Author Topic: [A:P] Demo Release/Discussion  (Read 48008 times)

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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #60 on: January 19, 2011, 07:45:49 pm »
That's really weird...but I also noticed another bug with the move-learning thing, and hopefully fixing that will fix that one.

Any other bugs, anyone?

update wise, there has been no new progress so far (only a bit of optimizing and testing to find out what is wrong with the battle engine) <_<

edit: reminder to please vote on the poll, and maybe discuss your opinion too :) I should add that there is virtually no size difference between the two.
« Last Edit: January 19, 2011, 07:47:57 pm by squidgetx »

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #61 on: January 24, 2011, 04:33:52 am »
Sorry I didn't have time to try it yet. I really need to find some to try some programs I downloaded. X.x

I just catched up on staff projects now. :P

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #62 on: January 26, 2011, 04:27:52 pm »
Du-dudu!
Ash:Phoenix Demo 3rd Release

Changelist:
Fixed that annoying shop bug that caused RAM clears
Fixed other annoying shop bug that made selling anything except for stuff in the first slot impossible
Fixed other annoying shop bug that made you sell all your stuff if you sold the first item in the slot
Fixed NPC convo bug that would prevent getting weapons in Kumaso Tower, and in the case of the dagger, get it twice
Fixed bug with battle engine that would trigger only after talking to NPCs with conversations over 40 characters
Fixed bug with battle engine that triggered only on lower level opponents because of a divide-by-zero
Adjusted some enemies' stats
Small cosmetic changes (shift stuff around by a couple of pixels)
Changed a few tiles to make gray look slightly less horrendous (it still is annoying in the main town though)
Added scrolls to the engine (but you can't get any in the demo)
Fixed bug with item gaining where the item gained would appear on the top of the screen
Made frequency of item gain lower
Changed Wasteland map to make it a bit more...chaotic.
Added the Eastern Pass area, complete with 3 new enemies and new tiles. Get there by talking to the king after defeating the robed bandit
Fixed bug with level up system where you'd gain way too much after leveling up
Made the skill learning system work if you don't have an empty moveslot
Fixed bug with level up system where you'd learn the same move over...and over..and over again every battle
Added a stat change after you choose your weapon and class
Fixed bug that allowed enemies to select a 5th move...when they only have 4 moves
Added fake wordwrapping and variable-spaced font to NPC engine
Fixed bug with save file and dying
Centered/adjusted "Victory" dialogue box
...and some other stuff

And with all this stuff added, the app's total change in size is....42 bytes smaller XD




Enjoy! This build *should* be bug free! :D

Edit: and, of course, it's not XD. Check this post for the newest build
« Last Edit: January 27, 2011, 01:09:10 pm by squidgetx »

Offline shmibs

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Re: [A:P] Demo Release/Discussion
« Reply #63 on: January 26, 2011, 06:57:15 pm »
umm... wabbit is refusing to recognise any of those appvars and TiLp crashes upon an attempted transfer
EDIT: and GFM is refusing to group them as well...
« Last Edit: January 26, 2011, 07:21:25 pm by shmibs »

Offline FinaleTI

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Re: [A:P] Demo Release/Discussion
« Reply #64 on: January 26, 2011, 07:18:00 pm »
Just tried it on hardware, and it's pretty awesome.
It still seems to glitch when you die.
I died, then checked my stats, and they were the 'New Game' stats, but my name was blank. Talking to Kinley brought up the healing screen, then I was thrown into a glitched battle, were the whole screen was glitched. Running away threw me into a glitch map, upon which I quit.
I just tried it again, and the stat, and item reset occurred, as well as the blank name, but I didn't encounter the glitched battle or map.


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.

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Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #65 on: January 26, 2011, 07:42:42 pm »
umm... wabbit is refusing to recognise any of those appvars and TiLp crashes upon an attempted transfer
EDIT: and GFM is refusing to group them as well...
<_<...
Not sure how I can help, maybe try *gasp* TI-Connect? Also, maybe try sending the files not all at once (I know on wabbit you can't just drag and drop all the files, otherwise it crashes)

Edit: I just downloaded the new wabbit, and it gives me the following error message: "A problem with Wabbitemu prevented the file from being sent" If this is what you're getting, then try downgrading to the last version (I think the one released Dec 31)

It still seems to glitch when you die.
...
Crud. I guess maybe $8000 is quite as valid a safeRAM area as I had thought...

