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.
Messages - squidgetx
Pages: 1 ... 104 105 [106] 107 108 ... 123
1576
« 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 I think the keys are a little too sensitive maybe?
1577
« 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)
1578
« on: October 24, 2010, 03:17:47 pm »
1579
« 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
« on: October 23, 2010, 07:05:03 pm »
Question: do the r1, r2, r3 vars retain their value after use? ie, would 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 insub(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
« on: October 23, 2010, 04:28:27 pm »
that was terrifying...nice job builderboy
1582
« on: October 23, 2010, 04:23:17 pm »
.......
1583
« on: October 23, 2010, 03:44:33 pm »
ummmmmmm lol?
1584
« on: October 23, 2010, 03:19:00 pm »
Don't forget about LOLCODE 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
« on: October 22, 2010, 06:24:58 pm »
WOW looks awesome. Reminds me of the flash game Tactical Assasin
1586
« on: October 22, 2010, 06:20:07 pm »
This reminds me of Aspirin, but more complex [offtopic] I like your new avatar, penguin Can't wait for Wednesday [/offtopic]
1587
« 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
« on: October 21, 2010, 03:25:22 pm »
anyone know how to draw a circle to the back buffer?
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
« 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
« 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 ) 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
Pages: 1 ... 104 105 [106] 107 108 ... 123
|