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Messages - Yeong
Pages: 1 ... 93 94 [95] 96 97 ... 276
1411
« on: January 12, 2012, 05:54:52 pm »
Oh. This is for Blue Raven: If we code this, are you gonna include the enemies from metal slug 3? If so, I should enjoy spriting snails and Fio/Eri death accordingly 
If we start it, I'll stuck on the first one : we can't do a lot of different ennemies...
You mean the first game? What we can do is make 1 male player(Marco), and 1 female player(Fio), and 3 types of soldier(bazooka, shield, and grenade thrower) and 3 tanks. Dammit now it sounds like neo-geo pocket version of metal slug
1412
« on: January 12, 2012, 05:43:48 pm »
Oh. This is for Blue Raven: If we code this, are you gonna include the enemies from metal slug 3? If so, I should enjoy spriting snails and Fio/Eri death accordingly 
1413
« on: January 12, 2012, 05:41:05 pm »
if this project starts, I dib spriting Fio and Eri
1414
« on: January 12, 2012, 05:40:24 pm »
Progress so far: Nothing much, actually.  Currently, I'm messing with Fill( method and Disp method. If I get what I want to work, the menu will be done soon.
1415
« on: January 12, 2012, 05:36:35 pm »
OMFG MEtal Slug !!!11!!@@!!! setting that aside, if you really decide to do Metal Slug, I have some sprites that I worked a long time ago. Now let me see if I can find it.
1416
« on: January 11, 2012, 09:14:11 pm »
Oh, also:
Can help/code: Grammer, Ti-Basic, xlib/Celtic 3 Maybe: Axe No: rest of the languages
1417
« on: January 11, 2012, 09:08:35 pm »
If it ends up being RPG game, I am willing to help with some of the routines (like scrolling maps with sprites)  And storyline, graphic stuffs too.
1418
« on: January 10, 2012, 10:01:20 pm »
it could be 8 surprises in 8 days.  Also, he said "Countdown"
1419
« on: January 10, 2012, 09:59:58 pm »
I tried the second title  EDIT: oh. saintrunner dip'd it already
1420
« on: January 10, 2012, 06:34:36 pm »
And I would also point out that the HUD is almost certainly being redrawn every time the character moves o.o I am working on a routine that will draw tilemaps to a section of the screen, so if he uses that, he won't have to redraw every time. However, that will only speed it up more. I think yeong may need something in to add a delay... Xeda112358 has an idea...
And the idea is?  * TBO_Yeong can't wait
1421
« on: January 09, 2012, 09:18:05 pm »
at least, they lack air-to-air unit. (Viking only, lol) BC doesn't count because not many people uses them. EDIT: Indeed, corrputors are OP at
1422
« on: January 09, 2012, 08:50:15 pm »
* TBO_Yeong is happy that he bought CX last year 
1423
« on: January 09, 2012, 08:49:32 pm »
I thought L1 was smaller than 768 bytes?
1424
« on: January 09, 2012, 08:47:19 pm »
Because you're not Google enough.
<<Insert my question here>>
1425
« on: January 09, 2012, 08:43:51 pm »
I thought it was coming out yesterday??? 
W00t?  J/k looks great, but at this speed I think you could almost make it so it scrolls by 4 pixel chunks (unless grammer only draws aligned maps?) or slow it down a bit. Also one of the wall seemed broken at the beginning of the screenshot.
Grammer only draws aligned maps so far. Also maybe get rid of the right HUD since you got scrolling? Just fill blank spaces with more trees or walls if there are narrow maps
I put it there so I could keep it close to original. Also, I already got the map done with 10x8 format XP
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