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Lace
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  • So, do you know enough that you would be able to take a song from Cave Story or TWoR or something and tell me like what key it's in at certain points, or tell me the chord progression? See if you can do it with something easy like the song "Arctic Frolic" from TWoR (the song that plays in the Tundra). I say "easy" because that song repeats the same 4-bar chord progression throughout the whole song without changing. See if you can tell me what key it's in, and what the 4-bar chord progression is. If you can't do it, I'll show you how.

    Also, you didn't say; can you read music? or play an instrument/sing?
    I hope you feel special.
    1999 posts right now, and I am pretty damn sure I'll post at least one more time today. In my next post, I shall be all like "WOOT 2000 POASTS!" or something equally retarded.
    Yes. And they do have potential. I think you have at least some feel for aesthetics, though I kinda get the idea that you don't know much about music... How much do you know about music, out of curiosity? Can you read music? Do know note names, scales, intervals, triads? I can teach you some of that stuff; it's not that hard. Just having that knowledge alone won't make you a good composer of course, it also takes a lot of creativity, intelligence, and aesthetic understanding. Though I think you have a fair amount of those things, so I'd be happy to teach you some basic theory if you'd like.
    lol
    :P
    If ya want to take a look it'd be pretty handy.

    And also, was gonna ask: Could I get a version pre-weapon edits with all the TSC tweaks?
    :3
    Not hiding...
    Just busy as hell. ;[
    Got some good news?

    Oh, and one other thing...
    How hard would it be to replicate that blurb at the end of Head.tsc with a more normal TSC command?

    Eg. <DFJXXXX:YYYY:ZZZZ - If Flag X is set, run event Y when you die via method Z (which'd be either 0000 for drowning or 0001 for lethal damage).
    Just curious.
    (Main difference being that it doesn't need to check what map it's on.)
    :]
    No problem :D

    Oh, and I told you wrong in my previous post. There are only 19 levelsets, not 20 (I forgot that one of the squares in the 4x5 level select grid is for "go back"). Also, before the names of the levelsets in "levelset.dat" is a single byte indicating the number of levelsets that have been unlocked (the game automatically modifies this byte as you unlock more levelsets).

    And did you manage to create some levels using the file format I told you? If so could you post them so I can give them a try?
    Audition went awesome :D.

    Downloading now...

    And I don't think it was the Mac operating system itself that was the problem, I think it was the two browsers on said Mac (namely Safari and an ancient version of IE).

    So the actual programming of your game is finished (in theory, though there'll probably be some bug(s) that I didn't catch). All that's missing now is level data. I'm currently programming a level editor in Liberty BASIC, but I thought I'd give you the program so that you can make the levels yourself in a hex editor if you want to.

    The file "levelset.dat" contains only the names of each of the 20 levelsets (for each name there is one byte indicating the number of chars in the name, and then the chars themselves). Currently the first level set is called "Tutorial" and the other 19 are unnamed (i.e. their names are all 0 chars long).

    Then, in the "data\levels" folder is the actual level data. Each level has one file associated with it. The files are named by the name of the level set followed by the number of the level (within that level set) separated by a space. So the first level would be "Tutorial 1" the second would be "Tutorial 2" and so on. The program automatically detects when there are no more files in the levelset, so no need to worry about that.

    The format of the level files is as follows:

    First byte: width of level, in tiles (1 tile is 16 pixels).
    Second byte: height of level, in tiles.
    Third/Fourth bytes: coordinates of player starting position (in tiles, not pixels; (0,0) is the upper-left corner).

    One byte for each tile in the grid (starting at (0,0) going across, then down)
    A value of 0 to 84 (0x00 to 0x54) represents a dark square.
    85 to 169 (0x55 to 0xA9) represents a light square.
    170 to 254 (0xAA to 0xFE) represents a switch.
    255 (0xFF) represents an exit square.
    The mod 85 value of any tile other than an exit tile is its "tag". When you flip a switch, all tiles with the same tag as the switch are changed, which ones with different tags are unaffected.

    One byte indicating the number of NPCs
    For each NPC:
    Two bytes indicating the coordinates of the NPC (in tiles, not pixels).
    One byte containing both the NPC's type and its fine coordinates. The two most significant bits are the fine x coordinate, the two next most significant bits are the fine y coordinate, and the four least significant bits are the NPC's type. One unit in fine coordinates represents one fourth of a tile (4 pixels) so (0,0) would be the upper left corner of the tile, and (2,2) would be the center of the tile.
    NPC types are:
    0-3: Arrow (0=left, 1=right, 2=up, 3=down)
    4-7: Enemy (4 different starting directions)
    8: Text
    9: Gold
    10-15 are reserved for future use (currently they will all show up as gold)
    For text, the coordinates are of the lower-left corner of the text. For all others, the coordinates are of the center.
    For gold and arrows, these three bytes are all the information for the NPC. For text and enemies, however, more data follows.
    For text: one byte indicating the number of chars in the text, followed by the chars themselves.
    For enemies: one byte indicating how many pixels they will travel before the first time they change direction, and another indicating how many pixels before changing direction on all subsequent times.
    Unfortunately, I will probably not finish the Java version of your game until Saturday. I have an audition on Friday which will take most of the day, and today I have to practice for said audition, plus a few other things I have to do today just kinda randomly sprung up...
    Umm, no, I usually get my freeware info from the forums >_>

    Also, I may be onto the start of something; 40c062 gets called four times when you change maps. [It's the same call, so...]
    Lace, the game is not cooperating with me. It won't load graphics from bmp that extend to the right of the original width of the sheet. Do you know how to fix?
    Eh, WCIII on Bnet isn't very fun, anyways, unless you've got a bunch of friends to play maps with.
    The whole DotA thing is a cancer to WCIII, to the point that it's near impossible to get anyone to play anything else...
    The Elimination one?
    Meh, I wanna see what happens if I stay out of it long enough.
    Plus, I've still got things to do...
    It's blocked. Plus whenever I attempt to post and it gets blocked, the fucking 60 second timer still gets reset even though I didn't actually post anything. I've been trying to post for like 5 mins. Now I remember why I hate Macintosh even more than I hate Windows.
    The page has been blocked. Requests to unblock EDUCATIONAL SITES ONLY will be considered. YouTube and MySpace may not be unblocked.
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    And on top of that, stuff within QUOTE tags doesn't count toward 10 char min.

    AND I'M PRETTY SURE IT'S BEEN MORE THAN 26 SECONDS SINCE I LAST POSTED!!!

    motherfucker :mad:
    The page has been blocked. Requests to unblock EDUCATIONAL SITES ONLY will be considered. YouTube and MySpace may not be unblocked.
    Information

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    Your IP: 10.182.104.141
    Your hostname: mps113125.dhs.mps.k12.mi.us


    Temporary Bypass - allow for this user:


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    And on top of that, stuff within QUOTE tags doesn't count toward 10 char min.
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