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Messages - trevmeister66
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271
« on: May 05, 2009, 05:08:58 pm »
Alright well I have now added in moving enemies: Watch til the end..heh pit of doom Since it didn't take up too much space, and it really didn't slow it down too much, I'm gonna add in at least 1 more type of enemy, if not 2 or 3 more. I also added some more rooms, but haven't really added anything else except the Regenerate Power Up (in the screenie).
272
« on: May 05, 2009, 05:05:11 pm »
So since there aren't any shops, do you just pick weapons up or do you get them from quests or killing guards, or etc.?
273
« on: May 05, 2009, 01:51:10 pm »
Interesting. I wonder if there will be some sort of projectile based enemies? I mean for example every now and then a missile going through the screen and you must avoid it along with other enemies moving around?
Hmm I might think about adding in 'projectiles' that will be shot, kind of like the cannon things in Super Mario, although I think the code for that might slow this game up too much. It's already running slower now, although I think it's because my comp is making Wabbitemu run slower -.- I'm gonna add in moving enemies first and see how that goes. All the other things are already added in or if they're not, they shouldn't slow it down really at all. It was down last night, now it works fine. Looks great! I would suggest one thing though:
:Text(-1,Y,X,"U ;char your using ;it looks like thats what your doing (something similar) in the SS, as it makes the char flash :Text(-1,oldY,oldX," ;space :Text(-1,Y,X,"U :Y->oldY:X->oldX ;vars at your choice Now when you move it will update your chars old position, and then your new. But making it not flash. Just a thought, I will go into detail if you wish (sorry if you already have this or something like it going on).
Hmm I have it where every time it cycles through the loop it displays the character, and whenever you move, it just removes your character, and at the beginning of the next loop, it displays it.. I'll look into coming up with a new way to do this, or use your way or something.
274
« on: May 05, 2009, 01:43:40 pm »
Does it means you will not be on the forums for this long too?
Sadly yes, I won't have any access to a computer the entire time (although there will be a 10 'on leave' period where I'll be back in town, so I might stop by and say hi then), but the rest of the time I won't be.
275
« on: May 05, 2009, 02:39:44 am »
Thanks Yeah I've been trying for a while to get some sort of decent game with duel layer ASCII going, and this is the first time I've actually gotten it to be somewhat fast and decent looking, although the spikes sprite doesn't look like a spike, and the bomb sprite I got from Zoith, so I can't take credit for it. I have now coded in 1 more power up: Regenerate. You heal 5 HP every time you change rooms until you get to your max HP, which starts off at 100. I might switch it to 1 HP instead so that people don't abuse it by going between 2 "safe" rooms to boost up their HP to full. I have about 1/4 of the total map designed (technically 12/64, but who's counting?). Designing the different rooms is definitely the hard part...I have to keep it somewhat simple to navigate through, make sure it's still a little difficult, but not TOO difficult, and still make it kind of like a puzzle as well so that you have to think a little.
276
« on: May 05, 2009, 02:32:19 am »
Ouch summer school, this sucks, I hope you won't retire during summer, I noticed some people tend to lose interest after not coding for a long while. I hope you return after July
Oh I won't retire, I just won't be able to program from mid-July until around Christmas time. I just hope I remember what I was planning to do with this game when I do get back.. (I should, since I'm writing everything down..)
277
« on: May 05, 2009, 01:55:54 am »
Well after playing Zoith a couple times (not sure why I played more than once, since it's really short), I thought it'd be fun/interesting to make a Zoith on steroids, or rather a game similar to Zoith, except with MUCH more. Here's a screenie of what I have so far: I have a bunch of bugs that I need to fix, but I'm still adding a bunch of stuff as well, and will get to the bugs later. It's going to bet 8 'rooms' by 8 'rooms', and each room is 8 tiles by 12 tiles (8 high, 12 wide). The object of the game is to get to the dungeon exit, located at (8,8), the farthest point from the starting point (1,1). Like Zoith, DUNGEON will have 'enemies' who just move around and deal damage to you if you run into them, and there will be bombs and spikes that you'll have to avoid; Unlike Zoith, however, DUNGEON will include Power Ups and and Items that will aid you in getting to finish (For example, Super Jump in the screenie, which lets you jump 1 space higher). Currently I have 5 P-ups and 5 items planned, which could change based on how much space/speed is given up for each one. Also, the number in the top right is your health.
278
« on: May 05, 2009, 01:43:07 am »
I'm going to be putting this on hold for a while. With finals coming up later this week, and since I'm taking summer school and leaving for boot camp for the Marines in mid July, I won't have much time to commit to a game like this. That does not mean I'm quitting this; I just won't do much coding/designing for this game until the beginning of next year.
Also, when I have time to code (before I leave in July), I want to make simple and "small" game(s), instead of spending all my time on 1 particular game (See Side Project #2).
279
« on: May 04, 2009, 11:34:52 pm »
That's a lot of data... hopefully you'll be able to fit it all in.
280
« on: May 04, 2009, 11:33:40 pm »
Something else does anyone have ideas for a puzzle type thing for when your captured and have to break out you would have to pick a lock? @DJ that would be when you have to go and look for items to trade.
Hmm you could have it similar to Fallout 3 (not sure if any of you played that), but there were parts where you could pick a lock, and you had to align the pick in the right spot to pick it. While it was very detailed since it wasn't on a calc...you could still having something where they have to align it in the right spot, and if they do it wrong a certain number of times, the guard comes and changes the lock.
281
« on: May 04, 2009, 11:46:04 am »
Nice work. I can not wait to play this game.
282
« on: May 03, 2009, 12:51:23 pm »
The more the merrier. I think dungeons are areas that you have to "enter" through an entrance, where as over world areas, even if they have monsters aren't considered dungeons
283
« on: May 02, 2009, 11:07:23 pm »
Woot 50% = almost there!! Nice work.
284
« on: May 02, 2009, 05:48:20 pm »
Nice screenies. Did the original Chips Challenge have different sprites for each direction? I guess it did...it's been so long since I've played it.
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« on: May 01, 2009, 08:59:41 pm »
So if we used 1 ASM utility that only copied archived programs to RAM (Like Resource) to save space, then it would be considered Hybrid? even if EVERYTHING else was Basic?
For this contest, yes.
Bleh. Alright.
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