Author Topic: Trio and Niko  (Read 131974 times)

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Offline FinaleTI

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Re: Trio and Niko: Falling
« Reply #510 on: April 09, 2011, 07:25:38 pm »
Thanks for all support so far everyone :). I've seen at least 10 people wearing the support userbar in their signatures, and this very thread now gets around 100 views a day, even during days with no posts :). Thanks again for all those who want to see this awesome game come to fruition, you're just as awesome :)

I unfortunately did not get much done the past few days -- but I did finish around 30 more indoor tiles.  Programming wise, its in real shambles, 1% done at most.  But, I think it'll be 2-3 more weeks before I get into coding mode -- I want all the graphics done first.  So, small update I guess :)
The traffic is probably because this game sounds so awesome! And any update is important, if it brings the program closer to completion.


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.

Ashbad

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Re: Trio and Niko: Falling
« Reply #511 on: April 09, 2011, 07:52:01 pm »
Thanks finale!  I'm glad you like it :D

I think my goal for tomorrow is t finish 100 new tiles, and start on making all sprites :)

Ashbad

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Re: Trio and Niko: Falling
« Reply #512 on: April 11, 2011, 09:49:28 pm »
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #513 on: April 12, 2011, 10:49:31 am »
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.

Ashbad

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Re: Trio and Niko: Falling
« Reply #514 on: April 12, 2011, 01:18:11 pm »
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.

I probably have at least 60-70 more years left in my life, I think I'll have enough time ;D

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #515 on: April 12, 2011, 02:07:56 pm »
Well, goal not Met :( I only made around 40 new ones.

But, however, made it up by making tons of enemy and NPC sprites

Don't be sad, I'm sure there's enough time.

I probably have at least 60-70 more years left in my life, I think I'll have enough time ;D


I actually think people with our age will live longer than adults of nowadays.

Ashbad

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Re: Trio and Niko: Falling
« Reply #516 on: April 16, 2011, 10:49:30 am »
small update today:

I have compression working so I can store maps at 10 bits per tile each, instead of 16 like before :)  2 bits should be enough for basic collision detection (right now only values 0-2 are used for walkable space, wall, and moveable block -- I might use 3 for a swimming engine or a damaging tile thing)

It then decompresses the screen from ~120 byte to ~300 byte screen in RAM in under a hundredth of a second :)

Also, got tilemapping working.

So, my assembly skills are improving along the way :)

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #517 on: April 17, 2011, 05:40:28 am »
small update today:

I have compression working so I can store maps at 10 bits per tile each, instead of 16 like before :)  2 bits should be enough for basic collision detection (right now only values 0-2 are used for walkable space, wall, and moveable block -- I might use 3 for a swimming engine or a damaging tile thing)

It then decompresses the screen from ~120 byte to ~300 byte screen in RAM in under a hundredth of a second :)

Also, got tilemapping working.

So, my assembly skills are improving along the way :)

Are you using your custom library to make this?

Ashbad

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Re: Trio and Niko: Falling
« Reply #518 on: April 17, 2011, 12:13:54 pm »
indeed I am :)

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #519 on: April 17, 2011, 01:19:57 pm »
indeed I am :)

That's cool, so this will only be finished when the library is so too, right?

Ashbad

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Re: Trio and Niko: Falling
« Reply #520 on: April 17, 2011, 01:21:10 pm »
well, not completely ;)

I only need the 4 level grayscale routines for this -- but then again, the library should be finished long before this, so yes TaNF will not be finished until the library is finished :)

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #521 on: April 18, 2011, 07:24:02 pm »
Nice about the compression stuff. I'm glad to see new updates. Any new screenshot soon? (new tiles and stuff)

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #522 on: May 17, 2011, 04:40:08 pm »
* DJ_O pokes Ashbad so he doesn't let this die completly D:

Ashbad

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Re: Trio and Niko: Falling
« Reply #523 on: May 17, 2011, 04:42:52 pm »
* DJ_O pokes Ashbad so he doesn't let this die completly D:

just temporary hold ^-^

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #524 on: May 17, 2011, 04:53:18 pm »
Ok phew. I hope it revives eventually :D