Author Topic: Ash: Phoenix  (Read 120908 times)

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Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #270 on: February 13, 2011, 09:14:55 pm »
Good to hear about the progress! ^^ Did you manage to update the grayscale engine any in the process?

I'll take a look at the sprite thread and see if there is anything I can contribute. =)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #271 on: February 14, 2011, 07:10:27 am »
Eyecandy time. Thanks to shmibs for many of the beach and forest tiles :)

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #272 on: February 14, 2011, 04:32:15 pm »
Wow, that looks awesome!  Nice job! ;D

Offline shmibs

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Re: Ash: Phoenix
« Reply #273 on: February 14, 2011, 06:09:35 pm »
hey, cool!
the water could do with some fixing and the forest grass seems a little too orderly and flat (i should have tried that one out in a repeating pattern before posting). i like the way the others turned out on calc, though.

i also really like the look of your laboratory. how are you managing map switching?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #274 on: February 14, 2011, 07:41:05 pm »
Yeah, I'm working on some different water tiles too (for the forest set).
Map switching works as follows:
1) Check if tile you are standing on is value 3 or 4 (warp tile)
2) Go through a predefined 20x5 array. The first 2 bytes of each entry are the position of the tile. Check for any matches.
3) If we get a match, the 3rd byte is the map to switch to and the next 2 bytes are the X and Y output.
  4) Load these 3 bytes into current map and current X,Y
5) If no match, load the last area and x/y coords that you had warped from. (pretty much all the warp tiles in the houses for example, are not defined and will take you back to where you were before--which was outside the house--when you step on them)
6)Activate fade effect and reload map data

Edit: Also, I thought of a bunch of optimizations that I could do....and also, I'm going to work on compression too, to get down this insane filesize. Does anyone know a good (maybe RLE?) routine for sprites/tiles before I go off and write one myself?
« Last Edit: February 14, 2011, 08:20:02 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #275 on: February 15, 2011, 04:26:23 am »
*Bump*

Well, I got my new map editor up and running, imho, it's really nice :D. It probably improves my efficiency by >9000% XD

I can edit any and all of my tiles without annoying recalling of strings or recompiling any programs, I can edit a maps' name, tileset, enemies, etc. in addition to the actual map itself, and I can pick and choose trigger tiles (warp and npc convos) and where they lead to. Prepare for some epic progress soon >:D
When Ash is finished, you should really release this editor for use for different games, with 8x8 and 16x16 support O.O.
Quote



Looks very great, as always. Did he take some of these from Zelda, by the way? SOme of the tree tiles looks familiar.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #276 on: February 15, 2011, 05:06:23 pm »
Yeah, Shmibs said some of them were from Zelda.

Today I optimized off 140 bytes off the app :o and worked more on the map editor: among other things, the tile editor now displays 4 of the tiles you are editing so I can judge whether or not it looks good in a repeating pattern :)

Offline shmibs

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Re: Ash: Phoenix
« Reply #277 on: February 15, 2011, 08:18:16 pm »
phantasmic!
i second that request for a release of the editors, although it may take some doing to adapt them for standard usage.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #278 on: February 16, 2011, 02:59:17 am »
Really nice, and I love your maps too. :D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #279 on: February 20, 2011, 01:39:47 pm »
Thanks.

I may finally be getting my calc back today (long story) so I'll be able to work on this again.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #280 on: February 20, 2011, 05:25:57 pm »
*Bump*

Check out the sexiness. I owe you, Builderboy :D

I had to turn the title screen into its own external executable, which added about 1k to the overall game size. But on the bright side, it brought the app size under 16k again, which gives me room for some good compression routines.
« Last Edit: February 20, 2011, 07:50:43 pm by squidgetx »

Offline guy6020665

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Re: Ash: Phoenix
« Reply #281 on: February 20, 2011, 06:03:42 pm »
*Bump*

Check out the sexiness. I owe you, Builderboy :D

I had to turn the title screen into its own external executable, which added about 1k to the overall game size. But on the bright side, it brought the app size under 16k again, which gives me room for some good compression routines.

Holy Snap! That title screen!  :o O.O That is amazing!

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #282 on: February 20, 2011, 06:07:23 pm »
 O.O That's an awesome title screen!
« Last Edit: February 20, 2011, 06:07:31 pm by FinaleTI »


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Offline Builderboy

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Re: Ash: Phoenix
« Reply #283 on: February 20, 2011, 06:18:59 pm »
Wow that looks epic :D It must look even awesomeer on calc too ^^

Offline squidgetx

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Re: Ash: Phoenix
« Reply #284 on: February 20, 2011, 07:51:59 pm »
Haha, thanks guys. I uploaded a screenie that shows the menu select animation better, for those that didn't want to watch the other screenie all the way through. It looks pretty hot :D (OK, I need to stop with these puns haha)
« Last Edit: February 20, 2011, 07:52:18 pm by squidgetx »