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TI Z80 / Re: [Project] Sniper 101.
« on: October 26, 2010, 05:15:21 pm »
Did that really happen to Phoenix? (the shooter)
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. 1561
TI Z80 / Re: [Project] Sniper 101.« on: October 26, 2010, 05:15:21 pm »
Did that really happen to Phoenix? (the shooter)
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Site Feedback and Questions / Re: small bug« on: October 26, 2010, 04:39:50 pm »
That's what I thought too, when I first saw penguin with <350 posts. Alvin just
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Site Feedback and Questions / small bug« on: October 26, 2010, 04:37:13 pm »
Just wanted to point out that in the member level thing, for level 5 members it says Next: 350, while I believe that level 6 is only at 300 posts (ASHBAD_ALVIN and thepenguin77 are both lvl 6 with <350 posts)
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TI Z80 / Re: [Project] Sniper 101.« on: October 26, 2010, 04:32:06 pm »
Nice game
One suggestion I have is to have a key lag after exiting the shop screens and when pressing a key after a hit so that you don't accidentally shoot when trying to advance the screen. This can be done with a simple Pause XXXX (I recommend around 1500). Also you can make the text (Sniped....Miss) inverted colors to match the background with a simple Fix 2 (or 3) before the text command and a Fix 3 (or 2) afterwards 1565
Other Calc-Related Projects and Ideas / Re: [Suggestion]: Exit Path« on: October 26, 2010, 04:09:27 pm »
Go for it then. I'll stick to A:P
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Ash: Phoenix / Re: Ash: Phoenix« on: October 26, 2010, 03:59:24 pm »
Minor update showing what I have done with the battle engine so far. I literally had to code this 3 times over because of some unexpected clears (ie, calc wouldn't turn on in physics until i took out all the batteries: I sit right in the front and my teacher kept looking at me weirdly. She can't say anything though, since I just averaged 99 on the last two tests lol ; and then later the game crashed when Axe forgot to tell me that I was missing a label)
Anyway, I put the stat screen in a window, and you can only use items (as opposed to equip/toss them) in battle. I also added a 'window' routine that wasn't that hard, but that I am proud of. It looks nice So far all I have left to do in the engine is the actual battling part.... If you notice that I have duplicate items and moves, this is because the save file I'm using was written manually with a bunch of random moves/items...it's not a bug and it (hopefully) won't be happening in the real game 1567
Official Contest / Re: Cage Match #1: Tunnel« on: October 26, 2010, 03:45:54 pm »Wow. I didn't expect Collision Course to be that hard... I'll have to add an easier difficulty in. I only played on wabbit. I retract all my comments about the speed being too hard...on hardware it's fine 1569
Ash: Phoenix / Re: Ash: Phoenix« on: October 25, 2010, 04:40:24 pm »
Hm, I was just about to ask if you can delete external variables, then just before I posted I decided to check the docu just in case even though I was 99% sure you couldn't...and then I found out you can . This will make things much easier (ie creating temp appvars for extra storage and then deleting them.)
I'll think about changing the limit: there'll be plenty of cushion time to decide since the only data in the save file following item data are quest flags (which I can use bits for if I want to lol) 1570
TI Z80 / Re: My First Quantum Translocator« on: October 25, 2010, 04:34:26 pm »
FYI, Axe's back up feature works wonders if you don't mind the extra compile time. It's saved me plenty of times in the past
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Ash: Phoenix / Re: Ash: Phoenix« on: October 25, 2010, 04:30:24 pm »
lol thanks. Yeah, the netham was just a temp item I threw in the database really quick for testing purposes (btw, it heals 9000Hp, 255 MP and costs 9000 gold) . Maybe I'll keep it there though...
Btw, your bag has a limit cap of 25 items, old school style. This means that you can have 25 different items, but it doesn't matter how many of each you have (proabably a limit of 99 each). Does this sound reasonable? 1572
Official Contest / Re: Cage Match #1: Tunnel« on: October 25, 2010, 04:14:50 pm »I'll definitely work getting the AI to race with you. I do agree the dots thing is annoying, but the only fix I've made for it so far is instead of dots, it's little 4x4 ships racing across the top of the screen.Well the dots aren't really annoying: it's just that I thought that AI racing you would be really cool 1573
Ash: Phoenix / Re: Ash: Phoenix« on: October 25, 2010, 04:12:04 pm »
@Finale TI: yeah, that's one of the reasons why I decided to only have 1 character ^^ (although I give most credit to pokemon/dying eyes for the battle engine scheme)
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Other Calc-Related Projects and Ideas / Re: [Suggestion]: Exit Path« on: October 25, 2010, 04:09:45 pm »
Looks awesome: I might pick it up if I need a break from A:Phoenix's battle engine. No promises though (also i'm really bad at it too so maybe coding it wouldn't be a good idea)
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Official Contest / Re: Cage Match #1: Tunnel« on: October 25, 2010, 04:05:01 pm »
maybe I'm bad at tunnel games lol. I still feel like you move a little too far with one keypress though
Oh and suggestion: maybe have the ai that you are racing have their own sprite so that you can actually 'compete' with him rather than needing to check the dots at the top? |
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