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Messages - Drak

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31
Miscellaneous / fasting
« on: May 25, 2009, 08:15:37 pm »
just finished a 24 hour fasting period. wow im dizzy. hungry too. no food/water is a big kicker to your bodily systems, but man did I get a lot done today at work. feels great tbh.

32
TI Z80 / Re: the pq thread (agen.)
« on: May 25, 2009, 11:26:02 am »
well I dont delete threads to keep all history intact to be fair, but I will lock all of them to make sure people wont get confused which one is the right one.

But on the game, this looks fucking nice right now, graphically wise I mean. I like how each characters displays over each others with a maskin effect. Is it fast? Only suggestion though would be that if the max HP in the game is 2 digits, have it display a bit closer to the characters.

Nice work so far

its 3, with the potential of 4 if you just play that freakin long.


EDIT:

WHAT THE BOOST MIE REPPUTASHIN LEFFIL NAO. ITS ZEROHE.

edit agen:

Yes, it is pretty fast.

34
TI Z80 / Re: the pq thread (agen.)
« on: May 24, 2009, 11:24:53 pm »
well i tried to find wabbitemu but no dice. all the links were broken.

by the way, kev, can you delete all the other threads in the Potter Quest 2 subsection besides this one? (even the contest, i have to revise the thing anyway >>)


graphics engines working well so far... so is the player inputs. may or may not be an attachment hur hur.

what it is:

backgrounds are working. yay.
monsters are loading. yay.
players are there - yay. three shown states of character, but five actually exist, normal (health above 30%) weak (below 30%) dead (obvious.) getting ready to cast a spell. (shown if health is above 30%, and the unit is using a "spell" like ability) and getting ready to attack (anything that isn't a spell being used.)

what you DONT get to see yet, is the menus working in action until i can get a way to film it again ( have a vacation in a week >>) and actual combat taking place (Because of angry me is stupid and didnt get how the fuck i accidentally a whole coke bottle.)

by the way,

halo is a grate guy eh fights ailens and doesnt afraid of nothing.

(there are more than just people to fight. dogs, cats, snakes, trees, a windmill, cartons of soymilk, some guy in a burger king suit, the stars themselves, cereal box characters, skariygoasts, etc.)

edit - second picture is to demonstrate vertically taller monsters can occur, shooting up into the backdrops themselves. this will allow monsters that are up to the full calculator's vertical screen size (63pixel?) to occur.

35
TI Z80 / Re: the pq thread (agen.)
« on: May 24, 2009, 02:55:52 am »
i think ill do some screenshots when i get a little more done on it... still images, not anything showing how it actually works in action, though.

36
TI Z80 / Re: the pq thread (agen.)
« on: May 17, 2009, 01:47:04 am »
Cool to see this is still alive! I hope you finish this and btw continue doing frequent backups in case. We never know. WIll there be screenies or videos soon?

i dont know. i am doing backups.

37
The Blue Platform / Re: Platform Game Engine
« on: May 16, 2009, 10:35:18 pm »
needs lists included, wont run without it.

38
TI Z80 / Re: the pq thread (agen.)
« on: May 16, 2009, 08:40:55 pm »
celtic III is providing way more ability to do cool shit than xlib alone was. love the backwards compatibility. work is coming along slow, but well, getting the graphics to load faster. honestly its starting to look more like a jRPG than anything else. Lots of goodies left to code. Party switching in-fight works now, instead of allowing you to clone your characters because i was an idiot.

39
TI Z80 / Re: the pq thread (agen.)
« on: April 22, 2009, 12:34:33 pm »
cool, so I assume the level up system will be a bit similar to Final Fantasy II but when escaping battles it will be like FFVIII or later in the way that you still get some experience anyway, right?

That might be a good idea (altough don't make it randomly not even give any reward even after an insanely hard fight like in FFII NES, though, else it's way too hard to level up your stats) because in ROL2 I remember at the end there were always like 2 characters in the game left at LV 20 or something (they were not too bad, but everyone else were more useful and one of them just had scanning enemy HP/LV/exp/gold as special ability)

kind of like final fantasy II, but experience is gained as you're using it, like runescape in a way. so you will always get experience towards skills no matter what. bosses will usually not have any drops, but may have something you can "steal" from them, BUT bosses will usually have a "loot room" right after them. (usually contains a box o' bux, some trivial items, mabey a piece of equipment, a new "Dummie's guide to [this ability]", etc. You can skip the room if you want, but... why? It's free loot. (unless you're doing a no-gain run which in that case it will hardly help you at all.)

I'll have screenshots (and a download to try it out on your calc yourself) of the combat handling engine when it is ready.

40
TI Z80 / Re: the pq thread (agen.)
« on: April 21, 2009, 12:25:57 pm »
aaah ok, I hope this one gets finished though ^^

it will. it's coming along nicely. there's just a shit ton of graphics to be drawn to catch up to where I'm at paperwork wise. I'll be doing a combat engine first, with everything working just to be sure, then I'll start on a  world and event engine. When I'm done with the combat engine I'll have to make a demonstration of how it works. it's kind of like your typical jRPG engine, but then again it's not. The big note is that you DO NOT GET EXPERIENCE FROM WINNING A FIGHT, but rather by fighting it. Doing actual things in a fight will improve your characters, not just sitting back and letting others fight for you. You *can* use just three, or even just one character if you wanted to, but it'd be very hard. I'm hoping that players would use all five available characters evenly. Each character has a specific thing they excel better at than others, but every character has the ability to become whatever you so desire them to be. (Healer, debuffer, support, spell damage, physical damage)

41
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: Game Boy Emulator
« on: April 21, 2009, 03:20:23 am »
thats amazing.

42
TI Z80 / Re: the pq thread (agen.)
« on: April 21, 2009, 01:20:15 am »
negative. drawing everything again :( gonna back up tomorrow morning

43
TI Z80 / Adventures of Mary - The Candy Land Chronicles
« on: April 20, 2009, 12:17:41 pm »
Finished all the paperwork, doing on-calc graphics development now.

Character sprites? Finished.
Icons?
-player abilities finished
-item icons in progress.

coming along swimmingly. a shit ton of stuff to do now.

45
Introduce Yourself! / Re: Myself
« on: April 19, 2009, 11:09:03 am »
hello, I am new here  :)


welcome! hope you enjoy your stay here at omnimaga!

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