T-Bone6's Journal What What!?
#92
Posted 03 November 2007 - 03:18 PM
Fsleeper has been happy lately. He was comforted by a lovely waterfall lately. He slept without a proper room. He had a pretty wonderful meal lately. He talked with a friend lately. He was nauseated by the sun lately.
He is a citizen of the United States of America
Fsleeper likes Steel, Diamonds, mirocline, the color electric blue, pizza, and Doctor Pepper
He lives life at a leisurely pace. He is not a risk taker. He finds helping others rewarding. He is slow to anger. He has an incredibly calm demeanor. He is a pessimist. He often feels discouraged. He has a profound sense of duty and obligation. He likes to try new things. He enjoys the company of others. He has a fertile imagination. He is entranced by riddles and puzzles and loves to debate. He is disorganized. He rarely completes tasks and is often overcome by distractions. He can handle stress. He very rarely does more work then neccessary. He is not easily moved to pity. He often does the first thing that comes to mind. He needs caffiene to get through the day.
#93
Posted 05 November 2007 - 07:15 PM
If I plan to make more dynamic graphics for developing builds and other structures, I may have to considering using sprites. But I'd like to avoid using them, since i don't wish to spend too long working on this game; which had originally canceled anyways.
#94
Posted 09 November 2007 - 05:51 PM
I'm currently working on the currency system, tax system, population system, road-traffic system, road linking and rail linking system. What's going to really suck is when I introduce power-lines. To make each structure self-aware and detect if it is receiving power through power-lines, linked to the a power-plant. Also making the visuals of a power-line over a rail or road, isn't going to be easy either.
I'll upload some screenshots of my progress when I get home from work.
#95
Posted 09 November 2007 - 06:29 PM
Look. I thought of a roadmap for you.
1. Make the engine done.
- release Beta
2. Make all the improved graphics.
- release Full Version
This post has been edited by asiekierka: 09 November 2007 - 06:30 PM
#96
Posted 09 November 2007 - 11:29 PM
The toughest part about this engine is:
Drawing roads, rails and power-lines
Basically if you draw in one space, i want the surrounded spaces to be effected by that change. If it's rails, roads or power-ines, the surrounding 'similars', should link to the current one being drawn. Making it link in robotics, is hard enough. But to make it visually link as well as all the surrounding similars to change characters to the correct track piece...
Basically what i'd have to do is recreate MegaZeux's built-in Web
EDIT:
Found a way to solve this without doing any hard-work at all. The half-assed solution to things. Instead of creating AI to build the tracks I'll just have the user select from an options of tracks, Horizontal, Verticle, T-Junction... etc.
PROBLEM SOLVED.
This post has been edited by T-bone6: 09 November 2007 - 11:58 PM
#97
Posted 11 November 2007 - 04:31 PM
Fsleeper has been happy lately. He was comforted by a lovely waterfall lately. He slept without a proper room. He had a pretty wonderful meal lately. He talked with a friend lately. He was nauseated by the sun lately.
He is a citizen of the United States of America
Fsleeper likes Steel, Diamonds, mirocline, the color electric blue, pizza, and Doctor Pepper
He lives life at a leisurely pace. He is not a risk taker. He finds helping others rewarding. He is slow to anger. He has an incredibly calm demeanor. He is a pessimist. He often feels discouraged. He has a profound sense of duty and obligation. He likes to try new things. He enjoys the company of others. He has a fertile imagination. He is entranced by riddles and puzzles and loves to debate. He is disorganized. He rarely completes tasks and is often overcome by distractions. He can handle stress. He very rarely does more work then neccessary. He is not easily moved to pity. He often does the first thing that comes to mind. He needs caffiene to get through the day.
#98
Posted 12 November 2007 - 04:53 PM
![:)](https://www.digitalmzx.com/forums/public/style_emoticons/default/shocked.gif)
#99
Posted 19 November 2007 - 05:36 AM
Its an massive RPG that uses the items, terrain and enemies of MegaZeux. So you can encounter bears, tigers, slime and even those exploding eye balls in an up close RPG battle to the death!
The appearance of the game is purposely simplistic and the gameplay however I find to be quite enjoyable. Its been a while since I created something I actually found to be fun to play.
