Awesome. I have had FL Studio 10 i think for a while now but idk how to use it. xD
Size doesnt matter at this point cause this is being released in 2.0. The Only problem is performance, speed to be exact. It has to run smooth and efficient.
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I can't see the Pokedex thingy because I haven't got a Google account.
(Well, I see that no one has decided to take notice that Soniku3 can directly be translated into Japanese, but hey.)
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I've got some bad news guys:
I think I'll have to take some leave.
Reason being that I let homework overwhelm me. I have several pieces due in tomorrow and lots more for the next.
Go school.
So, I'll leave Game and popopobob in charge for now. I'll hopefully only be gone for a fortnight.
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OK, FINE BY ME.
IT'S ONLY BEEN LIKE, A FEW DAYS BEFORE ANYONE HAS POSTED ANYTHING CONSTRUCTIVE. (oink)
Actually, this was posted because GANGNAM STYLE IS TEH BESTESTEST VIDIOH IN VEEOOZ.
Well, if no one is going to post anything, I'll come off leave to guide you through, with a shining light.
But I don't use that nice gentle stuff, Ima bring in... idk.
Anyway, I'm going to end up talking about sandwiches if I rant on any further, because I talk about one thing and end with something else. It's chalk to cheese.
If Albert Einstein was a rapper, his stagename would be Albert E=MC Squared.
I went there.
OK, on to something constructive...
Map design. We seem to have lost a few members vital to the completion on the way (not sure where Zang is ), so are there any ideas for any towns?
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The1UP wrote:
OK, FINE BY ME.
IT'S ONLY BEEN LIKE, A FEW DAYS BEFORE ANYONE HAS POSTED ANYTHING CONSTRUCTIVE. (oink)
Actually, this was posted because GANGNAM STYLE IS TEH BESTESTEST VIDIOH IN VEEOOZ.
Well, if no one is going to post anything, I'll come off leave to guide you through, with a shining light.
But I don't use that nice gentle stuff, Ima bring in... idk.
Anyway, I'm going to end up talking about sandwiches if I rant on any further, because I talk about one thing and end with something else. It's chalk to cheese.
If Albert Einstein was a rapper, his stagename would be Albert E=MC Squared.
I went there.
OK, on to something constructive...
Map design. We seem to have lost a few members vital to the completion on the way (not sure where Zang is ), so are there any ideas for any towns?
Truly, were going to need everyone working on the map for them to get done. If you are thinking to make completely custom maps, it could mean well over 200 maps for the whole game. The scroll engine may not even work with our map size, so I am not sure if It is a good idea for bey to refine it yet. We should prob divert our attention to the maps first.
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I agree. Honestly, with the hundreds of maps now, our engine will be totally corrupt.
I mean it will run quite slow and believe me, I have tried making it 2 sprites. I have the x-axis down but the y-axis requires a whole new set of calculations.
Here is how it goes down. I would use mod, variables, and a whole lotta math to get one sprite to continuously stamp, move as you move, and switch to the right costume.
It is a lot for the x-axis, the y-axis is much harder to figure out though.
However, we will have too many sprites, if there were 200 map sprites (not including any sensing, button, hero, people, pokemon, et... sprites) we'll have 400 sprites. 200 physical sprites, 200 ghost sprites which will act as the object that a player can't walk through).
Furthermore, I can't go on without getting map sprites and item sprites. I have all programming down its all up to adding in sprites and 'their' scripts.
I have more to rant on about but i am too lazy to go on......
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beyblade4 wrote:
I agree. Honestly, with the hundreds of maps now, our engine will be totally corrupt.
I mean it will run quite slow and believe me, I have tried making it 2 sprites. I have the x-axis down but the y-axis requires a whole new set of calculations.
Here is how it goes down. I would use mod, variables, and a whole lotta math to get one sprite to continuously stamp, move as you move, and switch to the right costume.
It is a lot for the x-axis, the y-axis is much harder to figure out though.
However, we will have too many sprites, if there were 200 map sprites (not including any sensing, button, hero, people, pokemon, et... sprites) we'll have 400 sprites. 200 physical sprites, 200 ghost sprites which will act as the object that a player can't walk through).
Furthermore, I can't go on without getting map sprites and item sprites. I have all programming down its all up to adding in sprites and 'their' scripts.
I have more to rant on about but i am too lazy to go on......
It means a lot of math for us. I mean we can probably do it, but it will take a couple of hours. Sadly, for us to even start though, we will need some of the maps made, where we don't have any. We best get started.
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Exactly. The earlier we learn how to situate this, the better of a game it'll be. The furthest I have gotten was as you scroll upwards, the next map is there but it in the wrong x position.
It is hard to explain here so I will make a project showing it soon enough.
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Right then.
Yet, we still need ideas before actually starting to make it, so here's a list of the towns so far. How many should we have? I just realised baku's gone.
OK, I'm going to do some elaborate planning today. Expect something good tomorrow.
Hopefully, if my laziness doesn't jump in and make me want to watch some more Haruhi.
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popopobob wrote:
So...quiet....
We need some good spriters to start making the maps. I can try, but im not that good.
I know how quiet it is.
DARN, I FORGOT TO START ELABORATE PLANNING.
Right you lot, come back 'ere.
Ima get ya'll to work.
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Can I help with something?
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popopobob I am waiting on you. Whenever you are ready I am willing to help. I can't do another beta without maps (not on you). But you are working on the battle engine so without you i am nothing ;____; Lol but seriously this forum is seeming to die. Let us regain our enthusiasm.
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