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| Home || News || AUGUST 2000 | 23.IX.00 |
My personality 31.august.00
According to
TheSpark's personality test I'm a
SIAF,
a dreamer. Guess that's pretty accurate. Well, it could be
worse: Jonah's a partying accountant, Free Bird an Artist,
Scabby an Experimenter and Kirk is an online pedophile.
Hmmm.
Hardcore Nemesis 29.august.00
Nemesis now has two difficulties: ships #3 and #4 will have very weak
armor (making enemies do more than double their damage) but they'll
also double your score.
Furthermore, I recently enlarged the maximum sprite table size to
768 bytes, but since that still wasn't enough, I now made the
pointers one word, which mean a maximum of 65kB. Well enough
space to make all the sprites I'll ever want.
Pretty pages 25.august.00
Instead of solid red objects, this page now has now pretty background
images. Be sure to set your screen to at least 24-bit colours, or if
you can't: buy a new video card :P
Also changed/updated some pages (like the
About me and my productions pages)
TI-86 Reviews 24.august.00
You'll all probably know
Elcobbola's TI-86 game-reviews. Just letting you know he fixed his
review of Peaworm (going from 3/10 to 7/10!)
I've also written a few more of my own reviews (that's 116 now.)
Nemesis multiples 22.august.00
Guess what I did just now? I made it impossible to select multiples
together with bullets. I really shouldn't go on like this...
The reason I did this is because the game just gets too slow with
that many bullets fired at a time. You can still select upto _four_
multiples with lasers. This makes bullets good to start with (with
tailbeam/updouble and strong upgrades); and lasers weak at first,
but after endless upgrades (improved lasers and multiples) they rule.
Nemesis torpedo 19.august.00
I've decided not to implement torpedoes in Nemesis afterall.
This because there won't be any cannons on the ground like in other
Nemesises; and because I just got five powerup-icons and I've filled
them up with other things. This game's beginning to look less and less
like a classic Nemesis; but I'm just trying to make a cool game,
not an exact clone, alright?
Still busy 17.august.00
A quick update of my to do list to show y'all I'm still alive:
Nemesis: Make torpedo and levels 7-12, find and fix any bug
Diablo II: Act IV
Nemesis to do 12.august.00
The complete to-do list for Nemesis:
Make torpedoes, up-double, change options at pause screen,
make levels 7 to 12, remove any bugs found.
That's all I could think off. If you have any other ideas, now
is your last chance to tell me!
(keep in mind I've just bought Diablo2,
so it might take a while :P)
Nemesis 9.august.00
I've updated the Nemesis
section and I'm working on Nemesis86... No list of significant
changes because I don't think there will be any. Of course the
levels are all real important, but they don't require a lot of
changes. Maybe I'll bring back the Torpedo and make the classic
up double but that's it. This doesn't mean it's done next
week, cuz these finishing touches also require quite some time;
and I want the game fully beta-tested before I release it,
so all bugs are gone.
I'm BACK!! 6.august.00
After surviving nearly a month without computers, I'm back to finish
my games. I made some improvements on
Worm and Nemesis (I printed out the sources), and I'll be integrating them into
the real programs soon.
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