If anyone wants to take a look at the code to help me out, it's here
« Last Edit: January 26, 2011, 08:42:00 pm by squidgetx »

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #66 on: January 26, 2011, 09:29:19 pm »
ok, after a lengthy irc discussion runer and I have figured out the dying bug.

I actually fixed it in the new version, but your old save files are still bad. To fix, go talk to kinley and save, and you'll be good.

Actually there is another bug too with dying and saving that is less serious but I will post a patch for that tomorrow

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #67 on: January 27, 2011, 01:08:11 pm »
Woo, triple posties.

Anyway, of course there would be another bug. Here's demo 3.1 :P If you already loaded v3 on your calc, the only files you need to resend are Ash.8xk and thetaAshTD.8kv

Offline DJ Omnimaga

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Re: [A:P] Demo Release/Discussion
« Reply #68 on: January 29, 2011, 10:25:29 pm »
Downloading new version now, so I can try it later along with the 16 other project releases on my computer desktop I haven't played yet. :P (I sense I'll have a 3 month backlog again, lol)

Offline qazwsx988

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Re: [A:P] Demo Release/Discussion
« Reply #69 on: January 30, 2011, 08:05:32 pm »
The new update is fantastic, I love the new area and enemies.

Few bugs:
You learn "Stab" again for your 3rd skill, and the old stab doesn't go away, so I have 3 skills, 2 of which are stab.
Whats the door in the eastern path for that's in the middle of the area? It leads to a weird area.

After I reach level 10, enemies die after one spin strike hit, a bit unbalanced.
Why do you have the skills list scroll, if you can only have two skills at a time? I sometimes overshoot the menu, choose the ---- attack, and miss, which is a bit annoying.

Other than that, amazing game, even better than the last! Good work!

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #70 on: January 31, 2011, 07:16:52 am »
Thanks for the feedback.
The 2nd stab thing is a bug i just found myself a few days ago, and it can be easily fixed. You are supposed to learn your first non-weapon move at that point. The extra slots available during battle are for non-weapon skills-the idea is that you can have up to 4 moves that will remain constant independent of your weapon, and two that are dependent upon your weapon. So later on, you will be able to get multiple weapons and learn moves for them as well if you want. So maybe at one time, your first two moves are Stab and Slash, but if you equip a bow they will change to whatever archer skills you have thus far learned. In this way it's also like you are 'gaining experience' with each weapon as you use it and that is how you can learn better skills with said weapon

The door in the eastern path just marks the end of the game thus far

You learned spin attack at level 10?? I should probably fix that... But the fact that you one-shot all enemies with that is OK, its a third tier move against enemies half your level :P



« Last Edit: January 31, 2011, 07:17:31 am by squidgetx »

Offline qazwsx988

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Re: [A:P] Demo Release/Discussion
« Reply #71 on: January 31, 2011, 06:36:31 pm »
Actually I think I learned whirlwind at level 10 or 11 or 12, and spin attack earlier.
Something like that.

Is the king supposed to have a bunch of empty text when you talk to him after getting the key?

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Re: [A:P] Demo Release/Discussion
« Reply #72 on: January 31, 2011, 07:46:48 pm »
Squidget... this is looking awesome... This is by far kicking Dying Eye's ass, and I thought that was one hell of a RPG...

Keep it up...
* Ashbad faints with being so impressed

Offline squidgetx

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Re: [A:P] Demo Release/Discussion
« Reply #73 on: January 31, 2011, 09:22:40 pm »
qazwsx: yeah, he does because it's "skipping over" the text it would normally display if you didn't have the key. While I could try to make it faster, it might mean a flicker in the grayscale during the skip. I'll see what I can do about it. Also this makes it clear that the move learning is a little broken... I'll get right on that, thanks for bringing it to my attention.

Ashbad: thanks man. (although dying eyes is literally one tenth the size of this lol)
« Last Edit: January 31, 2011, 09:23:05 pm by squidgetx »

Offline qazwsx988

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Re: [A:P] Demo Release/Discussion
« Reply #74 on: February 03, 2011, 12:27:30 am »
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.