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Messages - Windy

Pages: 1 ... 5 6 [7] 8 9 ... 70
121
Entertainment / Re: New ugly Wii RPG
« on: February 21, 2010, 07:38:25 pm »
Just to make it clear, none of this !@#$% actually happens in chat, and the ones that create this "cyclonic perpetual emotion machine" of hatred around #zfgc are also the ones that never visit it.  Isn't it ironic that Mamo posts !@#$% about Dascu, which then causes the link to be posted in #zfgc, which causes Dascu to post which then proves Mamo's point that #zfgc is a cesspool for circle-jerkers who troll post?

Btw, great job on the whole "bringing this chat back to life" thing.  You're doing a great job so far.

122
Discussion / Re: Testing Something
« on: February 20, 2010, 05:20:15 pm »
soo.... getting a little weird here...

123
Coding / Re: RPG Leveling with Arrays - Looking for some crits
« on: February 20, 2010, 07:13:08 am »
I based mine on pokemans, since i was making a pokemans game.

Code: [Select]
        public int ExpRequiredForNextLevel()
        {
            int n = this.level + 1;

            switch (this.experienceType)
            {
                case ExperienceTypes.Erratic:
                    if (n <= 50)       return Math.Pow(n, 3) * (100 - n) / 50.0f;
                    else if (n <= 68)  return Math.Pow(n, 3) * (100 - n) / 100.0f;
                    else if (n <= 98)  return Math.Pow(n, 3) * ((1911 - 10 * n) / 3.0f) / 500.0f;
                    else               return Math.Pow(n, 3) * (160 - n) / 100.0f;
                case ExperienceTypes.Fast:
                    return 4 * Math.Pow(n, 3) / 5.0f;
                case ExperienceTypes.Fluctuating:
                    if (n <= 15)       return Math.Pow(n, 3) * ((24 + ((n + 1) / 3.0f)) / 50.0f);
                    else if (n <= 35)  return Math.Pow(n, 3) * ((14 + n) / 50.0f);
                    else               return Math.Pow(n, 3) * ((32 + (n / 2.0f)) / 50.0f);
                case ExperienceTypes.MediumFast:
                    return Math.Pow(n, 3);
                case ExperienceTypes.MediumSlow:
                    return (int)((6 * Math.Pow(n, 3) / 5.0f) - 15 * Math.Pow(n, 2) + 100 * n - 140);
                case ExperienceTypes.Slow:
                    return 5 * Math.Pow(n, 3) / 4.0f;
            }

            return 0;
        }

        public bool RequiresLevelingUp()
        {
            return this.experience >= ExpRequiredForNextLevel();
        }

        public void LevelUp()
        {
            while (this.level < 100 && RequiresLevelingUp())
                this.level++;
        }

124
Graphics / Re: [Resources] My old sprites...
« on: February 20, 2010, 05:54:55 am »
O_O;; Holy !@#$% I didn't realize you were Devy...
Same.

125
Graphics / Re: Wind Waker 3D Resources
« on: February 19, 2010, 04:10:44 pm »

126
Updates / Re: New Moderator
« on: February 19, 2010, 07:18:26 am »
Holy crap, darklight got fired O_o

congrats on becoming a mod frozen :D
MOAR LIEK FROZEN FIRED, AM I RITE?

127
Entertainment / Re: Project Needlemouse... Sonic 4???
« on: February 19, 2010, 06:51:49 am »

128
Graphics / Re: Wind Waker 3D Resources
« on: February 19, 2010, 06:44:21 am »
if you have a wii with homebrew channel on it you can use superdump to transfer it to an sd card or usb device.
gcmdump will dump the files from the iso, rarcdump will dump the arc files you'll find in there, inside there you'll hopefully find bdl files which can be read by bmdview2 which can export to 3ds.

In some circumstances you won't be able to dump some of the arc files as they are compressed, first you'll need to decompress them with yaz0dec.

