Author Topic: Ash: Phoenix- Reboot  (Read 65922 times)

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Offline leafy

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Re: Ash: Phoenix- Reboot
« Reply #60 on: November 16, 2012, 06:33:34 pm »
I think he said earlier that the NPCs weren't going to move, as that would make the chunk system unnecessarily complicated.

Also squidgetx, would you mind telling me how you get your text displaying routines to work so well? :P You don't have to if you want to keep that private.
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Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #61 on: November 16, 2012, 07:59:48 pm »
You can check out the source if you like for the complete code, but like with the post about mapping I'll give a brief psuedocode explanation here:

Code: [Select]
Lbl Text
Until offset = offset + length of conversation
{Conversation pointer + offset} -> Char
Offset++

If char>31 ;if character is alphanumeric or common symbol
offset->temp
curX->temp2
while {conversation + temp} - 32  ;while not a space
temp++
temp2+4->temp2 ;custom font all letters are 4px wide
end

if temp2 > 92 ;if word needs to be wrapped
4->curX
if next line available
set curY to next row
else
reset curY
pause and wait for keypress
erase previous text
end

display character at curX, curY (with custom font routine)

curX+4->curX
dispgraph
end

end
« Last Edit: November 16, 2012, 08:00:35 pm by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #62 on: November 21, 2012, 10:35:02 pm »
It's been a while since the last update, so I figured I should make a post.

I'm working on the battle engine atm, and at the same time am working on transferring my system over to linux, so overall there's not much to show off in terms of progress. Internally though, there are lots of nice things going on.

-Item and equip system almost fully working
-Stats and Battle engine 70% complete
  -Character basic attack animations
  -Battle flow infrastructure (death, victory, etc.)
  -Enemy stat calculation and sprite retrieval
  -HP/MP display and graphical frontend implemented
  -Working damage formula

To do (battle engine)
  -Apply item effects to stats
  -Special skill effect application and animation
  -Enemy hit animation
  -XP system , level up, and stat XP
  -Enemy AI

I've almost finished setting up my calculator dev environment up on Mint, so hopefully I'll be finished up with those things soon. In the transition process my Windows partition got nuked, but luckily I had these files in the cloud. (Unfortunately I lost some old beta projects...including temple run, the isometric platformer, and tiny wings)

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #63 on: November 26, 2012, 09:51:04 pm »
Phew! After a serious bout of installing and reinstalling software, I think my dev environment is fully up and running :D

Have a screenshot of the (fully functional) item system and the (partly functional) battle system!

Item System Features:
-(dev) AddItem,RemoveItem,GetItem API for easy programming ;D
-Equip/Unequip
-Functional items call custom subroutines
-Consumable items improve HP/MP
-Boost items improve other stats until next battle, rest, or game quit
-Item drop
-Cap of about 32 items total (may be expanded later if I feel like it)

To-Do Item System:
Give error if attempt to add when bag is full

As usual, build and source can be found in the first post. Note that to run this, you'll need zStart's "execute >C000" feature enabled and every program except PHOENIX.8xp in archive.
« Last Edit: November 26, 2012, 09:53:42 pm by squidgetx »

Offline ben_g

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Re: Ash: Phoenix- Reboot
« Reply #64 on: November 27, 2012, 03:30:20 pm »
Looks great! ...But why is the screen background pink?
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Offline Streetwalrus

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Re: Ash: Phoenix- Reboot
« Reply #65 on: November 29, 2012, 11:24:58 am »
That's a TiLEm 2 feature : custom colors for screenies. ;)
« Last Edit: November 29, 2012, 04:00:11 pm by Streetwalker »

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #66 on: December 03, 2012, 09:18:47 pm »
Update!

I worked a bit more on the battle engine and am proud to say it's fully integrated into the game engine, and much cleaner than the old version of A:P. The battle subroutine can be called from almost anywhere and will have a very small effect on RAM-no need to reload anything after exiting a battle! Enemy AI hasn't started up yet, but I did do some spriting, more move animations, and other random stuff, and also directly imported the transition code from the old version of A:P. Have a screenshot.



build & source. zStart "Execute >C000" required.
« Last Edit: December 03, 2012, 09:22:06 pm by squidgetx »

Offline TIfanx1999

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Re: Ash: Phoenix- Reboot
« Reply #67 on: December 03, 2012, 09:23:39 pm »
Looks great! :D

Offline Streetwalrus

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Re: Ash: Phoenix- Reboot
« Reply #68 on: December 04, 2012, 02:42:23 am »
Totally awesome. I'll check it out once the folks occupiyng the computer where I have an Ubuntu partition (with TiLP) leave it.
Or maybe I'll download WabbitEmu now. :P
« Last Edit: December 04, 2012, 02:42:47 am by Streetwalker »

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #69 on: December 04, 2012, 02:35:22 pm »
Thanks guys!

I'm thinking about having the run-away mechanic work with 100% success rate. You just risk getting hit an extra time by your enemy if the random factor "fails," but you'll always be able to escape battle. Thoughts on this?

Offline leafy

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Re: Ash: Phoenix- Reboot
« Reply #70 on: December 04, 2012, 02:36:46 pm »
Sounds good! I never really liked it when you couldn't escape battles. Although, it might be interesting to make it 100% unless the enemy uses a trap spell or something.
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Offline TIfanx1999

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Re: Ash: Phoenix- Reboot
« Reply #71 on: December 04, 2012, 07:46:14 pm »
Thanks guys!

I'm thinking about having the run-away mechanic work with 100% success rate. You just risk getting hit an extra time by your enemy if the random factor "fails," but you'll always be able to escape battle. Thoughts on this?
Yepp, sounds good. Not being able to escape for no good reason has always been irritating.

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #72 on: December 04, 2012, 09:58:38 pm »
hey everybody, it's quiz time.


Q: Why is this in 3lvl gray and not 4?
Spoiler For A:
Because the old version was in 3lvl gray

Q: Why was the old version in 3lvl gray?
Spoiler For A:
Because Axe pt-Mask only supports 3lvl gray.

Q: But guess what?
Spoiler For A:
I don't use Axe's Pt-Mask routine anymore.

Q: What does this mean?
Spoiler For A:

Four level gray for the win.

In other news, I added a custom text routine for displaying numbers, and added the run mechanic sort of. And, looks like I've got some spriting work to do XD
« Last Edit: December 04, 2012, 10:00:50 pm by squidgetx »

Offline Streetwalrus

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Re: Ash: Phoenix- Reboot
« Reply #73 on: December 05, 2012, 04:19:08 am »
Pretty neat. :thumbsup:

Offline squidgetx

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Re: Ash: Phoenix- Reboot
« Reply #74 on: December 08, 2012, 06:30:56 pm »
Weekend update! Got a lot of cool stuff done (well actually only one cool thing but ANYWAY) party members/switching is now implemented, something I never tried to do in the old version. Along with your main character, you can have up to 3 other people accompanying you, with a total of 7 different playable characters. You can switch who's dominant any time which shows in the overworld sprite and in battle ;D



Enemy AI is half done, just have to add in the enemy's possible skills and randomly choose one to execute, which will be easy because of the general way I handle attacks.
« Last Edit: December 08, 2012, 06:32:34 pm by squidgetx »