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| Acmlm's Board - I2 Archive - - Posts by Nebetsu |
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Nebetsu![]() Shmee Level: 55 Posts: 763/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| It's hotter than hell in the summertime in BC | |||
Nebetsu![]() Shmee Level: 55 Posts: 764/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| I believe that we have predetermined destinies, but whether we choose them or not is entirely up to us. | |||
Nebetsu![]() Shmee Level: 55 Posts: 765/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| lol. I live in Courtenay and it can get pretty hot here. Also it gets REALLY hot in Kamloops! | |||
Nebetsu![]() Shmee Level: 55 Posts: 766/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Ok there's a couple things I want to be able to do. I want to be able to hold my bitmaps in seperate files, so I can make my main code smaller and easier to manage. I also need to know how to switch maps. Can anyone help??? Here is my edit of someone elses code. I took someone elses code and added sprites, edited sprites, changed the first map, and added a second map. I got the second map in there but I dont know how I would switch it efficiently. Any help would be appreciated. DIM guy(50), guysh(50), enemyx(100), enemyy(100) DIM sprite1(50), sprite2(50), sprite3(50), sprite4(50), sprite5(50) DIM sprite6(50), sprite7(50), sprite8(50), sprite9(50) DIM Map1(21, 15), Map2(21, 15) SCREEN 13 guyx = 11 guyy = 14 goodlife = 100 '!*!*!*!*!*!*!*!*! 'This is the amount of enemies in a game and randomizes the timer... RANDOMIZE TIMER enemies = 20 '!*!*!*!*!*!*!*!*! FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite1 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite2 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite3 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite4 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite5 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite6 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite7 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite8 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite9 CLS FOR y = 1 TO 15 FOR x = 1 TO 21 READ Map1(x, y) NEXT: NEXT FOR y = 1 TO 15 FOR x = 1 TO 21 READ Map2(x, y) NEXT: NEXT FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), guy FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), guysh CLS '!*!*!*!*!*!*!*!*! 'this gives a point to return to when the battle is over... 10 '!*!*!*!*!*!*!*!*! FOR y = 1 TO 15 FOR x = 1 TO 21 IF Map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1 IF Map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2 IF Map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3 IF Map1(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), sprite4 IF Map1(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), sprite5 IF Map1(x, y) = 6 THEN PUT (x * 15 - 15, y * 13 - 13), sprite6 IF Map1(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), sprite7 IF Map1(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), sprite8 IF Map1(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), sprite9 NEXT: NEXT PUT (guyx * 15 - 15, guyy * 13 - 13), guysh, AND PUT (guyx * 15 - 15, guyy * 13 - 13), guy, OR '!*!*!*!*!*!*!*!*! 'this gets random positions for each of the enemies... FOR i = 1 TO enemies enemyx(i) = INT(RND * 21) enemyy(i) = INT(RND * 15) NEXT '!*!*!*!*!*!*!*!