If somebody told me how to post pictures on the forum I would post some screen shots here, Ill also make sure to minimize them so reduce the file size.
In response to tenkuu
Random wasnt that? Also I would like to say, NES PARTY is growing! Should I make a website for it? =) I love you guys! For no reason also!
In response to Skull Man.EXE
Skull Man.EXE wrote:
Here is where ill post the images
1.
http://www.imagedump.com/ index.cgipick=get&tp=150871&poll_id=0&warned=y



404'D
[Edit] I may do a LoZ game... not sure since someone else is...
In response to Hell Ramen
Thanks, also Ok, it isnt restricting since some people may fail and/or yours may be better then the other perons.
In response to Skull Man.EXE
Darn. I wanted to do LoZ. Ah well. I usually get stuck making a game, because I can't do icons worth poo. It's very frustrating.
Does it have to be in byond? I gotta brush up on my vb skillz.
In response to OneFishDown
Just... wow.
In response to Jermman
Hey man, that be awsome and ok also! As long as it works!
In response to Chance777
As i said before anybody can do any game, even if its already taken inscase on of the other people drop out/etc. Please do contribute, and I could help with some sprites, I do have quite a few.
In response to Kholint
The resolution is like that because he's using text mode. And he's using text mode because it's a lot faster than using graphics mode; if he used "proper" graphics then he'd be making a whole bunch of icons at runtime every frame, which is sloooooow. (There are ways around the icon manipulation, but they're annoying. Text-mode is actually more powerful in some ways than graphics mode.)

So, yeah, there aren't really any good ways to improve it.
In response to Crispy
Isnt there anyway around it? The runtime errors i mean.
My game, Dancing Mario Kill0r, will be done in a few days.

It will include:

10 levels
controling mario's dancing
multiple difficulty levels.

OWNED.
In response to Skull Man.EXE
Skull Man.EXE wrote:
Isnt there anyway around it? The runtime errors i mean.

Um, there aren't any runtime errors. The problem is just that it would be slow. And no, there's no way around it that's good enough to work well. All you can do is pregenerate the icons, which increases loading time and is very impractical for the HUGE number of icons you'd need.
I would so do a multi-player DW4 game if I wasn't working on a different game... But if anyone is interested in tackling DW4 let me know and I can send you the majority of the turfs, and the midi's, all the monsters in .dmi format, and all the stats the monsters had in the original game.

I could probably think up some ways to do the multi-player aspect as well. Contact me for sure if you plan on doing a DW4 game, or even earlier for some multi-player ideas, or coding help. (I prolly won't be able to help with coding too overly much, but I will definately try to.)

P.S. Anyone know the formulaes for DW4 battles, such as the to-hit formula and the damage formula? If so just reply on here I guess.

--§--
In response to Satans Spawn
Satans Spawn wrote:
P.S. Anyone know the formulaes for DW4 battles, such as the to-hit formula and the damage formula? If so just reply on here I guess.

--§--

If you want, you can IM me at Hell Ramen for the formulas, I have a site for it all.
Ever play Fire n' Ice for nintendo? well here it is(or at least a few levels). Enjoy!

http://games.byond.com/hub/Abra/IceWizard
Not till they fix the screen artifacting anyway...
In response to Abra
Yes, I tried it, Great game, same for yours.
In response to Crispy
Eh, I guess your right :<
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