Author Topic: [A:P] Demo Release/Discussion  (Read 48604 times)

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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #75 on: February 03, 2011, 05:50:52 pm »
<_<...

I'll have to take a look at that, though I don't think that anything in the program would cause that (maybe i'm writing one too many bytes into user RAM?)

Offline qazwsx988

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Re: [A:P] Demo Release/Discussion
« Reply #76 on: February 03, 2011, 09:48:43 pm »
Idk, I saw it in another program- the 4 level grayscale video.
Maybe its a flash app problem.

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #77 on: February 07, 2011, 05:54:01 pm »
This is hopefully the last prebeta release. Please report any bugs ;D though I have done my best to make it so that there aren't any. Also, hold MODE while cutscening and you can skip it. Additional changes include a subtle addition to the xp system that is hard to notice but will be more obvious as you get to higher levels, as well as shaving 1k off the total game size (thanks Runer)

The next release will be the complete beta. I'll tidy up any in-game event bugs and stuff and we're finished :D
« Last Edit: February 13, 2011, 08:32:34 pm by squidgetx »

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #78 on: February 13, 2011, 08:34:00 pm »
Reuploaded the file, since it was lost earlier. Also, I guess I'll go back to the old way of inputting your name? (Earlier custom input was ahead in the poll so I went with that, but now arrow keys/2nd is ahead). :P

Offline TIfanx1999

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Re: [A:P] Demo Release/Discussion
« Reply #79 on: February 13, 2011, 09:23:29 pm »
Will check the new pre-beta in the next day or so. =)

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #80 on: February 15, 2011, 04:22:43 am »
Nice to see the ol' fashioned RPG name input in :D

Also I'M glad this is still progressing. You really did a good job on this so far. I'm gonna try the new version later if I have time.

Offline ben_g

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Re: [A:P] Demo Release/Discussion
« Reply #81 on: May 16, 2011, 02:10:27 pm »
This is definitely the best game on my calc :D, Good job  :thumbsup: !

however, I found 3 bugs:
 - When you enter the dark cave in the pass, Sometimes when you enter a fight, the calc freeses. I had to pull a battery to recover.
 - The screen didn't show the game anymore, but just random gray, white and black pixels. I don't know when this has happened, as my friend was playing it on my calc when this happened. Pressing [clear] solved this.
 - When I was walking around in the town you start in, The game crashed, and random crap apeared on the homescreen, and the cursor kept moving down (I had the same bug once in one of my axe games, so maybe it's a bug in axe itself). Pressing [clear] solved it too.

The game is still great, I just wanted to let you know there are some bugs.
btw: I usually got a lot more bugs while programming, so this is still very wel done.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #82 on: May 16, 2011, 03:11:46 pm »
This is definitely the best game on my calc :D, Good job  ;D !
Why, thank you :)
however, I found 3 bugs:
 - When you enter the dark cave in the pass, Sometimes when you enter a fight, the calc freeses. I had to pull a battery to recover.
This is the door that you found in the middle of the field, right? In the demo, that area is not yet coded, so walking around in there would cause bugs as you discovered.
- When I was walking around in the town you start in, The game crashed, and random crap apeared on the homescreen, and the cursor kept moving down (I had the same bug once in one of my axe games, so maybe it's a bug in axe itself). Pressing [clear] solved it too.
That happened to me once I think. So far I can't track down the cause...
« Last Edit: May 16, 2011, 03:11:57 pm by squidgetx »

Offline ben_g

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Re: [A:P] Demo Release/Discussion
« Reply #83 on: May 17, 2011, 03:45:04 pm »
This is the door that you found in the middle of the field, right? In the demo, that area is not yet coded, so walking around in there would cause bugs as you discovered.
Yes, It was that area. Sometimes, when walking around in that area sends you back to the door you came from, but when you try to walk back to the palace, you'll end up at the same door again. also, there are monsters of level 255 someware. It enters fight mode as normally, and when you try to run, it says 'failed' and you will die, but if you attack the monster, you'll end up in an area with horizontal lines where you can't move.

But as this is still a demo, and as the area isn't coded, bugs can occur indeed.

I can't wait until the first full release, or the next domo :)
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline turiqwalrus

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Re: [A:P] Demo Release/Discussion
« Reply #84 on: May 17, 2011, 05:46:55 pm »
with the latest demo, I had a few 'small' problems(one of them made me have to delete my save D:)
1) after fights, the character is replaced by pixels static. This persists until you flee a battle.
2) When pixelated, if you change area, the coordinates are messed up permanently D:. this caused me to delete a file after I got trapped OUTSIDE the city :P
3) this one's minor, but I would be happy if you could change your weapon after you make your choice ;)

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #85 on: May 17, 2011, 08:33:12 pm »
with the latest demo, I had a few 'small' problems(one of them made me have to delete my save D:)
1) after fights, the character is replaced by pixels static. This persists until you flee a battle.
2) When pixelated, if you change area, the coordinates are messed up permanently D:. this caused me to delete a file after I got trapped OUTSIDE the city :P
This has been fixed :)
3) this one's minor, but I would be happy if you could change your weapon after you make your choice ;)
You'll be able to procure additional weapons and skills later on in the game

Offline Happybobjr

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Re: [A:P] Demo Release/Discussion
« Reply #86 on: September 19, 2011, 06:29:25 am »
spam ???
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Offline guy6020665

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Re: [A:P] Demo Release/Discussion
« Reply #87 on: February 13, 2012, 10:31:44 pm »
- When I was walking around in the town you start in, The game crashed, and random crap apeared on the homescreen, and the cursor kept moving down (I had the same bug once in one of my axe games, so maybe it's a bug in axe itself). Pressing [clear] solved it too.

This happened in one of my axe programs a while back, i think it was caused by a cursor accidentally going off the range that the calc likes and so it acts funny, one time i tried typing in stuff just to see what happened, it typed some things completely unrelated to what i had pressed and then ram cleared.

I think this is some asm issue, but sometimes when I quit, I go to manage memory, and theres some weird variables take look like they take up crazy amounts of ram space, like Y1- 52368, or something like that.
When deleted, calc crashes.

Again had this issue in one of my old axe programs, not sure what caused this one though. I do know that the version of cuberunner i currently have on my calc creates variable vector u which apparently takes up 45k ram in order to save the normal/hard and grey/mono settings in game

Edit: I was so focused on typing possible things to solve stuff that i forgot to say omg wow O.O
« Last Edit: February 13, 2012, 10:32:49 pm by guy6020665 »

Offline mushmoom

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Re: [A:P] Demo Release/Discussion
« Reply #88 on: February 13, 2012, 10:46:10 pm »
WOW
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Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #89 on: February 13, 2012, 11:26:13 pm »
Necropost, much? ???