Author Topic: Ash: Phoenix  (Read 118866 times)

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #150 on: November 27, 2010, 06:29:19 pm »
Both an update and a way for me to keep track of what I've done/have to do

Completed:
  • levelup/xp/gold gain
  • Dying loads data from $8000 into the save file
  • Map engine is almost done
  • Worked on world map/story a bit
  • Command [08] in the NPC engine does a full MP/HP restore and saves the save file to location $8000
  • Stat formulas done
  • prompt for character name when starting a new game
To Do:
  • Shops
  • Learning new moves/weapon XP
  • Enemy Generation
  • Reformat map data filesystem
  • Redraw the tiles for the wasteland tileset
  • Make cutscene routine
  • Finish entering data for items, moves, enemies, and battle animations
  • Make some maps
  • Make NPC's face you when you talk to them
  • Finish revamping the status screen
  • Fix stat formulas
« Last Edit: November 28, 2010, 09:55:18 am by squidgetx »

ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #151 on: November 27, 2010, 07:22:26 pm »
screenie pleasz?  I want MOAR

Offline squidgetx

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Re: Ash: Phoenix
« Reply #152 on: November 28, 2010, 04:22:51 pm »
I don't really have anything screenie-worthy atm :P

I'm setting a demo release date: Jan 1 2011. At the very least it will have the first couple areas of the full game, and the engine should be fully complete by then :)
« Last Edit: November 28, 2010, 04:23:12 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #153 on: November 29, 2010, 03:19:48 pm »
Nice update! Try to not be too tight on release dates, though. That can give a lot of pressure, especially if you are busy. I hope to see a demo soon, though. :)

Also what will be the average battles required to gain one level vs monsters of even skills?

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Re: Ash: Phoenix
« Reply #154 on: November 29, 2010, 04:09:37 pm »
Awesome!  Good luck. ;D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #155 on: November 29, 2010, 05:46:52 pm »
Hmmm...for an enemy of even skill...does ~24 battles seem like too much? (that's the way it is set up right now, but it could change later :P)

And I think one month is sufficient to finish up the engine: then I can use you guys as beta testers/bug finders ;)
« Last Edit: November 29, 2010, 06:18:29 pm by squidgetx »

Offline nemo

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Re: Ash: Phoenix
« Reply #156 on: November 29, 2010, 05:47:41 pm »
i'd bump it down a few, to like 16-20.


Offline squidgetx

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Re: Ash: Phoenix
« Reply #157 on: November 29, 2010, 06:40:28 pm »
I'll change the factor from 16 to 12 for now; but hey, this is what the demo'll be for: feedback on bugs/balance issues ;)

I actually have an update I want to post too, but I'm really busy tonight so maybe tomorrow :)

Offline Aichi

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Re: Ash: Phoenix
« Reply #158 on: November 29, 2010, 07:05:06 pm »
This game is gonna be fantastic.
Will it contain different playable characters?

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #159 on: November 30, 2010, 02:25:39 am »
Hmmm...for an enemy of even skill...does ~24 battles seem like too much? (that's the way it is set up right now, but it could change later :P)

And I think one month is sufficient to finish up the engine: then I can use you guys as beta testers/bug finders ;)
It depends. If battles are fast paced, or at least like the SNES FF games, 24 should be OK. However, if it's slow paced like Final Fantasy I or IX, it should be about 15-20. If it's like The Reign of Legends series, Final Fantasy VII, Final Fantasy VIII or Chrono Cross, where a lot of loading times occurs between battles, 7-10.
« Last Edit: November 30, 2010, 02:26:22 am by DJ Omnimaga »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #160 on: November 30, 2010, 08:09:40 pm »
Woooh, pseudo-update

Most battle transitions are done, along with the stuff I wrote at the top of this page
There are 9 different battle transitions (shown in screenie here)


Title screen and stuff are all done, and next up is working out enemy generation (currently is showing a garbage enemy; that's why the sprite is all corrupted). Map engine has been improved tremendously, although I still have to fix some of the tiles :P

Stat generation, while broken in the screenie, works now thanks to Runer's help :)

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #161 on: November 30, 2010, 08:56:01 pm »
Nice transitions...
But you didn't use this one. :(


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 Builderboy

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Re: Ash: Phoenix
« Reply #162 on: November 30, 2010, 11:14:10 pm »
Wow this is really coming along really nicely!  I am liking all of the transitions :)  I think they add a great feel to the game ^^

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #163 on: December 01, 2010, 04:37:21 am »
Wow I like them as well, especially the one with the circle. Nice job!

Will the transitions be randomized, by the way, or will they be based on what kind of enemy you encounter? (boss, final boss, mini-boss, normal enemy, enemy stronger than you, enemy weaker than you)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #164 on: December 01, 2010, 07:08:49 am »
I think I will have them be randomized, but for some bosses I might create some special transitions. FinaleTI, I haven't forgot about that one....I might use it for the secret boss ;)