Author Topic: Ash: Phoenix  (Read 118619 times)

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Offline Eeems

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Re: Ash: Phoenix
« Reply #240 on: January 14, 2011, 10:42:36 am »
BREAKTHROUGH: The shop is now fixed :DDDD No more crashes, no more random rectangles even. I am psyched
HOORAY!  :w00t:
++
/e

Offline squidgetx

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Re: Ash: Phoenix
« Reply #241 on: January 16, 2011, 11:27:06 am »
Yeah, turns out that one of my pointers (my suspicions were correct >:) ) was for some reason getting corrupted during the transfer from the main app to the shop routine (although I don't know why...but redefining it at the beginning of the shop routine fixed all the problems :P

Anyway, now on to fixing the battle engine up a little....

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #242 on: January 16, 2011, 04:07:45 pm »
I'm glad this is still progressing nicely :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #243 on: January 20, 2011, 07:07:25 pm »
So basically, I fixed the battle engine :hyper: Turns out I was making the same mistake that I helped shmibs with a few days ago...stuff->{pointer}+other stuff->{other pointer} doesn't work very well at all XD

Now I have a few minor bugs I want to fix, and then maybe figure out a word-wrapping routine for the NPC engine if it'll fit, and the engine is done :D

edit: Actually, no wordwrapping routine. I thought about it, and it would be extremely difficult/inefficient. Instead, I'll just add a command that skips down to the next line. And I'll also make the text spaced normally like the TI-OS does it (Yes, variable letter spacing and a typewriter effect 8))
« Last Edit: January 20, 2011, 07:39:07 pm by squidgetx »

Offline shmibs

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Re: Ash: Phoenix
« Reply #244 on: January 20, 2011, 07:43:28 pm »
XDDD

yes, i'm sure you can spare one character to signify a newline.
i don't think i've said anything yet, but i am very liking this project, squidget!

Offline squidgetx

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Re: Ash: Phoenix
« Reply #245 on: January 21, 2011, 06:13:21 pm »
Thanks.

Today, I finished up my makeover to the NPC engine; now it looks very nice. It has variable font spacing so the letters don't look as weird, and it *looks* like it has word wrapping (although it doesn't ;))
Of course, also I found *another* bug with the battle engine....I think it's fixed now but I'm not sure yet :P It occured after talking to NPCs whose conversations with you would exceed 50 characters O.o Programming this large of an RPG makes me see really how easy all those glitches in Pokemon Red were to overlook...

Offline squidgetx

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Re: Ash: Phoenix
« Reply #246 on: January 22, 2011, 12:21:41 pm »
RAWR fixed so many bugs i can't even remember them all... :D..Only a few left...Anyway, here is a screenie of the new NPC thingy. I also was going to post one of the battle engine actually working, but then Wabbit screwed up :P

I will make another release within the next few days..."the way it was meant to be played"  ;D
« Last Edit: January 22, 2011, 12:22:18 pm by squidgetx »

Offline kindermoumoute

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Re: Ash: Phoenix
« Reply #247 on: January 22, 2011, 12:27:06 pm »
Just aweseeume !
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #248 on: January 24, 2011, 04:32:02 am »
This really looks great Squidgetx. This is definitively gonna be featured on ticalc.org when it comes out.

As for text, do you use a method similar to ROL3 for text? There was a character acting as linebreaks, another acting as pause+erase+move back to line 1 and another to quit the text routine/erase the text box. This prevented me from having to do things like "HELLO WORLD                                     HOW ARE YOU" with so many spaces between words when I wanted to go to next line.

Offline yunhua98

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Re: Ash: Phoenix
« Reply #249 on: January 24, 2011, 05:58:47 pm »
EPIC.  Are there any other RPGS for Z80 in 3 lvl greyscale thats as complete and good looking as this?  (other than ROL)
« Last Edit: January 24, 2011, 05:59:03 pm by yunhua98 »

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #250 on: January 24, 2011, 06:24:26 pm »
Thanks yunhua ;)

@DJ, yes, that is sort of what it is like :) For example, the kings speech right now looks like
"Hello, young traveler"
[07]  //dictates a pause and clear (-1 indicates a line break. If we're already on the second line, it will also pause and clear)
[140103]  //check if flag 3 of flag byte 1 is set
[02] //if no
"What? You're looking for-1the Phoenix? You'd need to go to the-1Maghada Library...-1But the only way there is-1through the Eastern Pass-1...<stuff>
[04] //end
[03] //if yes
'What? You've retrieved the key?-1Amazing..."<stuff>
[04]
[00]


Update wise, I'm very close to releasing another demo, this time with practically ALL BUGS FIXED :O All I have left is some balancing (ie, the robed bandit "boss" has a move that heals himself which makes the battle unnecessarily difficult <_< and then i'm going to add the mountain pass region :)
« Last Edit: January 24, 2011, 09:37:47 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #251 on: January 26, 2011, 12:40:40 am »
Cool. I unfortunately did not have time to try the 2nd demo, so I will probably wait until that one, though.

Also nice text script. Mine wasn't too efficient. If I ever do a new one I will have to recode it.

Offline Munchor

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Re: Ash: Phoenix
« Reply #252 on: January 26, 2011, 04:07:51 pm »
Looks just ossume! Really cool ;D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #253 on: January 30, 2011, 02:55:18 pm »
Progress moves along... I found another bug with the move learning engine...but it shouldn't take too long to fix at all: I think I just need to add a +5 somewhere...
Meanwhile I'm working on transferring the project over to axe 0.4.8 which involves...some messiness (By how much was L1 moved between 0.4.6 and 0.4.7? Was it 54 or 56 bytes?) . Also I've begun to tile the next area shown in the screenie:
« Last Edit: January 30, 2011, 02:58:29 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #254 on: January 31, 2011, 02:41:31 pm »
Nice. The only suggestion, though, would be to have the houses so the sides have an outline too, so it looks less like they're floor tiles. (especially with huge houses)