Search found 783 matches

by msw188
Wed Jun 02, 2010 2:16 am
Forum: Game Discussion
Topic: Fangame contest.
Replies: 121
Views: 26806

I know this is Spoony's decision, but my vote would be for an affirmative to FnrrfYgmSchnish's question. That sounds like a perfectly reasonable suggestion to me, and adding your own character into an otherwise fan-game universe could make for some good moments.
by msw188
Wed May 26, 2010 12:54 am
Forum: Game Discussion
Topic: Battles too fast; suggestions?
Replies: 26
Views: 5356

To Sh4dows:
If you look under the bug filed at Bugzilla, you will see that I also expressed some ideas about a 'delay after attack' option, and Mr. Paige mentioned the idea of captions being displayed x ticks after animation.
by msw188
Tue May 25, 2010 2:29 am
Forum: Game Discussion
Topic: Battles too fast; suggestions?
Replies: 26
Views: 5356

I agree, a plotscriptably changeable option to use keypresses to advance battle captions would also be nice. But I'm still gonna really push for my original idea. I'm glad both JP and TMC sound like they are starting to approve!
by msw188
Mon May 24, 2010 4:36 pm
Forum: Game Discussion
Topic: Battles too fast; suggestions?
Replies: 26
Views: 5356

This definitely sounds like one thing needed is that if an attack and a menu are set to come up on the same tick, whichever one happens first, the other should be forced to wait for it. (or at least, this option should be available)
by msw188
Mon May 24, 2010 4:16 pm
Forum: Game Discussion
Topic: Battles too fast; suggestions?
Replies: 26
Views: 5356

attack delays still count off when the system is "paused on menus." I'm not sure what this is about. I have definitely seen when an attack occurs right after I get to a menu, but I'm also certain that if an attack has a delay, this delay does not count down while my menu is up. It just se...
by msw188
Mon May 24, 2010 3:38 pm
Forum: Game Discussion
Topic: Battles too fast; suggestions?
Replies: 26
Views: 5356

Battles too fast; suggestions?

A while back someone made the comment about battle information occuring too fast in game.exe, and there was a great deal of general agreement. We now have the ability to make damage stay on-screen longer, but I still find that there are some instances when I can't tell exactly what just happened to ...
by msw188
Thu May 20, 2010 7:16 pm
Forum: Game Discussion
Topic: Boulderbeast
Replies: 20
Views: 5126

Glad to have been able to help. Just don't start calling me "Math Man" or "Math is So Wack 188"
by msw188
Thu May 20, 2010 5:00 am
Forum: Game Discussion
Topic: Boulderbeast
Replies: 20
Views: 5126

Knowing that M1c=i' and so forth, it is also nearly trivial to recognize when a matrix happens to be rotating around a specific coordinate axis. I mean, take the x and y axes and rotate them by theta about the z-axis, and you can convince yourself easily that the image of i is (cos theta, sin theta)...
by msw188
Thu May 20, 2010 4:51 am
Forum: Game Discussion
Topic: Boulderbeast
Replies: 20
Views: 5126

notation: i=(1,0,0) j=(0,1,0) k=(0,0,1) I=3x3 identity matrix M(trans)=the transpose of the matrix M *=matrix multiplication i'=M*i=the image of i j'=M*j=the image of j k'=M*k=the image of k (dot)=the dot product 0=0 M1c=the vector formed by the first column of M M2c=the vector formed by the 2nd col...
by msw188
Thu May 20, 2010 1:09 am
Forum: Game Discussion
Topic: Boulderbeast
Replies: 20
Views: 5126

A 3x3 matrix can be defined according to the image of the three standard basis vectors i=(1,0,0), j=(0,1,0), k=(0,0,1) after multiplication. If the matrix is orthogonal, by definition, that means that these three images must remain orthogonal to each other and must have unit length. The determinant ...
by msw188
Wed May 19, 2010 4:38 pm
Forum: Game Discussion
Topic: Boulderbeast
Replies: 20
Views: 5126

Not hard to prove. Immediate after proving some properties of matrix multiplication.

Out of curiosity, why did you call the angle Rz? I looked at that formula and thought to myself, "that's not right! You don't put the z-coordinate into the sin and cos, that would be silly!"
by msw188
Thu Apr 08, 2010 3:30 pm
Forum: Game Discussion
Topic: Odd plotscripting question (multiple copies of heroes)
Replies: 15
Views: 3242

Why not have custom set the default level at 2 or 3, and then the script that starts you off with the level 5 monster is responsible for changing that one? So custom has the level for 'recruits' and you only need scripts to set the levels of your starting heroes? Other than that, I think this could ...
by msw188
Sun Mar 21, 2010 4:11 am
Forum: Game Discussion
Topic: Correct backend for seamless music looping
Replies: 1
Views: 698

Correct backend for seamless music looping

Okay, I know I asked before, but I can't seem to find the thread, so I'll ask again. Which backend should I download to allow music without any set loop points to loop seamlessly back to the beginning of the song? Or do I have to manually input "loop back to the beginning" markers? Either ...
by msw188
Thu Mar 18, 2010 1:06 am
Forum: General Discussion
Topic: The disturbing tracks
Replies: 14
Views: 3406

Yeah, I remember it just being a little sound byte along with a text box saying that the saved data had been corrupted, and then the game would start normally and you'd have to start over. The only game I remember for certain this happening on was Dragon Warrior 2, although I think it happened in 3 ...
by msw188
Thu Mar 11, 2010 2:12 am
Forum: Game Discussion
Topic: Quirky bug in game.exe
Replies: 3
Views: 1140

Ah yes, I've seen this too. Windows 7 laptop as well.