The Mechanics of the game:
Bribery
In the game you can gain skills in bribery which will allow you to bribe an enemy into not fighting you. However, if an enemy is way higher lvl than you, your chances of a successful bribe will most likely fail.
Running
You can attempt to run from your enemy but if the enemy you are running from is a higher lvl than you. You will most likely not get away.
Leveling
When you lvl up, you will gain more strength for your punches, gun and bombs. Also like all RPG's your maximum HP points will increase by a certain degree.
Guns
When you reach a certain level you will be able to purchase a gun from a merchant. As you continue to level up you gain new gun types to choose from. The strength of the bullets will increase as your experience grows.
Bombs
While trying to maintain the classic features of a basic MZX game, I've added the ability to bomb your enemies, much like when you lay a bomb in any MZX game that uses the laybomb defaults. This ability is powerful and alike the bullets, as your experience grows so will the range of damage from your bombs.
Enemy Skills
Some enemies may have the same skills as you. Some enemies may shoot you, some may bomb you others may even spitfire at you. Just like in the MZX default games, Eyes will explode to attack you. I may add more skills to the enemies later on.
I got the battle engine complete, now I just have to complete all the maps and I'm done!
EDIT:
Below is an image of one of the many enemies you may encounter. The lion killed me one hit >_< Level 1 verus Level 14 lion... hmmm
Attached image(s)
This post has been edited by T-bone6: 19 November 2007 - 05:50 AM
#101
Posted 23 November 2007 - 08:46 PM
I would suggest you try to complete all of your work that you started in the past. Nothing bugs me more than an unfinished game that I really wanted finished.
Your MZXWORLD looks neat. Finish it up!
#102
Posted 26 November 2007 - 07:57 PM
MZXWorld is finally starting to shape up and may even be released on time for the holidays.
#103
Posted 26 November 2007 - 08:42 PM
T-Bone is an insane rapid prototyper, I just wish he could see his projects to the end more often, eitherway, it's nice to see his console clone screenshots. I don't know what it is about them that makes me smile.
#104
Posted 26 November 2007 - 11:06 PM
![Posted Image](http://www.decks.de/decks-sess/gfx/navi/mainmenue/bl_logo.gif)
![Posted Image](https://pbs.twimg.com/media/CCv9uJWW4AAlT_C.png)
#105
Posted 27 November 2007 - 06:07 AM
![:)](https://www.digitalmzx.com/forums/public/style_emoticons/default/sad.gif)
I'll have to put both Side Draft and Tardnation on hold till i can work out those serious BUGs. This kinda forces me to focus on MZXWorld, considering how those two other projects I can't really advance on until i figure out whats making 'em crash.
This post has been edited by T-bone6: 27 November 2007 - 06:09 AM
#106
Posted 27 November 2007 - 06:59 AM
#107
Posted 01 December 2007 - 09:00 AM
T-bone6, on Nov 26 2007, 02:57 PM, said:
Damn its finally December and I haven't completed anything yet for the holidays. Guess I'm going to have to pick and choose which game is nearest to completion and stick with that. Its been a long time since I've even uploaded a demo... hmmm
#108
Posted 19 December 2007 - 07:13 PM
Koji, on Nov 27 2007, 01:59 AM, said:
Yeah, your probably right. I just found yet another game of mine that crashes.
#109
Posted 21 December 2007 - 08:31 PM
#111
Posted 18 September 2008 - 07:56 PM
T-Bone6 - on mzxwiki
Here you can see which games have been complete and which games were canceled. It's most likely going to be the only live place you can check the status of the games since it will be updated often and not just by me (hopefully).
#112
Posted 13 October 2008 - 09:58 PM
Koji, on Nov 27 2007, 02:59 AM, said:
It doesn't seem to make sense. When i cut the code out and create a new MZX file and put the code in it... it won't crash. These are very old games I guess I should just export all the code and move them to new MZX files. Strange bug...
#115
Posted 27 October 2008 - 07:17 AM
I'm still working out some issues, that were similar to the problems i had with Super Mario when first designing it for MegaZeux. Getting the right foreground and background colors together to make the game vibrant and close enough in appearance to its NES counterpart.
#116
Posted 21 November 2008 - 02:16 PM
#117
Posted 30 November 2008 - 10:28 AM
#118
Posted 30 November 2008 - 05:36 PM
#120
Posted 05 December 2008 - 07:09 AM