Author Topic: Ash: Phoenix  (Read 118301 times)

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Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #60 on: November 07, 2010, 08:13:31 pm »
Looks nice! I can definitely see the pokemon influence. =)
*edit* I missed the animation for the character taking damage at first glance. I REALLY like it.
*edit2*I can't shake the feeling that the character looks like Harry Potter... Did you "borrow" the sprite from a Harry Potter game? :D

Actually the sprite came out of when I was raging at my sprite editor and drew random lines. Then he ended up with a cape type of apparel that I thought looked cool.
Woah, so great looking, especially the animations and layout (I like the HP/MP bars). You really did a great job so far and I am glad you finished the engine. I hope you made a backup because it would really suck if your calc RAM/Arc cleared on you X.x

I can't wait to play it when it comes out :)

made a backup today on PC :)

Hopefully I should be able to get out an engine demo in a month or so, then an alpha with a bit of real storyline after that. Glad to see everyone likes it so far :)

Cool to hear, don't rush yourself, though :)

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #61 on: November 07, 2010, 08:18:10 pm »
WIN. That is all I'm capable of saying right now.


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 willrandship

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Re: Ash: Phoenix
« Reply #62 on: November 07, 2010, 08:20:18 pm »
Wait, so, will the battle engine support multiple sprites? I don't mean at once, but different enemies. It seems like that would take up a whole lot of space. Or, are you planning on having one per type? That would make the most sense to me.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #63 on: November 07, 2010, 08:32:37 pm »
Wait, so, will the battle engine support multiple sprites? I don't mean at once, but different enemies. It seems like that would take up a whole lot of space. Or, are you planning on having one per type? That would make the most sense to me.


2 sprites per enemy (one for a taking damage sprite. The Troll's taking damage sprite in the screenie is lame so it's kinda hard to see, but look carefully and you'll find it) ;) Yes that takes a lot of space, but it'll be all in an archived appvar that'll be *only* 14k in size

Cool to hear, don't rush yourself, though :)

Engine wise I am quite close to being finished actually :). Only NPC stuff, a lot of data, and map switching needs to be added and I'm ready to piece together a demo :)
« Last Edit: November 07, 2010, 08:35:36 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #64 on: November 07, 2010, 08:34:02 pm »
2 enemies per fight or 2 sprites per enemies?  Right now the enemies are much more than 2 sprites ???

Offline willrandship

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Re: Ash: Phoenix
« Reply #65 on: November 07, 2010, 08:34:08 pm »
Augh, that's a lot of space

Edit: I think he means 16x32, or whatever they are, sprites, not 8x8.
« Last Edit: November 07, 2010, 08:36:26 pm by willrandship »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #66 on: November 07, 2010, 08:36:30 pm »
2 enemies per fight or 2 sprites per enemies?  Right now the enemies are much more than 2 sprites ???

oh, by 2 sprites I meant 2 24x24 sprites. So I guess total 36 sprites lol

Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #67 on: November 07, 2010, 08:41:34 pm »
Actually the sprite came out of when I was raging at my sprite editor and drew random lines. Then he ended up with a cape type of apparel that I thought looked cool.
Cool, feel free to rage some more awesome sprites out any time! ;)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #68 on: November 07, 2010, 08:56:07 pm »
Augh, that's a lot of space

You won't like the numbers for the battle animations then :P :)


Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #69 on: November 07, 2010, 10:28:53 pm »
2 enemies per fight or 2 sprites per enemies?  Right now the enemies are much more than 2 sprites ???

oh, by 2 sprites I meant 2 24x24 sprites. So I guess total 36 sprites lol
Ah ok. 2 sprites per enemies including both layers? Or 2 enemies per battle?

Also Willrandship I think it doesn't matter if the game is massive. 1) It's a RPG, 2) if the game is great that's what counts. I prefer playing a massive RPG with enough features than a small one that lasts like 10 minutes or arena-based RPGs where all you do is level up all your way to 99 to beat the champion.
« Last Edit: November 07, 2010, 10:30:40 pm by DJ Omnimaga »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #70 on: November 08, 2010, 07:13:33 am »
^There will only be 1 enemy per battle (i would like to add more, but a) screen size limitation and b) space limitation) So each enemy sprite has 2 layers, since its grayscale, and each layer is 24x24. (or 9 8x8's) so in total that is 18 8x8's. Each enemy has its own "getting hit sprite" that is the same size. Hence, each enemy's sprite data totals 36 8x8's, or 288 bytes.

On a completely unrelated note, I've begun working on the NPC engine that I talked about on the other page, and so far I've finished the basic text display and the simple control structures. :D

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #71 on: November 08, 2010, 01:27:18 pm »
Ah ok, I see now. :)

Keep up the good work! :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #72 on: November 08, 2010, 04:33:01 pm »
Woooo text parser thing is going great. Basically, I'm writing a sort of parser that reads NPC data and interprets it as code (key words: sort of). This will save a lot of space both in the executable and in the NPC data appvar (I hope)

Currently can : read/display text. wait for input before advancing, ask the player yes/no and write to conversation flags (thanks Hot_Dog, Runer112 and nemo!)

This is the data used in the screenie:
"Hi. This is text. Pressa key now " [07] "Do you like cheese?" [01][02] " Awesome" [04][03] " Why not?"[04][07][14 0207][02]"DONT TALK TO ME"[16 0207][04][03]"I TOLD YOU TO STOP BOTHERING ME"[04][00]


The commands I have right now are
[07] pause
[01] yes/no box returns 0 for yes and 1 for no stored to A
[14] check bit specified by the next two bytes: the first byte is the pointer to the byte + L4, the second is the bit#. Returns 0 or 1 stored to A
[16] write to bit, same syntax as [14]
[02] Effectively, it's If A=0
[03] If A=1
[04] End
[00] End conversation

Planned commands will be a newline command, a print player name command, initiate battle, and give item.

With this method, I can/will be able to have about 200 unique NPC conversations, averaging 100 bytes in length (about 4 lines of text)

« Last Edit: November 08, 2010, 06:15:55 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #73 on: November 08, 2010, 04:37:09 pm »
Very nice!

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #74 on: November 08, 2010, 07:58:24 pm »
Wonderful!  Great job on a nice engine. ;D