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Messages - chickendude

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46
TI Z80 / Re: Boost: A 3D tunnel game
« on: June 21, 2015, 02:33:37 am »
Yeah, it looks great! But it does look like it gets removed too early, it might be because each block appears to get pushed back a tile before it reaches you.

47
TI Z80 / Re: Code Zombie for the +CSE
« on: June 03, 2015, 02:49:12 pm »
I also like the character animations. I never would've even thought of using Google Maps for the background, that's a really cool idea. I'm not sure where Kerm lives, in New York somewhere, but it'd be funny if Kerm's house appeared in a Zombie calc game :P

48
TI Z80 / Re: Code Zombie for the +CSE
« on: May 28, 2015, 01:05:00 am »
I can't believe this isn't getting more responses, this is looking really great! The animations look amazing, too. Is the artwork all done by you, too?

49
TI Z80 / Re: HYBRID (8X+)
« on: May 10, 2015, 11:34:17 pm »
It sounds like things are coming along really well. The only thing i really use bcalls for is to mess with the VAT (find files, appvars, etc.) and for hooks, i don't think most games will miss TI's routines.

50
TI Z80 / Re: TI-Slender: The Eight Pages
« on: May 08, 2015, 10:28:06 am »
Or perhaps "The Eight RAM Pages", you start with 3 and have to find the other 5 ;)

51
TI Z80 / Re: Code Zombie for the +C
« on: May 08, 2015, 10:21:29 am »
Whoooooaaa...  :o i wish i could post a voice message to share my amazement! It's looking really cool, i love the walking animations, and the background is beautiful! I was really hoping this was you coming back out of the blue and not another necropost :D

Welcome back, the speed looks great even with a bunch of zombies walking around at a time. Once again, i'm really impressed, can't wait to see how this develops!

52
Buckeyedude doesn't check Revsoft that often, Spencer and Jim e don't either. NanoWar, add, myself and a couple other folks are still around and somewhat active, i unfortunately can't help with the DS emulator, though. Spencer's made a couple secret appearances (commits) the past few months over at Codeplex, though. Mainly related to the Zelda Map Editor ;)

53
TI Z80 / Re: HYBRID (8X+)
« on: May 06, 2015, 05:26:17 am »
Wow, that looks great! It's cool to see some screens of it finally. I think the last screen we saw was of the character set :P

54
TI-Nspire / Re: Nspire Emblem
« on: April 21, 2015, 09:25:19 am »
LDStudios was recently working on a Portal port, right? That might explain some of the graphics... :P Good luck with the project, can't wait to see what you all come up with.

55
TI Z80 / Re: HYBRID (8X+)
« on: April 21, 2015, 09:22:24 am »
Nice work, i can't wait for the first betas to come out and play with them.

56
TI Z80 / Re: Fruit Ninja for the CSE
« on: April 18, 2015, 12:14:30 am »
Ah, that's a neat trick. But thinking about it later, i'm pretty sure what i posted above won't work either. It might work for infinite lines, but you'd have to check both sets of opposite corners.

57
TI Z80 / Re: Fruit Ninja for the CSE
« on: April 15, 2015, 11:09:57 am »
For a vertical line, you just need something like "If (y-y1)*(x2-x1) = (y2-y1)*(x-x1)" or "If (y-y1)*(x2-x1) - (y2-y1)*(x-x1) = 0"
That gets rid of the division by zero. But that also only checks one point. Are you really sure the <17 code works as expected? I would try using the second formula (the one that checks for zero), then check the top left corner of your sprite and the bottom right corner. If one of the equations returns zero, there was a hit. If the signs are different (one positive, one negative) then there was a hit. If the signs are the same, then there was no hit.

I don't really remember TI-BASIC very well, but something like this:
Code: [Select]
(y-y1)*(x2-x1) - (y2-y1)*(x-x1) -> A
If A = 0
points+1->points
Else
If Sign(A) =/= Sign((y+15-y1)*(x2-x1) - (y2-y1)*(x+15-x1)
points+1->points
End
I don't think there's really a Sign function, but something along those lines should work ok...

58
Reuben Quest / Re: Reuben 3 teasers
« on: April 13, 2015, 11:54:36 am »
One thing i liked about Phantasy Star were the frames (essentially your armor) that had slots. You could put things in there to boost your stats, increase your resistance against certain types, etc. Armor could have (if i remember correctly) between 0 and 4 slots. I think a mix between Phantasy Star (with frame slots, mags, and character classes), Legend of Legaia, and FF7 would be my perfect RPG :D

I agree with Digital about magic having special effects at higher levels. Legend of Legaia has a system where you can max your magic to level 9, and in addition to the boost in power it generally gets a special upgrade every other level. For example, the fire attack "Gimard" does plain damage at lvl 1, at lvl 3 it lowers the enemy's attack by 5%, at lvl 5 by 10%, at lvl 7 by 15%, and lvl 9 by 20%. Magic levels up by using it. It takes a looong time to get to level 9. Healing spells start to cure other ailments (like poison) at higher levels, in addition to healing more HP.

There's tons of stuff you can add to the battle system, but i dunno how complicated you wanna make it. I can throw tons of ideas at you, though, as i've been playing around with battle systems in my own RPGs for a while now ;)

59
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 12, 2015, 03:35:34 am »
Is there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.

Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!
We're doing that because we wanted an engine now and an RPG is so much more than just its tilemapper. I promise I'll work on smoother scrolling later but we're trying to pull together all of what makes an RPG and RPG in a fairly quick manner. The extra bells and whistles can come later.
On top of this we have some hidden plans in the works. Trust us this way is better for now ;)
Fair enough, i look forward to seeing what's planned.

60
Reuben Quest / Re: Reuben 3 teasers
« on: April 12, 2015, 03:29:50 am »
I like the idea of having magic level up. I really liked that in RPGs like FFVII and Legend of Legaia. A wider array of spells would be nice, too. For leveling a spell up, you could give them certain side effects when they reach certain levels (like LoL). I also think higher level spells should consume more MP, not less. A 1.2*LVL increase in damage would work, you can also have higher levels hit a wider range of enemies.

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