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Omnimaga
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Ash: Phoenix
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squidgetx
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Ash: Phoenix- Reboot
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Topic: Ash: Phoenix- Reboot (Read 65902 times)
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stevon8ter
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Re: Ash: Phoenix- Reboot
«
Reply #75 on:
December 08, 2012, 08:10:03 pm »
Wow looks realy cool
Good luck implementing all the other cool stuff
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squidgetx
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Re: Ash: Phoenix- Reboot
«
Reply #76 on:
December 10, 2012, 01:08:43 pm »
Thanks
Mini-update; just finished converting the code to be compiled as an app
took way longer than I thought it would...lol
Now on to finish up the battle engine and work on content some more!
«
Last Edit: December 10, 2012, 01:08:54 pm by squidgetx
»
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Re: Ash: Phoenix- Reboot
«
Reply #77 on:
December 11, 2012, 03:11:20 pm »
Quote from: squidgetx on December 03, 2012, 09:18:47 pm
Quote from: squidgetx on December 08, 2012, 06:30:56 pm
Darn that looks nice, and I like the battle layout as well. However, I would make the Exp/Gold gained appear in the battle screen, not the overworld.
Also why is the first screenshot blue?
«
Last Edit: December 11, 2012, 03:11:30 pm by DJ_O
»
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Re: Ash: Phoenix- Reboot
«
Reply #78 on:
December 12, 2012, 05:35:15 pm »
Thanks Dj. Annndd another update!
Successfully made the transition over to app format, with the help of calc84maniac, Runer112, and Xeda112358...it ended up a lot harder than I thought it'd be. Anyway, made the title screen (external program that launches from the app) along with all the save/load structures. I've put in infrastructure for 3 save files, so the player will have the chance to explore all the different facets of the game (you'll have to make some irreversible choices as you play). I also calibrated the grayscale a little so it's not nearly as flickery, and am thinking about allowing the user to set it himself eventually
«
Last Edit: December 12, 2012, 07:19:38 pm by squidgetx
»
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leafy
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Re: Ash: Phoenix- Reboot
«
Reply #79 on:
December 12, 2012, 06:11:28 pm »
Wow, every time I see this project it looks more and more fantastic! Great work, and now the title actually looks like a phoenix
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TIfanx1999
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Re: Ash: Phoenix- Reboot
«
Reply #80 on:
December 12, 2012, 09:43:25 pm »
Wow, this continues to look great!
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Streetwalrus
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Re: Ash: Phoenix- Reboot
«
Reply #81 on:
December 13, 2012, 11:27:53 am »
Just wow.
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V1mes
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Re: Ash: Phoenix- Reboot
«
Reply #82 on:
December 13, 2012, 11:30:15 am »
Love the title screen... as always
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Re: Ash: Phoenix- Reboot
«
Reply #83 on:
December 14, 2012, 10:33:26 pm »
Thanks guys! I've been hard at work on this project; I'm surprised it's come so far so quickly
Small updates for now, nothing huge yet. I'm mainly thinking more about content and spriting. Optimizations have been made, and work on the NPC engine has started up. I've improved the scripting language a fair bit since it's last incarnation-- choosing it to model its control structure on asm rather than anything else. That's right guys, my npc scripting language's only command is an abstracted jpnz that's been built on memory locations instead of registers, lol. Anyway I've got most of the commands implemented, and a few left planned. For now:
Implemented:
-Print active player name
-Check if event flag n set, then jpnz. (arguments flag #, address to jump to)
-Set flag n (arguments flag #)
-Reset flag n (arguments flag #)
-Check if item held, then jpnz (args item ID, addr to jump)
-New line
-Pause conversation
-Jump to address
Planned
-Shop
-Get Item
-Warp character
-Initiate battle
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Re: Ash: Phoenix- Reboot
«
Reply #84 on:
December 19, 2012, 10:42:18 pm »
Update, sort of. The npc engine is (almost) all wrapped up. Only the store is left to program in, and in the mean time I've been working on content. I've added in about 9 areas now, which isn't too much. I'm finding both calcGS and my rle compressor both becoming increasingly difficult to work with, so I'm announcing a side project- an graphical IDE of sorts to manage production of game content. I'm going to try to write in C as a learning experience (just started it) and ill probably make a separate topic for it once it really gets underway. In the meantime I'm completely open to story and gameplay element requests and discussion
gimme some ideas!
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[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
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SpaceDash
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The Psyche
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XXEdit
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AxeSynth
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Axe: Need help optimizing?
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squidgetx
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Re: Ash: Phoenix- Reboot
«
Reply #85 on:
January 21, 2013, 10:21:11 pm »
Now that my IDE is near completion, I picked up my calc today, dusted off the source, made a fresh build, and confirmed that everything is working fine and have begun to re-familiarize myself with the code (thank goodness for all my extensive documentation).
New idea: terrain
Nothing fancy, but I think that having some tiles more easily traversable than others might make things interesting
I always thought that the stark walkable/wall duality of most RPGs wasn't quite indicative of real life. I'm thinking 3 levels- fast (road, short grasses, floors) medium (tall grasses) and slow (large bushes).
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Read my webcomic!
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Projects:
[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
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SpaceDash
|
The Psyche
|
XXEdit
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AxeSynth
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StickNinja
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Gravity Guy
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Embers:Phoenix
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Zombie Gun
Axe: Need help optimizing?
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shmibs
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Re: Ash: Phoenix- Reboot
«
Reply #86 on:
January 21, 2013, 11:02:37 pm »
if you add in terrain, make sure to include swampy areas, too, like diamond and pearl
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DJ Omnimaga
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Re: Ash: Phoenix- Reboot
«
Reply #87 on:
January 22, 2013, 02:14:54 am »
diamonds are swampy?
Anyway looks nice as always. Glad this is still alive and hopefully the IDE should make things much easier for you
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Streetwalrus
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Re: Ash: Phoenix- Reboot
«
Reply #88 on:
January 22, 2013, 12:43:28 pm »
I think Diamond and Pearl are the Pokémon games.
Indeed, there are swampy and snow areas that you can get stuck in, and you can't use your bicycle, so you have to run constantly. That's pretty fun.
«
Last Edit: January 22, 2013, 12:44:57 pm by Streetwalker
»
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squidgetx
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Re: Ash: Phoenix- Reboot
«
Reply #89 on:
February 10, 2013, 10:04:18 pm »
Woo, update!
I implemented the store in addition to a lot of other things in the npc scripts, optimized things back down to app-size, and fixed a crap ton of bugs.
Not much to show but a lot of progress on the internal side I suppose. I have yet to fully implement this terrain thing: I laid down the framework but it's not finished yet...
«
Last Edit: February 10, 2013, 10:04:48 pm by squidgetx
»
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Read my webcomic!
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Projects:
[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
|
SpaceDash
|
The Psyche
|
XXEdit
|
AxeSynth
|
StickNinja
|
Gravity Guy
|
Embers:Phoenix
|
Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
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Omnimaga
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Forum
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Omnimaga
»
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Discontinued
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Ash: Phoenix
(Moderator:
squidgetx
) »
Ash: Phoenix- Reboot