129
Other Projects / Re: [SCREENS] Surface
« on: February 19, 2010, 06:27:11 am »
Travis, you can't put dicks in your game, that's inappropriate.
I wasn't aware you were making a cameo appearance.

130
Updates / Re: New Site Ready for Public Testing
« on: February 17, 2010, 12:39:42 pm »
It seems I didn't tell it to specify an id when updating a resource, so it applied the update to all of them.  I've fixed this now.  I've also managed to fix the issue with the black background when resizing transparent png files.

131
Updates / Re: New Site Ready for Public Testing
« on: February 16, 2010, 11:56:51 am »
I still can't delete the first resource that I added. I also re-uploaded the same resource again, but without the numerical tag. Now both are there and I still can't edit or delete either of them.

Also, I still have the ability to delete the forum topic. At least, the "remove" option is still there. I didn't click it to see if it does the same thing as before.

It looks like nothing has changed..?
It seems my previous fix didn't work, I found out that SMF doesn't load the default board permissions by default, so that's why you were unable to edit/delete resources, so I had to create my own function to do it.

Also if you click the Remove button it seems that it will tell you that you are unable to delete the topic.

132
Updates / Re: New Site Ready for Public Testing
« on: February 16, 2010, 08:19:03 am »
I made a few changes, so you should be able to edit/delete your own resources, I also disabled the ability to delete the topic on the forum, it will delete itself once you delete the resource.

As for the tags, I have it set up so it removes all non-alphabetical characters.

133
Updates / Re: New Site Ready for Public Testing
« on: February 15, 2010, 05:36:19 pm »
You better fix the [nobcc]
Quote from: [email]email@email.com[/email]
[/nobbc] bug ;P. Causes the script to go into an infinite loop.
That's an issue with smf.

I tried uploading a graphic too, apparently 112 kb was too big for the first one I tried, as for my second attempt it gave me the same error as FrozenFire, and it posted my description in the audio forum like it did with his.

Also, I think I found the reason it said your file was already submitted FF. If you try clicking back and using the same form again after having clicked submit the site thinks your file went through and it won't allow you try again until you open a new submit resource form.
I've made some changes, so hopefully there won't be any more unexpected errors.

134
Updates / Re: New Site Ready for Public Testing
« on: February 15, 2010, 08:43:22 am »
Went through it just now, those issues should be fixed.

135
Coding / Re: [Request]: Pausing
« on: February 13, 2010, 11:12:56 pm »
Sometimes deactivating instances can cause an Unexpected Error.  Although I've only experienced this when deactivating two instances of the same type during the same frame, I believe it only occurs though when you disable objects individually.

136
Discussion / Re: Testing Something
« on: February 13, 2010, 07:20:19 pm »
ICE TO MEET YOU.

137
Other Projects / Re: [ON SALE] Shooting Star Panic
« on: February 12, 2010, 12:01:02 pm »
Here's hoping you get decent sales, keep in mind you will need at least 143 sales in order to break even.

138
Coding / Re: [Request]: Pausing
« on: February 12, 2010, 09:16:01 am »
This is how I did it:
Create a surface of the screen. Turn it into a sprite and create an object in the top left corner of the view using it in the draw event. The depth obviously should be over all other regular objects. Next deactivate all object and you've paused. Reactivate and destroy the temp surface to unpause. All speeds, direction and alarms get saved for you so (to me) it seems like the most efficient methode. I like using a temporary object because of the flexibility, but doing it all in code should work just as well.

Just reactivate the objects the do need during, like a menu object and have the depth over the screenshot.
Alternatively, if you aren't registered I would recommend deactivating all objects and putting up dummy objects in their place that have the same sprite and image index.

139
Discussion / Re: Testing Something
« on: February 10, 2010, 06:33:47 pm »
nothing to see here people move al- kasblsndjkasblnas

140
Graphics / Re: Ocarina of Time Sprite Rips
« on: February 10, 2010, 06:33:31 pm »
You can also use tile molester.

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