Author Topic: Exodus Updates  (Read 22395 times)

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Offline MRide

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Re: Exodus Updates
« Reply #15 on: November 09, 2010, 09:49:05 pm »
Oh, sorry, I meant in the small font.

Offline meishe91

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Re: Exodus Updates
« Reply #16 on: November 09, 2010, 09:56:19 pm »
It'd probably be just as easy as with large text, just you'll lose three bytes in the Text( command but you'll gain quite a few in the strings to create maps. It'll also take longer to display a map since you'd have so much more to display. You'd be restricted to strictly the 3*5 tokens though. Also, I have no idea how it'd look :P Not a lot of room for detail in fifteen pixels :P
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Offline Builderboy

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Re: Exodus Updates
« Reply #17 on: November 09, 2010, 09:58:39 pm »
Maybe *shifted* small text sprites :O

Offline ztrumpet

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Re: Exodus Updates
« Reply #18 on: November 09, 2010, 10:07:38 pm »
This is what it would look like, MRide: http://ourl.ca/6334/104224 ;D

Offline meishe91

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Re: Exodus Updates
« Reply #19 on: November 09, 2010, 10:39:52 pm »
This is what it would look like, MRide: http://ourl.ca/6334/104224 ;D

Edge and my game don't use small Dual Layers though. They use a combination of Text Sprites and plain tokens for the graphics.
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Offline DJ Omnimaga

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Re: Exodus Updates
« Reply #20 on: November 09, 2010, 11:19:10 pm »
Wow great! I like the new screenshots. The world map idea is great. It reminds me SMB3. How do you display the treasure chest, though? Is it line/pxl-on?

Offline ztrumpet

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Re: Exodus Updates
« Reply #21 on: November 09, 2010, 11:21:13 pm »
How do you display the treasure chest, though? Is it line/pxl-on?
Yup.
The code looks like this:
Quote
Display Bottom
Display top 1
rand(##
Text(-1,Y,X,"  " to clear top
Display top 2
rand(##
Text(-1,Y,X,"  " to clear top
Display top 3
rand(##
Text(-1,Y,X,"  " to clear top
Display top 4
rand(##
Text(-1,Y,X,"  " to clear top
Display top 5
rand(##
Text(-1,Y,X,"  " to clear top

This is the program. ;D
« Last Edit: November 09, 2010, 11:31:57 pm by ztrumpet »

Offline TIfanx1999

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Re: Exodus Updates
« Reply #22 on: November 09, 2010, 11:52:38 pm »
This is awesome Ztrumpet! Great job with this! ;D

Offline DJ Omnimaga

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Re: Exodus Updates
« Reply #23 on: November 10, 2010, 12:59:28 am »
Wow I checked the code and I didn't realize line/dots were that fast for simple sprites. Nice work :)

Offline Madskillz

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Re: Exodus Updates
« Reply #24 on: November 10, 2010, 11:26:09 am »
Looks great Ztrumpet...Cant wait for the release

Offline JustCause

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Re: Exodus Updates
« Reply #25 on: November 10, 2010, 11:38:18 am »
Wow, nice work! *bookmarks*
See you, space cowboy...

Offline patriotsfan

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Re: Exodus Updates
« Reply #26 on: November 10, 2010, 03:16:59 pm »
Wow! Impressive game! I'll be sure to try out the final version once it gets completed!


Doomsday: 12/21/2012 6:11 AM EST 11:11 AM GMT

Offline ztrumpet

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Re: Exodus Updates
« Reply #27 on: November 10, 2010, 06:52:50 pm »
Thanks for the support. :)

D) Yes, you can have cherries.

The first Bonus Secret you will encounter allows you to change the gems to cherries.  It serves no purpose whatsoever other than providing bliss to Iambian.  Enjoy! ;D
That's the complexity of a medium-hard difficulty level by the way. :D
Credits for the Cherry sprite go to Madskillz.  Thanks!

Everything's progressing smoothly as well, and I am on track for a release on Tuesday or Wednesday of next week.

Offline DJ Omnimaga

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Re: Exodus Updates
« Reply #28 on: November 11, 2010, 01:34:09 am »
Ah I see what the iambians were for now. ;D

That level seems freaking hard, though. O.o

Can't wait for release, although it might take a while before I can try it.

Offline ztrumpet

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Re: Exodus Updates
« Reply #29 on: November 11, 2010, 07:16:42 pm »
No new screenies tonight, but I had an idea for easy implementation of an in game tutorial feature...
* ZTrumpet runs off to code...