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Messages - squidgetx

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1576
Official Contest / Re: Cage Match #1: Tunnel
« on: October 25, 2010, 04:01:27 pm »
Hm, no time to write a full review but right now it seems to me that recoil might be a little too easy (although I like how you could change settings), and collision course a little too hard. Good concepts though, and maybe I'll write some more later.

Also gif of wabbit-ta run of cc: I had it on 25% but it was still sort of hard :P I think the keys are a little too sensitive maybe?

1577
Ash: Phoenix / Ash: Phoenix
« on: October 25, 2010, 03:42:21 pm »
Well, this is what I've been working on since Cuberunner: Ash:Phoenix--an RPG

Storywise, I won't reveal too much, since I'd like the story to unfold as you play through the game. I will say that the main objective driving the storyline is to find the legendary bird of fire: the pheonix. You'll only have 1 character throughout (differing from other RPGS) , and all the battles will be 1 on 1 (like pokemon). Also, instead of having a list of spells, you'll have a list of (up to 8 ) different 'techniques,' some of which will be regular attacks, and others will be spells. There will be about 40 different total techniques, some of which are unlearnable depending on what class you choose to be at the beginning of the game. (There will be 6 classes: warrior (melee based), archer (melee based), mage (magic based), spirit (magic based), undead (mix), and shadows (mix) ) Techniques will have varying effects including boosts/drops to stats, recoil/healing, and regular damage

The map engine uses 12x12 tiles and your character is masked. All of the sprites I'm using right now are just temp ones that I threw together...(except for equipment ones: those turned out nice): the others will probably be redone sometime.

So far the map engine is partially done, and the item and stat screens are pretty much wrapped up.
The battle engine I have on paper, but coding it on calc is turning out to be...difficult.

Updates to follow throughout! I won't let this die (hopefully) ;D


1578
Miscellaneous / Re: Whitespace
« on: October 24, 2010, 03:17:47 pm »
Don't forget about LOLCODE  ;D
Code: [Select]
HAI
CAN HAS STDIO?
I HAS A VAR
IM IN YR LOOP
UP VAR!!1
VISIBLE VAR
IZ VAR BIGGER THAN 10? KTHXBYE
IM OUTTA YR LOOP
KTHXBYE
How about this language? ;D
http://en.wikipedia.org/wiki/LOLCODE
:P

i failed >.<

1579
TI Z80 / Re: [Project] Sniper 101.
« on: October 24, 2010, 12:18:07 pm »
Personally, I think a mission type mode is best, where you have limited ammo and you have to shoot objects and people in a particular order so that no one sees you. Like this flash game: http://www.addictinggames.com/tacticalassassin.html

1580
The Axe Parser Project / Re: Axe Parser
« on: October 23, 2010, 07:05:03 pm »
Question: do the r1, r2, r3 vars retain their value after use? ie, would
Code: [Select]
sub(L,1,2,3)
...
Text(0,0,r1>Dec
Text(0,10,r2>Dec
Text(0,20,r3>Dec
...
Lbl L
...
Return

write 1,2,and 3 on the screen?

And if you call a subroutine with no arguments, are these vars preserved?
As in
Code: [Select]
sub(L,1,2,3)
sub(A)
Lbl A
Text(0,0,r1>Dec
Text(0,10,r2>Dec
Text(0,20,r3>Dec
Return
Lbl L
...
Return
also writes 1, 2 and 3 on the screen?

1581
Computer Projects and Ideas / Re: Nightmare
« on: October 23, 2010, 04:28:27 pm »
that was terrifying...nice job builderboy :)

1582
Humour and Jokes / Re: Good bye and good luck to you all.
« on: October 23, 2010, 04:23:17 pm »
.......

1583
Humour and Jokes / Re: Good bye and good luck to you all.
« on: October 23, 2010, 03:44:33 pm »
ummmmmmm lol?

1584
Miscellaneous / Re: Whitespace
« on: October 23, 2010, 03:19:00 pm »
Don't forget about LOLCODE  ;D
Code: [Select]
HAI
CAN HAS STDIO?
I HAS A VAR
IM IN YR LOOP
UP VAR!!1
VISIBLE VAR
IZ VAR BIGGER THAN 10? KTHXBYE
IM OUTTA YR LOOP
KTHXBYE

1585
TI Z80 / Re: [Project] Sniper 101.
« on: October 22, 2010, 06:24:58 pm »
WOW looks awesome. Reminds me of the flash game Tactical Assasin

1586
TI Z80 / Re: The World's Hardest Game
« on: October 22, 2010, 06:20:07 pm »
This reminds me of Aspirin, but more complex ;D

[offtopic] I like your new avatar, penguin ;) Can't wait for Wednesday ;D[/offtopic]

1587
Axe / Re: Need moar variables...
« on: October 21, 2010, 03:53:43 pm »
Oh, and yunhua98, use 2-byte storage for most uses. It's one byte less than one-byte vars (weird, I know, but that's just how it works).
...wait really? I never knew that :x

1588
TI Z80 / Re: [Project] Sniper 101.
« on: October 21, 2010, 03:25:22 pm »
anyone know how to draw a circle to the back buffer?

Code: [Select]
Exch(L6,L3,768)
Circle(X,Y,Radius)
Exch(L6,L3,768)

...basically switch buffer/backbuffer, draw circle to the buffer (which is actually the back buffer) then switch them back

Looks nice so far :)

1589
Axe / Re: a couple questions
« on: October 21, 2010, 03:21:01 pm »
Thanks! I also figured out the lowercase thing during calc today (turns out there's a much more efficient way of coding that type of data structure: ie "Netham" : Data(9000r,9000r)


1590
Axe / Re: a couple questions
« on: October 21, 2010, 07:09:41 am »
Ok...thanks quigibo. A few more q's now lol:

4: In BASIC, putting Goto's inside If:Then blocks causes memory leaks. Does it do the same in Axe? (resolved)

5: How does Pt-Mask( work? (i figured it out :P)

6: Do apps take up any user RAM while being run?

7: Is there a way to retrieve the amount of free RAM and display/store it somewhere as a two-byte number? (resolved)

Thanks :)

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