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Messages - tifreak
Pages: 1 ... 141 142 [143] 144 145 ... 183
2131
« on: December 28, 2005, 03:13:00 am »
lol., I do that before even starting a game, writing A-theta, and I always have the same variables in most of my games: K=getkey W=while loops Definitely helps when you need to know what variable is a temporary variable, and which has important gaming data... 
2132
« on: December 28, 2005, 03:08:00 am »
lol, I still need to get your basic greyscale package posted.   Do you plan on updating it, or is it pretty much done?
2134
« on: December 27, 2005, 06:02:00 am »
Maybe so, but I am giving some thought about makin AOD3 out of this theory, just to see... You should actually try the example given in the progm Findsprite readme, and play around with different characters. I would have never thought you could do some of the stuff it does... 
2135
« on: December 27, 2005, 03:24:00 am »
ROFL! TI-City uses a manual command interface, where you type in the wanted function... I just don't know if I would need Yell, except to bring enemies down upon you...   THE POST
2136
« on: December 27, 2005, 03:19:00 am »
Did you actually read through it? I plan on makin my own, in-dept look at the letter-tile system after this is complete. 
2137
« on: December 27, 2005, 02:28:00 am »
Glad I could be of help. 
2138
« on: December 27, 2005, 02:22:00 am »
I am finally getting Elfprince's tutorial posted on my site, after putting it off/playing halo 2 on legendary for the past two months. I have a little of over half of it complete, and I expect to finish it off tonight, if I don't have a whole lot of things to do around the house. http://tifreakware.calcgames.org/nolib.htm
2139
« on: December 26, 2005, 12:58:00 pm »
No problem, I hope you understand it... 
2140
« on: December 26, 2005, 10:29:00 am »
Well, with this project, I recommend you print out all the code, and then on paper figure out what does what, then see if any of it can be shortened/compiled to make the files smaller, then go from there...
2141
« on: December 26, 2005, 10:25:00 am »
InString("ABCDEFGHI","FG" will return 6, since that is where it starts at. If you take: If not(InString("ABCDEFGHI",sub(Str1,T-1,1):Then:etc... This is the basic syntax of hit detection when going left for strings. Look at my walking engine for more examples on the pokemon beta. 
2142
« on: December 26, 2005, 07:06:00 am »
Well, I know for a fact that using the Asm( command really slows down a game, that is why I am wondering... I guess I will find out in a couple days. I need to devote some time to my site and add some stuff...
2143
« on: December 25, 2005, 04:52:00 pm »
Well, I have some modifications to complete to the engine, and some new items for it, as per some requests. I also need to make the developers guide a lil more understandable, with the new stuff that is bein added... As to porting the game, you might want to see if some of the code could be less bulky, etc... I have the code printed out, and it was ugly... :rofl:
2144
« on: December 25, 2005, 04:00:00 pm »
I guess that sounds about right, it really depends on how in depth in the game you want to go... I think that right now, the Pokemon data storage is my main problem. Once I get the maps to Veridian complete, I would like to put in a few pokemon, and have a battle system going... question: There is a program on ticalc.org that removes the need to place Asm(, do you think this would increase the speed of the engine any? (I already downloaded resource, gonna implement it in a few days) [ot]38MB is a pain to download on dialup...   I thought it might be a good idea to do a site backup...
2145
« on: December 25, 2005, 03:36:00 pm »
Thanks, yes it is a huge rpg, I couldn't tell you how many hours it took me to beat the game, I know it would probably take me well over a month to beat it, if I played for a few hours a night...
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