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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 16 Jun 2009 06:45:32 pm    Post subject:

Eeems wrote:
darkstone knight wrote:
Ph34r_my_l33t_skillz wrote:
ztrumpet wrote:
Wow! I can't wait to play this!

I second that! Looks amazing! :biggrin:

third'd :biggrin:
fourth'd!!

over 9000'd!
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Ph34r_my_l33t_skillz


Advanced Member


Joined: 09 Oct 2007
Posts: 339

Posted: 16 Jun 2009 09:03:32 pm    Post subject:

yay! I started a chain! Razz
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 16 Jun 2009 10:20:30 pm    Post subject:

D'oh!

Well if that wasn't exciting enough, here's the 3rd and final pic in the Golem update saga. The legs were attached today, and all that remains is limb animation and attacking code.



This time, I lowered Golem's HP to 1, so it fell apart on the first hit. The legs are treated as separate objects, so that part where I ran into it didn't count. Very Happy With no center body to be attached to, the arms simply fell to the ground where you can knock 'em around a bit. I'm still undecided whether the movement animation will be scripted or employ the physics engine in some way.


Last edited by Guest on 16 Jun 2009 10:21:24 pm; edited 1 time in total
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Mapar007


Advanced Member


Joined: 04 Oct 2008
Posts: 365

Posted: 17 Jun 2009 05:52:40 am    Post subject:

Looks quite cool Neutral , except that the body just "disappears"...
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 17 Jun 2009 07:59:11 am    Post subject:

Mapar007 wrote:
Looks quite cool Neutral , except that the body just "disappears"...

That's what I think. Smile
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 17 Jun 2009 08:08:38 am    Post subject:

It may have been thrown forward and past the depth of the screen?
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 17 Jun 2009 11:39:41 am    Post subject:

Oh.
That makes sense. Smile
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 17 Jun 2009 08:52:48 pm    Post subject:

Right now, the body fragments are programmed to disappear after 100 video frames. They have the exact same characteristics as tree leaves to save memory. At the cost of 11 bytes, I could add a few "frag" object type that would stay on-screen a bit longer.
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 18 Jun 2009 03:10:51 am    Post subject:

DigiTan wrote:
Right now, the body fragments are programmed to disappear after 100 video frames. They have the exact same characteristics as tree leaves to save memory. At the cost of 11 bytes, I could add a few "frag" object type that would stay on-screen a bit longer.

What you have more in the game engine? Neutral
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 18 Jun 2009 09:07:05 am    Post subject:

DigiTan invented game engines.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 18 Jun 2009 04:11:03 pm    Post subject:

The new "frag" object was added. Parts will linger on-screen a bit longer. The flying pieces are harmful when the enemy explodes, and then go inert once they land. You can still kick them, though.

It'll give players a little something extra to watch out for when facing down heavy-hitters.


Last edited by Guest on 18 Jun 2009 04:18:47 pm; edited 1 time in total
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 19 Jun 2009 01:43:07 pm    Post subject:

Looks awesome!
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elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 27 Jun 2009 08:45:55 am    Post subject:

DigiTan wrote:
The new "frag" object was added. Parts will linger on-screen a bit longer. The flying pieces are harmful when the enemy explodes, and then go inert once they land. You can still kick them, though.

It'll give players a little something extra to watch out for when facing down heavy-hitters.



That's SUPER sweet.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 27 Jun 2009 09:06:09 pm    Post subject:

It's definitely one of my favorite new features. It's too bad I don't have sprite rotation, but that would be going a bit overboard for this game.

Be sure to regularly check out the spoiler-free Prologue section for new character bios. While I'm merging the 83+/82 codes, I'll add new characters every few days.
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 27 Jun 2009 09:17:52 pm    Post subject:

DigiTan wrote:
Be sure to regularly check out the spoiler-free Prologue section for new character bios. While I'm merging the 83+/82 codes, I'll add new characters every few days.

That's awesome. I can't wait for more info!
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Graphmastur


Advanced Member


Joined: 25 Mar 2009
Posts: 360

Posted: 28 Jun 2009 08:14:43 am    Post subject:

This is going to be so cool! I've been looking at this thread for a bit, and this willbe awesome.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 06 Jul 2009 07:10:34 pm    Post subject:

**New JET Fortress sprites revealed at Maxcoderz **

Last edited by Guest on 06 Jul 2009 07:10:46 pm; edited 1 time in total
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Builderboy2005


Advanced Newbie


Joined: 19 Apr 2009
Posts: 51

Posted: 14 Jul 2009 04:39:00 pm    Post subject:

This is the most amazing thing I have ever witnessed for TI
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 14 Aug 2009 07:15:16 pm    Post subject:

Items Basics

More amazing features! New 83+ code for the game's item system was recently added.

To recap how things work here, there were basically 2 item classes: Food and Equipment. Foods provide an instant boost to HP or Energy, while Equipment works constantly in the background from the moment you pick it up. Brand new is the 3rd and final "Letter" class, which are papers you can read for special instructions, and other messages. In total you can store up to 9 items.

By popular demand, items become worn out as you level-up. All regular items are good for 10 level-ups before they become unusable. Only letters and plot-critical equipment never expire.

Before the level-up...

To demonstrate this, here's a typical inventory. There's a brand-new dairy pitcher with a full life bar, a letter that never expires (and needs no lifebar), a fish that is about half-way toward expiring, and some bread that will spoil very soon.

...during...

Now let's fight something! When Edgar defeats the squidge, he's promoted to LEVEL 1. The bread has now expired and gets auto-dropped from the list. Expired items will bounce around to grab your attention. Of course in the finished game, you could almost never have an item expire until LEVEL 10 to later, but this is just for illustration.

...after.

Finally, we re-check the list. The bread is gone before I got to use it. The pitcher and fish are slightly more worn, and the letter is unchanged.


Last edited by Guest on 14 Aug 2009 07:23:47 pm; edited 1 time in total
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 14 Aug 2009 07:22:33 pm    Post subject:

This looks great! I can't wait!
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