Author Topic: [A:P] Demo Release/Discussion  (Read 48049 times)

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Offline Eeems

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Re: [A:P] Demo Release/Discussion
« Reply #30 on: January 09, 2011, 02:09:05 pm »
Apparently grey scale doesn't play well with interrupts :/
/e

Offline FinaleTI

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Re: [A:P] Demo Release/Discussion
« Reply #31 on: January 09, 2011, 02:24:01 pm »
That's odd, cuz even with Axe 0.4.7, DispGraphrr works in an interrupt for me.
And to my knowledge, DispGraphr hasn't conflicted with interrupts.


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Re: [A:P] Demo Release/Discussion
« Reply #32 on: January 09, 2011, 02:28:07 pm »
I haven't actually tested this myself, but I had a "lecture" ( :P ) from Runer112 about how they can conflict with each other.
/e

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #33 on: January 09, 2011, 02:31:34 pm »
afaik, 3lvl grey works in an interrupt, but 4lvl grey might not (though I haven't tested the latter). Main problems are that
1) Not too sure how much space I have in the app to add a whole interrupt routine and
2) L2 is already in use :-/ It would be practically impossible to relocate it :(

I like the tiles as they are too, but the distortion has increased with increasing the moving speed. You can't see them properly at all unless you stand still, but the problem there is that people tend not to spend time just standing around in an RPG :P
« Last Edit: January 09, 2011, 02:33:26 pm by squidgetx »

Offline Runer112

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Re: [A:P] Demo Release/Discussion
« Reply #34 on: January 09, 2011, 02:52:58 pm »
You can use both DispGraphr and DispGraphrr in an interrupt, and both will work just fine. However, the code that was executing before the interrupt activated probably will not work fine. It is very likely that this would cause corruption, and possibly a crash.

At least for now. I'm looking at the grayscale routines and seeing if it's possible to make them work with interrupts.

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #35 on: January 10, 2011, 07:44:15 pm »
Loading this on my calc now. (Hoping it works on the Nspire)

EDIT: Crap it doesn't. :( It freezes on the candle image, after about 2 seconds and some random pixels appears at the top of the Nspire screen. I get worried since Axe 0.4.7 that Quigibo started using undocumented instructions...

EDIT 2: Nvm it works now. Required 2 RAM clears in a row...

I'm watching the intro and it looks nice so far. Only issue is that lowercase m and w characters look weird sometimes and the next letter can be hard to read if it's a i. Otherwise it's pretty nice.

Also name selection key detection is too sensitive, you might want to use Getkey instead of direct inputs for it.

EDIT: Also grayscale looks pretty great on the Nspire. One question, though: during the fade in effect, do you change the contrast? Because on some calcs contrast levels are lighter: make sure when it's done that contrast is reset to that level, not a fixed value, else the game will end up either too light or too dark.

Another suggestion for the menu would be that when you cancel in Bag, it returns to the root menu instead of exiting. Else it will be annoying to always have to open it again. Walking also definitively needs to be faster, although I saw in another post that this was fixed.
« Last Edit: January 10, 2011, 08:05:51 pm by DJ Omnimaga »

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #36 on: January 10, 2011, 08:06:59 pm »
This project is as-of-now still under development with Axe 0.4.6 due to the changed line routines in 0.4.7, and that for some reason all my hackish methods of extending the code limit don't seem too friendly with 0.4.8 anyway :P

I think Art of Camelot mentioned the name screen being too sensitive. I'm thinking about replacing it with a custom-input kind of thing though, where you can type normally on the calc instead of using the arrow keys :)

The fade effects do not change contrast, which I think is pretty neat :)

Also I am going to change the NPC thingy so that it is not monospaced; similar to what I did in the text routines in The Psyche

Btw, in the main project thread I posted a screenie of the new walking speed and what the shop looks like, for those that want to see it
« Last Edit: January 10, 2011, 08:13:41 pm by squidgetx »

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #37 on: January 10, 2011, 08:12:44 pm »
Ah ok. As for input I guess it might be a good idea, although I like the old skool console RPG feel of your name input screen. Also nice about the fade effects :D

Anyway keep up the good work on this! :) Nice sprites by the way. Also now I notice some grayscale flicker when scrolling but it is not too bad in some areas.

EDIT: Question, tho, how do you actually attack monsters? In a fight, I had no attack move :/, plus enemies killed me instantly.
« Last Edit: January 10, 2011, 08:29:06 pm by DJ Omnimaga »

Offline TIfanx1999

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Re: [A:P] Demo Release/Discussion
« Reply #38 on: January 10, 2011, 08:39:16 pm »
Gonna test some more on my BE tonite. SE isn't working atm anyway... =(.

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Re: [A:P] Demo Release/Discussion
« Reply #39 on: January 11, 2011, 04:06:08 pm »
Ouch, sorry to hear. What happened to it? ???

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #40 on: January 11, 2011, 07:38:31 pm »
enemies killed me instantly.
D:

In order to be able to attack monsters, you first need to get a weapon.
Spoiler For how:
Talk to the king in the palace, then go into Kumaso Tower to choose a weapon
« Last Edit: January 11, 2011, 07:38:42 pm by squidgetx »

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Re: [A:P] Demo Release/Discussion
« Reply #41 on: January 11, 2011, 07:49:56 pm »
Is it just me, or is leveling not possible in this beta?
I equipped the weapon, but my EXP never increased when I won a battle.


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

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Re: [A:P] Demo Release/Discussion
« Reply #42 on: January 11, 2011, 07:58:35 pm »
 <_< ..............

Announcing an impromptu release of demo beta 2 :D

I hope that the shop has been more fixed, though I can't guarantee anything. Also this version has the new walking speed which should make it a bit more enjoyable. i haven't yet added the delay in the name menu though :P

I also fixed a lot of random bugs and stuff, including the leveling one (which is a pretty big one I seem to have missed o.o) I haven't fixed the NPC glitch with the dagger yet though. Normally I wouldn't release again so soon and with still many things incomplete, but i really need feedback on the battle system in general, so I decided that a patched version is necessary.

Enjoy!  :P The zip contains the app (prefixed with Z since it's a dev version...you'll have to deal with it for now) and the only modified appvar, the move database one.
« Last Edit: January 11, 2011, 08:00:12 pm by squidgetx »

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Re: [A:P] Demo Release/Discussion
« Reply #43 on: January 11, 2011, 08:24:59 pm »
what I got in wabbit was, well... interesting  :o

Offline Eeems

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Re: [A:P] Demo Release/Discussion
« Reply #44 on: January 11, 2011, 08:25:41 pm »
I'm not getting that, did you make sure all the appvars from the first one were sent as well?
/e