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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Squash Monster
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Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Posted on 05-27-05 07:54 AM, in RAM adresess Link
You can either edit RAM adresses by PAR code (Adress then two digets for the value to set it to each frame), or by assembly hack. For assembly hacks, just write a value to the adress. If you


(RR, if you don't know what you're talking about, don't post.)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 585/677
EXP: 430507
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Since: 03-15-04
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Posted on 05-30-05 06:22 AM, in Spore Link
I've not seen a topic on it yet, so I figured I'd make one.

A while ago (as in back at the GDC) Will Wright talked about his next big project -- a game called Spore.

In the game, you pilot a line of species from the bacterial stage, through evolution, into the beginnings of society, eventually taking over the world, terraforming others, and exploring the universe. Each stage plays a bit like a different genre -- similar games being respectively Pacman, Diablo, Populous, Civilization, Sim Earth, and Will Wright biting off more than any other game designer would dare to chew.

Throughout the game, the player largely creates his creature and cities for himself, using some very snazzy looking free-form editors. The game creates everything procedurally, and because of the small size this affords, can populate worlds with creatures downloaded from a database that player content is automatically updated to. Once the player reaches the universe exploration phase, the game busses in entire planets from other players.

The GDC finally released the video of his talk, so rather than try to explain the game farther, I think I'll let Will Wright explain it himself.

http://www.pqhp.com/cmp/gdctv/

Should be the first video on that page. You have to register, but it doesn't check the email adress you give and it's free and quick. Go watch it.


Anyway, any thoughts?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 586/677
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Posted on 05-30-05 10:28 PM, in Super Mariotroid Link
Mario's bats would be better for a reo (yellow flying bug thing). For shriekbats, the best I can think of would be the spikes that fall off the ceiling.

The best solution I can come up with for the doors would require knowing how and where the game stores the level in RAM. Since each tile of the door should always be placed in a certain place relative to the others, you know which tile needs to be modified. Upon being hit with a fireball or whatever the triger is, a tile could change its neighbors to another tile, an animated custom block that has the door opening animation and some code that checks the frame number and changes to a teleport to level block when finished.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 587/677
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Posted on 06-01-05 07:05 AM, in RAM adresess Link
Hmm, it does look like that. I'll finish it now I guess:

You can either edit RAM adresses by PAR code (Adress then two digets for the value to set it to each frame), or by assembly hack. For assembly hacks, just write a value to the adress. If you have a RAM adress, you can use any debugger with break points (we have one for SNES, right? It's been a while) to find any place that value is written or read from. Then just find a reasonable place in that area of code to jump to a subroutine, find a place to put the subroutine, and put any code that's being jumped over into the sub along with your new or modified code. Sometimes you won't need to jump to a sub, but that does take more careful consideration of the code size.


(edited by Squash Monster on 05-31-05 02:06 PM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Posted on 06-02-05 12:23 AM, in The "One Post" Only Thread Link
I'm not going to reply to this thread until somebody says something worth replying to.


(edited by Squash Monster on 06-01-05 07:24 AM)
(edited by Squash Monster on 06-01-05 07:25 AM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 589/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 06-02-05 07:03 AM, in What do you think Kirk is saying? Link
Tom! Get my sponge!
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

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Posted on 06-02-05 07:07 AM, in Acmlm User Portraits by Legion, Age 9 Link
These are funny.

But enough of these lurkers, what about meeeeee?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

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Posted on 06-03-05 12:36 AM, in The single most annoying enemy of all time. Link
The sandcrocs from Cave Story really bothered me.

But you know what's worse? The Nightmare from Metroid Fusion. It should be an easy boss, but my game starts to lag inexplicably whenever I fight it. .
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Since: 03-15-04
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Posted on 06-05-05 12:08 AM, in TLP help Link
Scroll down. Tiles usually won't be in the upper part of the data.

Also, the tiles might not be aligned the way TLP expects, so if you see something like graphics but garbled, try pressing plus and minus to realign them.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 593/677
EXP: 430507
For next: 10802

Since: 03-15-04
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Posted on 06-05-05 07:36 PM, in Metroid Genocide (update with pics) Link
Very shiney.

I like the outside type thing you did in the second pic, it kills the monotony of being inside all the bloody time.

The pallets for most of the sprites need a bit of work.

Otherwise, it's all very good.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 594/677
EXP: 430507
For next: 10802

Since: 03-15-04
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Posted on 06-05-05 08:39 PM, in New Program: SMW Entrance Level Repointer Link
This is awesome.

What Keikonium mentioned would also be awesome.

Anybody think it'd be possible to rig up something like LM's intro editor system for these?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Posted on 06-06-05 05:38 AM, in New Program: SMW Entrance Level Repointer Link
Two possible solutions to that:

One -- make a custom block or sprite that acts like a normal door but has the graphics if the fancy spiffy door.

