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Messages - squidgetx

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1516
Axe / Re: Some (big) issues with ghosts
« on: November 01, 2010, 03:24:44 pm »
Are the black pieces (the walls) black on the backbuffer as well? Because I see in your code you are using pxl-test()r

Also, I'm not sure how well negative numbers and nibbles mix. I had this problem in cuberunner, and ended up just using whole bytes for the direction of the velocity vector. Normally a -1 is parsed as a 65535, and a -1 in a sign{} is parsed as a 255. (talking about addition/multiplication here), but a -1 as a nibble is parsed as....15? I'm not really sure.

Third, this looks problematic:
Code: [Select]
:    {rand^{L4+2}*2+L4+3}→P
:    {P}→iPart(U}
:    {P+1}→iPart(V}

If I can understand what you're doing, L4 holds numbers you want to use, not pointers. So I think you might want
Code: [Select]
:    rand^{L4+2}*2+L4+3→P
:    {P}→iPart(U}
:    {P+1}→iPart(V}
instead.

1517
Ash: Phoenix / [Ash:Phoenix]What happens when you die
« on: November 01, 2010, 03:10:28 pm »
mmmmmmm...subforum. Btw, "Phoenix" in the board name is spelled wrong. (sorry for the inconvenience)

Anyway.

I need to know what the community thinks is the best option for death consequences. I am currently completely on the fence about these two choices. Please vote, discuss other options and the available options here. Thanks!

Option 1: Load at last save point
Advantages: very easy and small, most people end up doing this in RPGs that use option two merely by just shutting the game off w/o saving
Disadvatages: Can ruin games where you forgot to save, can trap players in dungeons (think saving in the middle of the Elite 4 in pokemon; it means that if you can't beat them, you have to force yourself to whiteout)

edit: I should mention that the save points are user defined. You can save wherever you want, whenever you want, as long as you're not in the middle of a cutscene, a conversation, or a battle


Option 2: Pokemon Style
Advantages: Classic, doesn't trap player if they die in a dungeon
Disadvantages: Getting half (or even three quarters) of your money stolen isn't much of a punishment for dying

1518
TI Z80 / Re: The Impossible Game
« on: November 01, 2010, 03:02:42 pm »
Also a restart button could be implemented to quickly switch levels.  (As I said in my last post)
I think Del will take you back to the menu screen, where you can switch levels

1519
TI Z80 / Re: The Impossible Game
« on: November 01, 2010, 07:14:44 am »
gah, you already released 2.0. Anyway, I'll just post this small bug report anyway: it probably won't affect many users though since it's impossible to reproduce afaik

I was playing Chaoz Fantasy, attempt 17, in the first section of the game (Before it turns upside down), and I died. Attempt 18, the color inversion, fall down, and upside down effects were all turned on ??? I died, then Attempt 19 and onward were normal. No other effects found.

Still...amazing game ;D Almost beat it...67% on heaven and 100% on the other lvls ;D

1520
Ash: Phoenix / Re: Ash: Phoenix
« on: October 31, 2010, 10:34:55 am »
@shmibs: it looks even better on hardware. Scrolling gray is a huge PITA which I solved by doubling the frame scroll speed but changing the Dispgraphr command to For(E,0,6) : Dispgraphr : End

Also minor update: adding HP bars made the battle engine break AGAIN, but it got fixed. AI wise, all I'm gonna do is make sure they don't pick moves that are half-damage-effectiveness, and that's it. Battle engine still needs some finetuning though, before I can call it finished (it is very close to done though :D- i know in sig it only says ~50% but that's because the other stuff is just sprites/animations--but those aren't too hard to code)

1521
Anime and Manga / Re: Bleach
« on: October 31, 2010, 10:28:37 am »
Well they did use the words 'a rejection of phenomena.' ie; she can make a phenomenon, ie an event, so that it never happened :P. idk, that's my take on it though

1522
Ash: Phoenix / Re: Ash: Phoenix
« on: October 30, 2010, 02:35:11 pm »
bleh doublepostwhatever New update:

Seems like I had more time than I thought, so now the battle engine core is basically finished. Damage formula, stat boosts, supereffective/halfeffective damage, 'damage' to MP, healing spells, moves with recoil, turn picker, items, attempting to run away are all complete. You can now 'fight' a battle against a preprogrammed enemy, although there are no animations whatsoever and the AI just randomly picks a move out of its arsenal.

What I'm going to work on next
-AI being somewhat smart
-Animations
-HP bars
-Dynamic enemy generation (this is the hard part-I have to be able to take an enemy's level, base stats, and enemy ID and calculate stats and a reasonable moveset for it)

1523
TI Z80 / Re: Light
« on: October 30, 2010, 12:47:51 pm »
What MRide said about making sure shadowed objects are grey. Probably black is best (like Builderboy's Nightmare) , since it would add a *little* speed

After procrastinating for days (curse you, cuberunner!)

heh heh.... >:D

1524
The Axe Parser Project / Re: Axe Parser
« on: October 30, 2010, 12:33:36 pm »
Ok; good. I'm going through all my code checking that my subroutines are actually worth having as subroutines using the 15byte-per-argument r. My window drawing routine saves about 393 bytes per call :)

I'm going to assume it's not worth it to make a routine that just does PtOn(r1,r2,r3) though...right?

1525
The Axe Parser Project / Re: Axe Parser
« on: October 30, 2010, 11:58:40 am »
...How big are the sprite routines?

1526
Ash: Phoenix / Re: Ash: Phoenix
« on: October 30, 2010, 11:06:56 am »
Bad news and good news:

Bad: the battle engine flipped out on me and refused to stop working
Good: I fixed it
Bad: It wasted an hour
Good: I still made a little progress
Bad: But not much
Bad: School quarter is ending this week so my teachers are all giving insane amounts of work
Good: Long weekend coming up so I'll have time then :)

TL;DR
Bad: Probably no screenie/decent progress today or tomorrow
Good: Definitely by the end of next week ;)

1527
The Axe Parser Project / Re: Axe Parser
« on: October 30, 2010, 10:54:08 am »
On a related but not related note, how large are the Rect(), RectI(), Rect()r, and RectI()r routines?

1528
Humour and Jokes / Re: Google can't read
« on: October 30, 2010, 10:31:58 am »
Google did that on purpose; by offering a suggestion for recursion, it creates a recursive loop. If you click 'did you mean 'recursion," it'll take you back to the same spot.

1529
Humour and Jokes / Re: Google can't read
« on: October 30, 2010, 09:52:37 am »
lol nice

1530
Ash: Phoenix / Re: Ash: Phoenix
« on: October 30, 2010, 06:06:46 am »
Well stats will be recalculated when you load the game, but all that means is that you change the numbers that the stats are calculated off of. I wonder how easy my stats formula is to figure out...;)

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