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Messages - necro

Pages: 1 2 3 [4] 5 6 ... 88
46
Art / Re: other other stuff
« on: October 15, 2009, 04:46:39 am »
Well, I am still working on my class stuff a lot...we were basically put into groups and assigned a system to build for a fictional company.  Since I am doing the app portion of the assignment, I've plugging away both designing and programming all of the forms, objects, etc from scratch in vb 2008.  The class is neat since I've learned a lot, but it is very time consuming.

So if anyone wanted help with some scripts or such in vb, now would be the time to ask since thats what I working on a lot right now.

47
Humour and Jokes / Re: Buy {AP}s online
« on: October 15, 2009, 04:39:31 am »
I am confused

48
Art / Re: necro's cg art
« on: October 11, 2009, 08:39:00 pm »

This would be used on a sticker for a game token if I decide I like it. (not the picture necessary, but the border and all) Any thoughts?

49
ROM Hacking and Console Homebrew / Re: [ROMHACK] Pokemon: DirtBrown
« on: October 10, 2009, 06:59:44 pm »
Can you add pokemon moves, because who doesn't want to teach their pokemon hammer time and rick roll and shoop da whoop

50
Art / Re: other other stuff
« on: October 02, 2009, 01:42:11 am »
Well, it looks like my capstone class will be eating into my time quite a bit this quarter...hopefully I'll be able to finish a few things at school like the zelda 8X8 example.

51
Computer Projects and Ideas / Re: Screenshots and News
« on: September 22, 2009, 03:17:28 pm »
Not slow, its just using a surface (a rgba space to draw to) and after you draw to it, I strip the alpha from it, then draw in add mode with all of the channels empty other than alpha so only it gets drawn.  It actually took me a few hours to get this to work since I'm not that familiar with direct x drawing routines.

52
Computer Projects and Ideas / Re: Screenshots and News
« on: September 22, 2009, 06:40:33 am »
well, another random neat effect...

This is a alpha mask on a surface.  Using this, you could do things like distortions, portals like effects (this image), mirrors, heat waves, etc.

53
News / Re: Miotatsu joins our ranks
« on: September 22, 2009, 06:34:28 am »
Welcome.

54
Miscellaneous / Re: Post your desktop
« on: September 21, 2009, 11:07:28 pm »
Yep, play at my college with my friends, combo decks especialy.  Its fun to make cards and strategies nobody else likes into game winning effects.  Also, our board gaming club is fun.

56
Music Showcase / Re: New Original Composition
« on: September 20, 2009, 06:57:46 am »
nice :)

57
Computer Projects and Ideas / Re: Screenshots and News
« on: September 19, 2009, 05:12:18 am »
The number of draw routines would peak well before the number of nodes, rods and constraints would so a Ridley styled boss could be done.

58
Art / Re: Zelda 8X8
« on: September 19, 2009, 03:43:39 am »
Well, if you used simulated threads you could run the player code, then an enemy, player code, different enemy, etc until you loop back to the first enemy. The enemies would get slower with each additional item in the thread, so whether they would be fast enough is hard to know.  The player would stay the same speed no matter what happens in the other threads, so in a game like an rpg such objects could still do things without needing to be all that fast.

That's what I did way back when with my cat trap game on my calc.

59
Art / Re: Zelda 8X8
« on: September 19, 2009, 01:21:06 am »
Well, a turn based zelda is always possible...I think a action version might be possible in basic (think kevin's metroid), but obviously not with full features.  If somebody wanted to do an asm version, I'd be willing to make a full map but only if I saw a tech demo to prove I wasn't wasting my time.

60
Art / Re: Zelda 8X8
« on: September 18, 2009, 06:26:32 am »

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