Two -- make the door opening / Mario entering part of the animation automatically appended at the end of the recorded segment. It's not like it's going to go somewhere else in the sequence.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

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Posted on 06-08-05 02:44 AM, in Game Physics Link
If you want perfect physics, it will get complicated like that.

I recomend considering what elements of physics will be fun in your game and using only them.

However, I can think of a fairly easy to use approach for collisions and the like if you're using a vector based graphics system -- treat each vertex as a mass with an even portion of the polygon's mass, and each of the lines between them as very strong springs. Do collision simply, once for each mass that hits an object, and based on the laws of reflection and conservation of momentum. And add one little fudging rule to the springs -- if the period is two frames or lower, set the spring to its resting position.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 597/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 06-09-05 12:26 AM, in the new super smash bros.3 for the nintendo revolution Link
I find it funny that people thought it necessary to speculate if it was a fan site, when it says so right on the about page .

Anyway, my personal thoughts on characters --

Ganon/Ganondorf -- I'd really like to see this as a double character like Zelda/Sheik.

Lolo/Lala -- I've been in favor of these characters showing up for a long time.

Metaknight -- Also a great choice of character. I think something should be done about the possible link between him and Lolo though (defeating him in Kirby Superstar makes him drop his mask and it's Lololo). Perhaps getting your partner KO'd as Lolo/Lala would automatically switch you to metaknight?

Wario -- Deserves to be in one of these games by now, sheesh.

Lyndis -- Would make sense, as she was the main character of the first FE to come out in the US. But movewise, she'd probably just be a Marth clone with a bow move or two, which doesn't seem too interesting.

Any more Earthbound characters -- Poo would have an interesting moveset.

Any more pokemon -- Magicarp!


(edited by Squash Monster on 06-08-05 07:27 AM)
(edited by Squash Monster on 06-08-05 07:28 AM)
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 598/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 06-09-05 11:45 PM, in Game maker usefullness Link
Game Maker is fully capable for 2D games. It has a fairly reasonable programming language behind it, though it's a bit weak on data files, functions, and global variables last I checked. The system's biggest weakness in my oppinion is in colision detection -- though it'll do a very good job with normal colision handling, if you do something like a fighting game that needs certain parts of the character to be handled differently, you'll run into some difficulty.

Are you planning on making a certain type of game? Depending on what the game is, some areas might be more difficult.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 599/677
EXP: 430507
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Since: 03-15-04
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Posted on 06-10-05 04:56 AM, in Ancients Wish Link
It's aweful hard, you start out in the middle of nowhere with no idea which direction to go and all the local enemies are tougher than you.

I've found a ruined castle, "the best fortified castle ever", and one town so far. The first two have nothing helpful, and the town seems to be somewhere I'm not supposed to be, as it has level two magic and all the monsters around there instakill me.

Care to give some degree of direction for how to start?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 600/677
EXP: 430507
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Since: 03-15-04
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Posted on 06-10-05 11:48 PM, in Game maker usefullness Link
It does bounding box collision as an initial check then follows with colision based on a mask image (or the transparency of the sprite if you don't give it a mask). You can turn off the second round.

The whole system makes it difficult to tell which part of the sprite is being hit though, you either need to make specific handlers in your collision code to figure out the place of the colision or make multiple sprites and hackishly link them together to get multiple colision effects.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 601/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 06-12-05 07:25 PM, in Mario 64 - Amazing Stuff Link
Above my head, but I can think of a few things:

Maybe there's another pointer to the level somewhere?
Have you found the locations or pointers to any other levels? Could you try repointing level one to one of them?
Could something inside the level data be a pointer to other parts of the level data? For using the same object multiple times, for example.
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 602/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 06-12-05 07:45 PM, in Trying to remember an old game. Link
When I was five years old or so, I traded games with a friend for a while, I lent them Conquest of the Crystal Palace in exchange for this one game I don't remember the name of. It was pretty fun so I'd like to find a copy or something, so one of you is going to tell me the name of it.

Things I know about it --
--NES
--Overhead view
--Kinda action/adventury like Zelda
--Either a religious game or full of religious imagery
--One of the weapons you could get was an apple that you could throw at enemies.
--If you went into a casino or something seedy, you'd lose all your powers.
--I remember sneaking the character into the baggage returns of an airport or some other place with lots of conveyor belts.
--There was this prison area I kept trying to get to but only could see from the edges.

Any ideas what game it was?
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 603/677
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Since: 03-15-04
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Posted on 06-13-05 09:36 PM, in Ninji Saga 2 - Ideas thread and request Link
Originally posted by The Kins
Originally posted by Shyguy
I'm rooting for Pixelated Island. or NES Island!
I'm thinking of having a pixeltastic "DOS Island", which would be games from... oh you know.
If you have a level in that island based off of Rogue, you'll win the internet.
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