Author Topic: Trio and Niko  (Read 132013 times)

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Offline TIfanx1999

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Re: Trio and Niko: Falling
« Reply #330 on: January 12, 2011, 07:19:29 am »
Wow, this is looking very nice! =)

Offline JustCause

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Re: Trio and Niko: Falling
« Reply #331 on: January 12, 2011, 09:36:58 am »
This is amazing.

AMAZING.

 :w00t:
See you, space cowboy...

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #332 on: January 12, 2011, 12:36:48 pm »
THIS IS AWESOME! I tried the .8xk and loved it, I managed to kill all the animals in WabbitEmu and still had some health ;D

Fantastic.

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #333 on: January 12, 2011, 12:37:22 pm »
I like it. One question: What's with the pushable blocks? They move fast if you run at them, but if you push slowly, they won't react. Also, the character animation is nice, but it's invisible due to the speed.

I beat all the enemies too.  ;D

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #334 on: January 12, 2011, 12:38:44 pm »
It is very hard to play, also due to greyscale sometimes.

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #335 on: January 12, 2011, 12:41:43 pm »
Yeah, some of the tiles are confusing. On the IVP tilemap, the normal non-wall portions are just empty. It looks better that way as far as I'm concerned. But I still like yours too. When will a more complete, scrolling version be ready? Also, remember that the limit is 16000 bytes or so for the compiled source.  :P
« Last Edit: January 12, 2011, 12:42:02 pm by c.sprinkle »

Ashbad

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Re: Trio and Niko: Falling
« Reply #336 on: January 12, 2011, 01:41:11 pm »
yeah, I know, I just cut the code down from 13.5K to about 10.8K.  Though, I plan on trying to get below 9K :P

Plus I improved it yet another 5 FPS, so I may consider making it up to 4 enemies per screen ;)

Yeah, the background with the sand looks like crap, so I'll definately change that back to tile.  My main concerns right now however is finishing a leveling system, and a dungeon/map system (though the former may much be easier...)


EDIT: and for some reason I just noticed that MY OWN enemies gross me out for some reason :P  reminds me of little grubs or something
« Last Edit: January 12, 2011, 02:03:34 pm by Ashbad »

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #337 on: January 12, 2011, 02:29:11 pm »
I'm going to do a generic enemy for the tilemap, and then use specific sprites only in the battle screen. But because of yours being an ARPG, that wouldn't work. Nice optimization.

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #338 on: January 12, 2011, 03:20:41 pm »
yeah, I know, I just cut the code down from 13.5K to about 10.8K.  Though, I plan on trying to get below 9K :P

Good luck with that!

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Re: Trio and Niko: Falling
« Reply #339 on: January 13, 2011, 01:15:36 pm »
Thanks!  The experience system is now up and running, now I'm working on some form of map moving.  I'll try that for a little bit and if I don't have any luck by the end of my class then I'll just start making magic spells...

I never got below 10K code, but I got to about 10.2K :D

I should have more than enough room for a npc spripter, a shop, a complex mapping system, and whatever else you guys think I should include, besides bosses, I'm already workin on that :P

Ashbad

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Re: Trio and Niko: Falling
« Reply #340 on: January 14, 2011, 02:02:56 pm »
Experience system all bugged out, now working on magic, got the menu up, and I am gonna code the effects for each of the spells:

Quake - deals 1 damage to all enemies on screen, costs 2 MP
Slow - halves the speed of all enemies on screen, costs 10 MP
Eruption - Deals 10 damage to all enemies on screen, costs 25 MP
Shimmer - makes you invincible for 500 frames, costs 40 MP
Morose - Drains health from enemies (side effect: destroys all moveable blocks on screen), costs 75 MP
Spell - has very strange [NOT RANDOM] effects on enemies (side effect: helps reveal secret passageways...), costs 125 MP
Holy Nuke - Kills all normal enemies on screen, increases chances of enemies dropping health and XP bags (side effect: may be helpful against a certain boss...), costs 250 MP

The mx yuo can ever get is 255 MP, and It would take many hours of level grinding

Offline JosJuice

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Re: Trio and Niko: Falling
« Reply #341 on: January 14, 2011, 02:11:12 pm »
The mx yuo can ever get is 255 MP, and It would take many hours of level grinding
Hmm, 255 MP reminds me of something... :P

Ashbad

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Re: Trio and Niko: Falling
« Reply #342 on: January 14, 2011, 03:07:29 pm »
...does it happen to remind you of the 8 bit version of -1? :D

above 255 would be ridiculous in my opinion, getting above 1000 would mean playing it for like 30 days straight with no breaks :P

EDIT: I guess I could upload a screenie later today, just let me finish some magic spells.
« Last Edit: January 14, 2011, 03:08:12 pm by Ashbad »

Offline JosJuice

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Re: Trio and Niko: Falling
« Reply #343 on: January 14, 2011, 03:56:08 pm »
...does it happen to remind you of the 8 bit version of -1? :D
no. OS 2.55MP. ;D

Ashbad

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Re: Trio and Niko: Falling
« Reply #344 on: January 14, 2011, 04:28:58 pm »
ah. :P .. ;D

no screenie yet, but hopefully within 2 hours.
« Last Edit: January 14, 2011, 04:29:11 pm by Ashbad »