Author Topic: [A:P] Demo Release/Discussion  (Read 48591 times)

0 Members and 2 Guests are viewing this topic.

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: [A:P] Demo Release/Discussion
« Reply #15 on: January 02, 2011, 07:36:47 pm »
WOW WOW WOW, I can't wait to try this!

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: [A:P] Demo Release/Discussion
« Reply #16 on: January 02, 2011, 09:00:58 pm »
I gave it a little go didn't get too far, but I noticed that you move a little slow, is there a way to speed it up? Maybe add a run feature or something?
I've got to say, the graphics are amazing in this game, good job :D
/e

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: [A:P] Demo Release/Discussion
« Reply #17 on: January 03, 2011, 08:08:43 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Allow me to confuse you further.

After battling and going to the shop, crash.
After taking the dagger twice because of the NPC engine glitch and selling one in the shop, map glitches.
Sometimes randomly, though seemingly only after I take a weapon, go to the shop and talk to the guy, crash.

I hope this is somewhat helpful.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline squidgetx

  • Food.
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: [A:P] Demo Release/Discussion
« Reply #18 on: January 04, 2011, 07:43:47 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Allow me to confuse you further.

After battling and going to the shop, crash.
After taking the dagger twice because of the NPC engine glitch and selling one in the shop, map glitches.
Sometimes randomly, though seemingly only after I take a weapon, go to the shop and talk to the guy, crash.

I hope this is somewhat helpful.

x.x

I'll take a closer look at this after the Cage Match is over, but it sounds like I must be using bad pointers in some routine somewhere...I'll have to print out the shop code and look at it closely <_<

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [A:P] Demo Release/Discussion
« Reply #19 on: January 05, 2011, 02:43:01 am »
Good luck Squidgetx. On a side note I shall try this soon.

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: [A:P] Demo Release/Discussion
« Reply #20 on: January 05, 2011, 03:04:03 am »
I put it on my calc so I might have time to try it at school during off time or something. Although I probably won't because I'll be too busy working up the guts to ask a certain girl out, but anywho. So far I'm really impressed with it :)
/e

SirCmpwn

  • Guest
Re: [A:P] Demo Release/Discussion
« Reply #21 on: January 06, 2011, 06:39:39 pm »
I dropped this on my calculator, and would like to give some feedback.  Some of it may seem negative, but I tried to give some possible solutions as well.
-Walking is very slow.  This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster.  Are you running in Full mode, except when using DispGraphr?
-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.
-Every time I went to the shop my calculator turned completely off and cleared RAM.
-Once, when leaving a battle, the screen glitched and all the tiles were wrong.
It's a great start, and I look forward to seeing what you do with this!
« Last Edit: January 06, 2011, 06:39:58 pm by SirCmpwn »

Offline squidgetx

  • Food.
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: [A:P] Demo Release/Discussion
« Reply #22 on: January 06, 2011, 07:13:15 pm »
Thanks for the feedback.
-Walking is very slow.  This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster.  Are you running in Full mode, except when using DispGraphr?
I am not using Full, but he is walking at 2 px per frame. I am planning on changing it to 3 or 4 though to fix this.

-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.
Unfortunately I use pt-mask() for drawing almost all of my tiles so 4 lvl gray is not really an option. Also it is difficult for me to convert 4 lvl gray images to a format that I could use on my calc. Also, the added routine would take up some extra space in the app that I can't really afford. So unfortunately, we'r stuck with 3 lvl :P
-Every time I went to the shop my calculator turned completely off and cleared RAM.
>_>
-Once, when leaving a battle, the screen glitched and all the tiles were wrong.
This seems to happen fairly randomly. I am not sure why, but I'll try and look into it.
It's a great start, and I look forward to seeing what you do with this!
Thanks :)

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: [A:P] Demo Release/Discussion
« Reply #23 on: January 06, 2011, 07:13:42 pm »
Yeah I suggested the speed thing too.
Personally I like the art style the opening images are it but I guess 4 level would look great too :)
If you read back a bit you will notice that he knows about the shop.
Hmm, wonder what happened there.
Yeah I agree, this is an epic start :) can't wait for more squidgetx

A question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.

