Author Topic: Illusiat 13 v.0.90 release  (Read 37589 times)

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Offline DJ Omnimaga

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Re: Illusiat 13 v.0.90 release
« Reply #45 on: December 19, 2009, 11:59:19 am »
Yeah it will. I am not sure, but if the entire game was to be finished, it might actually work in final version, too.

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Re: Illusiat 13 v.0.90 release
« Reply #46 on: December 19, 2009, 12:11:10 pm »
I'd love a final version!  I'm glad you're making some progress on this again, even if it's just some minor bug fixes.

Which new programs should I send to my calc so I don't have to send all of them? I'm guessing I13D, I13E0, I13E1, I13E2, and I13E3.

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Re: Illusiat 13 v.0.90 release
« Reply #47 on: December 19, 2009, 12:35:16 pm »
Mhmm I would suggest resending I13E1, I13E2, I13M, I13D and I139. Hopefully I did not forget any. When I sent the update to my PC I just sent everything in a tig file (then extracted the files) with TI-Connect.

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Re: Illusiat 13 v.0.90 release
« Reply #48 on: December 20, 2009, 10:34:52 pm »
I was wondering: What did you change in I139 ?

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Re: Illusiat 13 v.0.90 release
« Reply #49 on: December 20, 2009, 11:38:11 pm »
Fixed the abandonned mine bug. I had to change something in I13E1 too, but in I139 the NPC appeared before he was supposed to.

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Re: Illusiat 13 v.0.90 release
« Reply #50 on: December 21, 2009, 09:48:49 am »
Ah.  I'm glad you fixed that.

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Re: Illusiat 13 v.0.90 release
« Reply #51 on: December 21, 2009, 04:34:48 pm »
Sorry for the double post...

I think there is another glitch: When enemys use lvl9 Blitz the animation shows lvl9 blitz, followed by the lvl9 pyro animation.

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Re: Illusiat 13 v.0.90 release
« Reply #52 on: December 21, 2009, 05:22:41 pm »
It's not a glitch. Blitz LV9 animation is intended to be a combination of a bolt animation followed by Pyro LV9

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Re: Illusiat 13 v.0.90 release
« Reply #53 on: December 21, 2009, 05:37:26 pm »
Oh. I was wondering, as it seems like you would know that by now.  Cool!

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Re: Illusiat 13 v.0.90 release
« Reply #54 on: December 21, 2009, 07:30:46 pm »
I am still kinda amazed at how many animations I could fit in 1600 bytes, though. But yeah some actually are modified versions of others, so this is kinda why it is that small, but there are still a lot.

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Re: Illusiat 13 v.0.90 release
« Reply #55 on: December 21, 2009, 08:59:11 pm »
And they all are amazing!  I really, really like some of them, and they all are so small.

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Re: Illusiat 13 v.0.90 release
« Reply #56 on: December 21, 2009, 09:13:04 pm »
thanks ^^

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Re: Illusiat 13 v.0.90 release
« Reply #57 on: December 22, 2009, 02:16:44 pm »
I'm still trying to figure out how you did that without peeking at your code. I'm just getting random brainwaves and failing. :P
(re)working on Anti-RPG: 3% completion

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Re: Illusiat 13 v.0.90 release
« Reply #58 on: December 22, 2009, 07:09:59 pm »
look at prgmI13A for the code ^^

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Re: Illusiat 13 v.0.90 release
« Reply #59 on: December 22, 2009, 07:50:47 pm »
Don't forget prgmI13C for the rest of the battle engine.
Of course prgmI13L is my favorite.  It has all the enemies. :P