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Messages - Yeong
Pages: 1 ... 87 88 [89] 90 91 ... 276
1321
« on: January 26, 2012, 06:47:09 pm »
Actually, there is the way to win the game according to quantum mechanics, you are able to both lose and not lose the game at the same time because there could be two of you existing with different thoughts. So if you do the math, (!winning)(!winning)=(-winning)(-winning)=winning^2. So you can win epicly this way.
1322
« on: January 26, 2012, 06:39:12 pm »
Post useful routines here. I'll start first.  This is the tilemapping routine/walking routine with scrolling map. This is barely optimized, but have fun. Maybe useful for the RPG programming, you know.  ://M=Map data T=Tile data W'=Width of Tilemap ://H'= Height of the Tilemap X'= Tilemap X offset ://Y'= Tilemap Y offset X= Sprite X coord(in 8s) ://Y=Sprite Y coord S= Sprite data ://F'= Sprite direction (sprite data is in order of ://down, up, left, and right) ://T'= Tile # (from the map data. Good for handling events) : :.TILE :ClrDraw :Pt-Change(0,M,T,W',X',Y',0 :Pt-On(0,S+F'*8,Y*8,X,1,8 :Y+Y' :*W' :+X'+X :→T' :DispGraph :End : :.MOVE :getKey→H :F' :If H=1 :0 :If H=4 :1 :If H=2 :2 :If H=3 :3 :→F' :0→G :X' :If H=2 *!(M+T'-1) *X' *X=6 ://M+T'-1 is the tile # character will stand if possible. (order your tiles) ://so if I put (M+T'-1)<4, you'll move when tile number is 0~3. :1→G X'-1 :If H=3 *!(M+T'+1) *X=6 *W'≠X'+12 :1→G X'+1 :If W'<X'+12 :X' :→X' :X :If H=2 *!(M+T'-1) *!G :-1 :If H=3 *!(M+T'+1) *!G :+1 :If >11 :X :→X :0→G :Y' :If H=4 *!(M+T'-W') *Y' *Y=4 :1→G Y'-1→Y' :If H=1 *!(M+T'+W') *Y=4 *H'≠Y'+8 :1→G Y'+1→Y' :If H'<Y'+8 :Y' :→Y' :Y :If H=4 *!(M+T'-W') *!G :-1 :If H=1 *!(M+T'+W') *!G :+1 :If >7 :Y :→Y :End
1323
« on: January 26, 2012, 06:25:37 pm »
Thanks for the sprite.  now time for mutate the sprite to make multiple of variation...
1324
« on: January 26, 2012, 06:22:35 pm »
OK. Here's the good news and bad news Good news: Menu is 99% done  Bad news: new bug is introduced.  I think there is something wrong with saving stuff. I'll post the code tomorrow so Xeda can look at it.  (possibly)
1325
« on: January 24, 2012, 08:05:02 pm »
before we create tiles and levels, we should decide this first: There are 6 stages in Metal Slug. Which themes are we gonna use? desert? forest?
1326
« on: January 24, 2012, 07:20:30 pm »
* TBO_Yeong sees saintrunner shackled with bunch of sprite requests.  I wish you good luck.
1327
« on: January 23, 2012, 10:13:22 pm »
lol for the -1 HP  Also, deving the storyline will be a good idea.
1328
« on: January 23, 2012, 10:07:44 pm »
I think the only safe Duke Nukem game you can play is the one for GBC
1329
« on: January 23, 2012, 10:06:43 pm »
I never knew that Ultima existed in FF O.o Omnimaga, it is then.  Also for New Game+, I could do Lekens going back in time. Maybe I could add a extra storyline related to that dark moon stuff that you never mentioned through whole game until very later? (I think)
1330
« on: January 23, 2012, 10:03:55 pm »
well, those 2 magics (ultima and genesys) are the magics that we previously discussed.  Don't worry. You won't be able to get them until 2nd play.  Also, I'm planning to tweak a storyline a bit for New Game+. Is that OK for you?
1331
« on: January 23, 2012, 09:57:39 pm »
I deserve a darwin award.
1332
« on: January 23, 2012, 09:48:15 pm »
yes. It kinda looked cool  And I was pretty sure there was a magic called Genesis somewhere out here, so I tweaked the name a bit.
1333
« on: January 23, 2012, 09:45:39 pm »
Grammer contains nice tutorial/command lists. Read those first. (even though I think it still misses some stuffs  ) And if you get stumped, you can ask Xeda, Sorunome, or me.
1334
« on: January 23, 2012, 09:34:07 pm »
I tried not to use up variable for getKey, but I guess I have no other better choice
1335
« on: January 23, 2012, 09:27:22 pm »
of course.  BTW, that "genesys" is not misspelled.
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