*! DO press$ = INKEY$ IF press$ = CHR$(0) + CHR$(75) AND Map1(guyx - 1, guyy) <> 3 AND Map1(guyx - 1, guyy) <> 2 THEN IF guyx > 1 THEN guyx = guyx - 1 END IF IF press$ = CHR$(0) + CHR$(77) AND Map1(guyx + 1, guyy) <> 3 AND Map1(guyx + 1, guyy) <> 2 THEN IF guyx < 20 THEN guyx = guyx + 1 END IF IF press$ = CHR$(0) + CHR$(72) AND Map1(guyx, guyy - 1) <> 3 AND Map1(guyx, guyy - 1) <> 2 THEN IF guyy > 1 THEN guyy = guyy - 1 END IF IF press$ = CHR$(0) + CHR$(80) AND Map1(guyx, guyy + 1) <> 3 AND Map1(guyx, guyy + 1) <> 2 THEN IF guyy < 14 THEN guyy = guyy + 1 END IF IF oldguyx <> guyx OR oldguyy <> guyy THEN oldguyx = guyx oldguyy = guyy FOR y = 1 TO 15 FOR x = 1 TO 21 IF Map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1, PSET IF Map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2, PSET IF Map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3, PSET IF Map1(x, y) = 4 THEN PUT (x * 15 - 15, y * 13 - 13), sprite4, PSET IF Map1(x, y) = 5 THEN PUT (x * 15 - 15, y * 13 - 13), sprite5, PSET IF Map1(x, y) = 6 THEN PUT (x * 15 - 15, y * 13 - 13), sprite6, PSET IF Map1(x, y) = 7 THEN PUT (x * 15 - 15, y * 13 - 13), sprite7, PSET IF Map1(x, y) = 8 THEN PUT (x * 15 - 15, y * 13 - 13), sprite8, PSET IF Map1(x, y) = 9 THEN PUT (x * 15 - 15, y * 13 - 13), sprite9, PSET NEXT: NEXT PUT (guyx * 15 - 15, guyy * 13 - 13), guysh, AND PUT (guyx * 15 - 15, guyy * 13 - 13), guy, OR END IF '!*!*!*!*!*!*!*!*! FOR i = 1 TO enemies IF enemyx(i) = guyx AND enemyy(i) = guyy THEN GOSUB BaTtLes NEXT '!*!*!*!*!*!*!*!*! LOOP UNTIL press$ = CHR$(27) FloorTile: DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02 WaterTile: DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 WallTile: DATA 07,08,08,08,08,08,08,08,08,08,08,08,08,08,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,07,07,07,07,07,07,07,07,07,07,07,07,07,00 DATA 08,00,00,00,00,00,00,00,00,00,00,00,00,00,07 BridgeTileLeft: DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 BridgeTileRight: DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 BridgeTileBottom: DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12 BridgeTileMiddle: DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6 BridgeTileLeftBottom: DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,6,6,6,6,6,6,6,6,6,6,6,6,6,6 DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12 BridgeTileRightBottom: DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 6,6,6,6,6,6,6,6,6,6,6,6,6,6,12 DATA 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12 Map1: DATA 3,3,3,3,3,3,3,3,4,7,7,7,5,3,3,3,3,3,3,3,3 DATA 1,1,1,1,1,1,1,1,4,7,7,7,5,1,1,1,1,1,1,1,1 DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2 DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2 DATA 2,2,2,2,2,2,2,2,4,7,7,7,5,2,2,2,2,2,2,2,2 DATA 1,1,1,1,1,1,1,1,8,6,6,6,9,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 Map2: DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 DATA 00,00,00,00,00,00,09,09,09,09,00,00,00,00,00 DATA 00,00,00,00,00,09,09,09,09,09,09,00,00,00,00 DATA 00,00,00,09,09,66,09,09,09,09,09,66,00,00,00 DATA 00,00,15,00,00,66,66,66,66,66,66,66,00,00,00 DATA 00,00,00,00,00,00,66,00,66,00,66,00,00,00,00 DATA 00,00,00,00,00,00,66,66,66,66,66,00,00,00,00 DATA 00,00,00,00,00,00,00,66,00,66,00,00,00,00,00 DATA 00,00,00,00,00,00,01,01,01,01,01,00,00,00,00 DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00 DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00 DATA 00,00,00,00,00,66,00,01,01,01,00,66,00,00,00 DATA 00,00,00,00,01,00,00,07,00,07,00,00,01,00,00 DATA 00,00,00,00,00,01,01,01,00,01,01,01,00,00,00 'This is the mask for the sprite... DATA 255,255,255,255,255,255,009,009,009,009,255,255,255,255,255 DATA 255,255,255,255,255,009,009,009,009,009,009,255,255,255,255 DATA 255,255,255,009,009,066,009,009,009,009,009,066,255,255,255 DATA 255,255,015,255,255,066,066,066,066,066,066,066,255,255,255 DATA 255,255,255,255,255,255,066,000,066,000,066,255,255,255,255 DATA 255,255,255,255,255,255,066,066,066,066,066,255,255,255,255 DATA 255,255,255,255,255,255,255,066,000,066,255,255,255,255,255 DATA 255,255,255,255,255,255,001,001,001,001,001,255,255,255,255 DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255 DATA 255,255,255,255,255,001,255,001,001,001,255,001,255,255,255 DATA 255,255,255,255,255,066,255,001,001,001,255,066,255,255,255 DATA 255,255,255,255,001,255,255,007,255,007,255,255,001,255,255 DATA 255,255,255,255,255,001,001,001,255,001,001,001,255,255,255 END BaTtLes: CLS SCREEN 0 WIDTH 80, 25 PRINT "TIME TO BATTLE!" PRINT "press a key..." SLEEP CLS badlife = 100 PRINT "Your life is "; goodlife PRINT "The badguys life is"; badlife PRINT "He hurt you 35" goodlife = goodlife - 35 PRINT "your life is now"; goodlife IF goodlife <= 0 THEN PRINT "You lost!!!": END SLEEP SCREEN 13 GOTO 10 (edited by Nebetsu on 01-08-05 02:59 PM) |
