Nameisnotname
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  • F**k you bitch and let me go
    I can't take it any more
    F**k you bitch and let me go
    I can't take the pain at all
    Which gets hard to read in Lite skins, like the one I'm using {White background}.
    Again, even though the colour I picked was pretty readable in all skins, they still said "No full coloured posts"....
    Some of the members complained about legibility when I stared using dark green {Which I found pretty easy to read in both Lite and Dark skins}, and it started a whole fuss when people started questioning it, specially since one member posted in all Red for quiet awhile, to the point that andwhyisit thought him an exception.
    Because of that, no one, not even the usual exception, is allowed to post in full colours, which I still find silly. {Unless it's on profiles, like here. Seems even sillier...}

    And yeah, people don't typically get in Admin/Mod trouble with fat Signatures, but it does make threads huge and hard to scroll through when everyone starts doing it.
    Wedge changes his often, so I don't think it'll be around much longer.
    You could just save the image and shrink it down yourself, and then upload it again.
    The only person who would know that is Pixel, because he created them.
    Of course, for the same reason we have a huge theory section, Pixel loves leaving it up to the player's imagination, so he doesn't explain every detail, including what the Mimiga's average lifespan would be.
    So, we just try coming up with the most logical {As can be in that game} and most well accepted theories to explain the game.
    I try. :rolleyes:
    But I'm not always trying to argue against, a theory can be strengthen when counterpoints are presented and knocked down.
    I believe you can get away with hitting "Multi-Quote this message" before posting, and even if you go to another thread, it should show up.
    If not, just quote the message like you're about to reply, but copy the quote and post it in the other reply.
    Nah, it's not out yet, check the blog.
    And when it comes out, I believe it should be all at once, since it's sorta download-able. Right?
    The game's mostly floating because Pixel decided to lower the FPS right before the release.
    You'll notice the character's don't seem to glide as much in the Wii version, as the FPS has been taken back up to 60 from 50, but it's still sorta there, compared to other games.
    I think it's one of those things that makes Cave Story, well, Cave Story.
    Nameisnotname said:
    I understand the Entities. I think. You're making the stuff they do like movement and attacks or whatever you want them to do.
    Yeah, basically.
    But with Assembly knowledge, I can do a whole lot more...
    Nameisnotname said:
    Do you like green?
    Was it easy to tell?
    Nameisnotname said:
    Part one? Are you making chapter[type-things]?
    Parts or chapters, same thing.
    Nameisnotname said:
    No sequel? Is it that long that it covers everything you could possibly imagine for the game?
    No, but stealing the Cave Story engine is enough for one game. :rolleyes:
    Nameisnotname said:
    Wow, I ask a lot of questions don't I?
    Yes, yes you do.
    I'm not spriting Mario, and even if I was, it'd be Luigi. :rolleyes:
    I'm creating what we'd call NPCs or Entities in Cave Story, not just graphics.
    The little enemies and such you fight.
    And LMAP is only on part one, there's more than that. Plus, there won't be such a thing as LMAP 2...
    {But that's not near the last of Lowell or Khan}
    Pfff, I'm 'relaxing' too much.
    I still need to finish the tutorials on spriting in SMW, so I can finish that side project and then get back to LMAP.
    Assembly is a very low-level language, used to translate between machine code and something we could more easily understand.
    I won't bother trying to explain it all, so just read that wiki article.

    And I haven't been on LBP for weeks...
    Meh, it's rather simple compared to something like Assembly.
    Easy to pick up and learn, especially if you've got like Cave Editor there, telling you what each command does and what values it requires as you're typing the script.
    If you're learning the stuff, I always recommend looking through the original script. Combined with your memory of how the game went during actual play, it should easy to learn how a working script works.
    That'd be TSC scripting, which is rather easy stuff.
    DragonBoots made a TSC example list of simple things like doors or chests awhile back.
    Also, once you've familiarized yourself with most of the TSC commands {Like <MSG, <CLR, <TRA, the <FL's, etc}, looking over the original scripts is an easy way to learn/figure things out.
    There's a TSC.txt file that I believe comes with Sue's Workshop that tells you what every command does, and CE automatically tells you when you're script editing.
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