:20 pm »
My cousin has one. It's not as big as that picture makes it look. (Look at the size of that picture, the pic of a 92 takes up more memory than a 92 has )
627
« on: November 20, 2008, 10:50:08 pm »
Since I've never actually released a program despite being active in the calculator community for almost 4 years I've decided that I should probably do something. Chip's Challenge is an old tile-mapped puzzle game which follows Chip's quest to get out of some crazy lady's labyrinth. It'll be a port for the 83+ series in grayscale using xLIB. The project is in its very early stages but I've already run into a slight problem , so I might as well announce the project anyways. I don't have much experience with xLIB so please bear with me. I'm having trouble getting the main sprite to resemble anything when the background tile isn't blank. I've looked through some tutorials and the closest thing I've found directly addressing this problem is (amazingly) here. This is a screenshot. Notice what happens when he enters the water and ice. (The sprites I'm using right now aren't in grayscale and are just temporary so I can work on to other things.) How would I mask the sprite so it looks decent when he's in water/on ice? Right now I'm focusing on modifying the scrolling engine from my map editor to work with xLIB tile-maps and I'll post anything once I make some real progress on this.
628
« on: November 20, 2008, 08:26:13 pm »
Say it ain't so!! First they kill Snap and now the Pillsbury Dough boy?!
629
« on: November 20, 2008, 06:45:27 pm »
it's like in The Reign Of Legends series (on calc). Basically like FFIV through FFIX in wait mode but battle action stops completly not only when browsing the magic/item/skills menus, but also on the main battle commands menu as well as when someone attacks.
So battle action stops completely whenever anything (except for waiting) is happening? random thought: It would be nice if battle/turn system from Hoshigami (the coolest, best, most awesome game ever created) could be used in some other game. I wonder how feasible a board-type RPG would be on-calc...
630
« on: November 20, 2008, 06:27:25 pm »
I've never played FFX, but is it like the turns in Chrono Trigger?
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