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Nebetsu![]() Shmee Level: 55 Posts: 767/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Iabmaster: How would I do that? Xkeeper: I know. I'm kinda new to tiles, so I had to see a sample to make this. (edited by Nebetsu on 01-07-05 07:18 PM) |
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Nebetsu![]() Shmee Level: 55 Posts: 768/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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Originally posted by Jesper Meh. I'm not offended. Actually it's really hard to offend me. |
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Nebetsu![]() Shmee Level: 55 Posts: 769/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Thanks. As soon as I have access to a computer with QuickBasic, I'll give it a try! ^^ | |||
Nebetsu![]() Shmee Level: 55 Posts: 770/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Let me give you a hint. You cant use stupidity or lies to insult me. Any insult that's stupid or a lie doesnt effect me. Yours, Kyouji Craw, was both. | |||
Nebetsu![]() Shmee Level: 55 Posts: 771/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| No but I'm going to try it when I get the chance. | |||
Nebetsu![]() Shmee Level: 55 Posts: 772/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Mew was always my favourite too! ^^ If you give it softboiled, it's an unstopable tank. | |||
Nebetsu![]() Shmee Level: 55 Posts: 773/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Hey new person! I am the person who you run from! People dont like me much around here, so I guess you should go with the flow. Anyways: have fun! ^^ | |||
Nebetsu![]() Shmee Level: 55 Posts: 774/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Why not try this site? www.try2hack.nl | |||
Nebetsu![]() Shmee Level: 55 Posts: 775/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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Originally posted by Colleen Dont be so hard on him, though. I dont care whether people flame me or not. I am impervious to insults. |
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Nebetsu![]() Shmee Level: 55 Posts: 776/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| www.questionablecontent.net | |||
Nebetsu![]() Shmee Level: 55 Posts: 777/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Dead Celebrity Status - We Fall This song is actually good. And I like the lyrics. They are so true! |
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Nebetsu![]() Shmee Level: 55 Posts: 778/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| We should get back on topic or something.... umm.... VOTE FOR NEB! | |||
Nebetsu![]() Shmee Level: 55 Posts: 779/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Popcorn The charred flesh of a dead animal. That's all I can think of... |
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Nebetsu![]() Shmee Level: 55 Posts: 780/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| I like to take some of each of the choises sometimes. That's excluding the iced tea. | |||
Nebetsu![]() Shmee Level: 55 Posts: 781/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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Originally posted by FreeDOS Why not just get Mountain Dew: Code Red? |
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Nebetsu![]() Shmee Level: 55 Posts: 782/1574 EXP: 1291130 For next: 23059 Since: 09-01-04 From: Nebland Since last post: 3 hours Last activity: 1 hour |
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| Whats a suicide? |
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| Acmlm's Board - I2 Archive - - Posts by Nebetsu |