Oh, and I really like how the story style is too :) great game squidgetx :)
/e

SirCmpwn

  • Guest
Re: [A:P] Demo Release/Discussion
« Reply #24 on: January 06, 2011, 07:15:29 pm »
Thanks for the feedback.
-Walking is very slow.  This could potentially be fixed by scrolling two pixels at a time, which would still look good and be much faster.  Are you running in Full mode, except when using DispGraphr?
I am not using Full, but he is walking at 2 px per frame. I am planning on changing it to 3 or 4 though to fix this.

-The quality of the opening images (and the map, too) could be drastically improved with 4 level grayscale, which would take up the exact same amount of memory.
Unfortunately I use pt-mask() for drawing almost all of my tiles so 4 lvl gray is not really an option. Also it is difficult for me to convert 4 lvl gray images to a format that I could use on my calc. Also, the added routine would take up some extra space in the app that I can't really afford. So unfortunately, we'r stuck with 3 lvl :P
-Every time I went to the shop my calculator turned completely off and cleared RAM.
>_>
-Once, when leaving a battle, the screen glitched and all the tiles were wrong.
This seems to happen fairly randomly. I am not sure why, but I'll try and look into it.
It's a great start, and I look forward to seeing what you do with this!
Thanks :)

Sounds good!

Offline squidgetx

  • Food.
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: [A:P] Demo Release/Discussion
« Reply #25 on: January 06, 2011, 07:22:54 pm »
Hmm, wonder what happened there.

I don't even know >.< I suspect that I am using a bad pointer somewhere, though I haven't been able to find it yet. I haven't been looking too hard though recently (cage match)
A question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.

Easy, but only later on in development. The item and move database appvars for example, will definitely be merged together later, but I can't merge them now because I don't know how many more moves/items I will need to add. This pretty much could apply for every appvar-once I know for sure that I've finished entering ALL the data, I can (and will) attempt to merge them :)

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: [A:P] Demo Release/Discussion
« Reply #26 on: January 06, 2011, 07:27:30 pm »
Hmm, wonder what happened there.

I don't even know >.< I suspect that I am using a bad pointer somewhere, though I haven't been able to find it yet. I haven't been looking too hard though recently (cage match)
A question I have is, how hard would it be for you to compress some of the Appvars into one? So we don't need to fill up our appvar screen with them.

Easy, but only later on in development. The item and move database appvars for example, will definitely be merged together later, but I can't merge them now because I don't know how many more moves/items I will need to add. This pretty much could apply for every appvar-once I know for sure that I've finished entering ALL the data, I can (and will) attempt to merge them :)
Ah ok sounds good :)

also, completely did not see that ninja there until now x.x

EDIT: sometimes when coming out Kinley's house you appear on the sign instead of in front of the door
« Last Edit: January 06, 2011, 09:27:44 pm by Eeems »
/e

Offline squidgetx

  • Food.
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: [A:P] Demo Release/Discussion
« Reply #27 on: January 09, 2011, 10:49:29 am »
@eeems:...that's a weird bug...

IMPORTANT:
To all the people complaining about the grayscale: where does it bother you most? Does it bother as much, say in the Tower or in the Wastelands?

The thing is, I can't find a way to make it look better. But I have noticed, that at least for me, it is way less annoying in the Tower and the Wastelands because the tiles there are generally darker with less parts that have a lot of gray. I think that if I simply redid a lot of the tiles to make them generally darker (for example the floor tiles in both the town and the shops, and the wall tile inside houses), it would probably look a lot better. Of course, this would mean a slight decrease in the quality of tiles, but I think that overall it would be much more enjoyable. What do you guys think?

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: [A:P] Demo Release/Discussion
« Reply #28 on: January 09, 2011, 12:55:28 pm »
Yeah, I got stuck between two buildings too where I couldn't go anywhere but back in or onto a spot that made it so I couldn't go anywhere else. :/

Personally I like the tiles the way they are, although with movement they do distort a little.
/e

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: [A:P] Demo Release/Discussion
« Reply #29 on: January 09, 2011, 01:07:36 pm »
Have you tried using a interrupt for the grey? It could help.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.