Author Topic: Super Star Hero progress  (Read 16223 times)

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Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #15 on: January 30, 2009, 01:42:17 am »
I finally figured out that you could activate a phasing mode (ghost mode) for any event in RM2k3. WHat it does is that it makes the specified event be able to go through walls, meaning I can now have flying enemies and it will expand possibilities if I ever make another game after this one or even that one

Offline Drak

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Re: Super Star Hero progress
« Reply #16 on: January 31, 2009, 01:12:45 pm »
nice. maybe even have certian spots for the player where he has to have a certian item to use there, which allows phasing through a wall? or even have hidden passageways that look like walls that have the phasing property on them too. don't forget floor tiles like pressure traps and stuff.

Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #17 on: January 31, 2009, 01:56:14 pm »
I actually thought about secret passages. To save a tile slot this can be useful, plus i can do various other stuff, like jumping accross platforms

Offline TIfanx1999

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Re: Super Star Hero progress
« Reply #18 on: January 31, 2009, 09:16:28 pm »
I finally figured out that you could activate a phasing mode (ghost mode) for any event in RM2k3. WHat it does is that it makes the specified event be able to go through walls, meaning I can now have flying enemies and it will expand possibilities if I ever make another game after this one or even that one
Hey, that's really sweet. That'll add for more variety in the game. ^_^ Nice find!

Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #19 on: February 01, 2009, 04:37:52 am »
I also optimized the game now so it runs faster when switching in 640x480 windowed mode. On my comp it wasnt too bad but my guess was that the game would have run too slow on older comps regardless of the resolution, so I splut the HUD routines into multiple events and made most of them only be triggered when needed instead of every 0.3 seconds. Now only the HP bar is refreshed non stop. This caused half a second loading maps to occur but game will run smoother on old computers now.

I also discovered a few bugs in the game too. One caused items to be useable after you died and on the GameOver screen and one other caused you to be able to attack and use items during the view on Quebec city scene before the first boss. Attacking there caused your character to appear in the middle of the screen in the air. All of these were fixed though.

Now I need to fix a new bug I discovered where if you use offensive items in a area with no enemies or unused enemy slots then go to a area where these slots are used, the item effect will cause damage to the enemies using these slots as soon as you enter the area. This was introduced with the new coding, because now the enemies slots are reset right after entering a new area instead of right before. I'll just reset them both before and after when moving to an area with more enemies.

Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #20 on: February 02, 2009, 12:44:02 am »
Update: I think I might have fixed the "0 Gold" bug in the save/load menu. However for some reasons two of my save files corrupted in the meantime, I hope it's not something very bad like a missing variable or worse. It migth eb the fact I changed lot of events around and added variables though

EDIT: Update 2:
In RPG Maker save menu, normally the template is like this

FILE <num>
<main char name>
LV: <num> HP: <num>

To the right of this you see the facesets of the characters in the party.

So it would look like this for example (without the facesets):
FILE 1
CLOUD
LV: 21 HP: 1074

However in my game I don't use the main stats at all, I use my own variables, so I could use the main stats for something else, which allowed me to display other stuff. So my game currently have this:

FILE <num>
<location name>
LV: <the total of your atk, def and spd levels. If the total is 0 it is set to 1 by default> G: <amount of gold>

This posed me a lot of trouble for the gold, because if the amount of gold was equal to 0 it triggered a default RM2K3 GameOver. So I had to create a second dummy playable character, which never gets to 0 HP, to prevent this from happening. Also locations names are limited to 12 characters, so my idea was to have a miniature pic of the area surrounding the save point as the main character faceset when your save your game too. That way when reloading your game you would have a little idea of where you were, especially if the displayed location contains acronyms.
« Last Edit: February 02, 2009, 01:09:28 am by DJ Omnimaga »

Offline skuller972

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Re: Super Star Hero progress
« Reply #21 on: March 15, 2009, 05:08:53 pm »
dude this game is sexy
is there a calc version?
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
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Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #22 on: March 15, 2009, 05:27:52 pm »
unfortunately nope :( I might do one once I finish this, though (altough this will take a long while), but it will most likely be some sort of sequel, or I might simply do a Ys clone (since it's pretty similar gameplay:



Ys would also be easier and faster since you don't need to press any button to attack enemies (you just walk through them)

Offline skuller972

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Re: Super Star Hero progress
« Reply #23 on: March 15, 2009, 05:44:53 pm »
ok i guess i could wait and not try to cry because my hopes and dreams of having the coolest calculaor on the block just were blown away by that last post :(
Then again, maybe not...
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Offline noahbaby94

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Re: Super Star Hero progress
« Reply #24 on: March 15, 2009, 05:46:00 pm »
That's what she said!!!

Offline DJ Omnimaga

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Re: Super Star Hero progress
« Reply #25 on: March 15, 2009, 05:49:09 pm »
Well the thing is that I started calculator programming almost 8 years ago and most stuff I did were around 2002-2005, then I slowed down and kinda lost interest, altough I still did some games such as Metroid in 2006 and its expansion set in 2007. Plus my next RPG, if I get some motivation, is meant to be old skool, meaning it will be text sprites like my old 2002-2003 RPGs (altough coded better). Then I'll probably venture into something more graphical again.

Offline skuller972

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Re: Super Star Hero progress
« Reply #26 on: March 16, 2009, 07:05:04 pm »
you should try tinspire calculator, i dont have one, but there is a 240x320 screen and 20mb/16mb arc/ram memory
Then again, maybe not...
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Offline noahbaby94

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Re: Super Star Hero progress
« Reply #27 on: March 16, 2009, 07:06:25 pm »
Yes but there is almost no programming capabilities on it.
That's what she said!!!

Offline skuller972

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Re: Super Star Hero progress
« Reply #28 on: March 16, 2009, 07:11:12 pm »
oh well i didnt know because i dont have one but that stinks they should make something to program with it
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
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Offline noahbaby94

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Re: Super Star Hero progress
« Reply #29 on: March 16, 2009, 07:16:45 pm »
They've been trying there's a whole thread of ideas on cracking it.
http://www.unitedti.org/index.php?showtopic=8191
That's what she said!!!