Author Topic: Serenity Demo release!  (Read 43394 times)

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Offline Builderboy

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Re: Serenity Demo release!
« Reply #75 on: September 13, 2010, 05:57:12 pm »
haha but did you ever design, implement, code, test, and finalize over 50 rooms, 20 events, 2 items, and 2 bosses in a single week? :D Neither did I ;D Haha yeeeah final version wont be out quite that fast :P

Offline DJ Omnimaga

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Re: Serenity Demo release!
« Reply #76 on: September 13, 2010, 06:06:23 pm »
Well there were about 300-400 rooms per game I believe :P (and about 12-20 events in each)

That month of coding both games also included designing them :P

* DJ Omnimaga runs :P
« Last Edit: September 13, 2010, 06:06:52 pm by DJ Omnimaga »

Offline Builderboy

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Re: Serenity Demo release!
« Reply #77 on: September 13, 2010, 06:08:27 pm »
:O Hey no fair :P Heh well you are the master of RPG's, i am but a merely apprentice * Builderboy Bows *

Offline DJ Omnimaga

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Re: Serenity Demo release!
« Reply #78 on: September 13, 2010, 06:51:15 pm »
Lol. Keep in mind it was Summertime, I failed to find a better job at that time (mine only had 10 hours a week) and I had lots of free time. Normally, with school it took me about a month to code a RPG when I was on a roll

Offline ztrumpet

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Re: Serenity Demo release!
« Reply #79 on: September 14, 2010, 06:27:55 pm »
* ZTrumpet bows to both Builderboy and DJ. :)

Alright, here's what I think of each section:
Intro: Excellent, but a bit long.  My friends at school don't like some of the text (it gets a little wordy in spots).  Other than that, it's wonderful.  I still haven't figured out how you made the big ship go across the screen so fast.  I'm dissecting the code later today, so I hope I can find it then. :)  I also like the "You don't know how to jump!" part. ;D
1st part of Sector: Wonderful.  The even that says something like "There's an elevator and switch here" only works if you restart the room (or maybe it was if you picked up from a save there).  Elevators are really shiny - Nice job on them.  The first puzzle is easy (which is good), and the second is medium.  It took me two tries. :)
2nd part of Sector: Everything looks great and moves well.  I don't like how the speed doubles after killing an enemy, as it makes the jumps quite hard.  Maybe keep the speed constant?  I really like the extremely tall elevator! ;D  The last puzzle is hard, but I got it on the first try. :)  It took me two tries on the boss, but he's done very well.  This brings me to the worst bug - If you try to Restart Room on the Boss, it glitches.  Still, an excellent boss fight. :D
Overall: Awesome.  I enjoyed it immensely.
Now, on to the cheats: Start a new game in file 1, and save as soon as you can.  After exiting the program, unarchive list S, and stare 3 to the 3rd spot.  Have fun with the awesome light-rope! ;D
2 more small bugs: Help on the title screen says "Move Left and and Right".  Easy fix, and saves 4 bytes. :P  Also, if you have Light-Rope enabled, and ride the elevator up a room.  There the Light-Rope doesn't work (Err:Archived).

Wonderful game! ;D

Offline Builderboy

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Re: Serenity Demo release!
« Reply #80 on: September 14, 2010, 07:12:08 pm »
Intro: Excellent, but a bit long.  My friends at school don't like some of the text (it gets a little wordy in spots).  Other than that, it's wonderful.  I still haven't figured out how you made the big ship go across the screen so fast.  I'm dissecting the code later today, so I hope I can find it then. :)  I also like the "You don't know how to jump!" part. ;D

Thank you :D And thanks for the suggestions too :) Just so you know, you can skip all text by pressing clear if you don't want to listen to it.  As for the ship, its a shifted duel text sprite that is moved across the screen :) It gets tricky when it goes off the left of the screen though.  All cutscene data is in Program Event just so you know :)  And yeah, the jump part was part of the game training, used in a humorous manner ;D

1st part of Sector: Wonderful.  The even that says something like "There's an elevator and switch here" only works if you restart the room (or maybe it was if you picked up from a save there).  Elevators are really shiny - Nice job on them.  The first puzzle is easy (which is good), and the second is medium.  It took me two tries. :)

Yay :) Thats exactly what i wanted with the prison cell, a nice easy environment to train the player.

2nd part of Sector: Everything looks great and moves well.  I don't like how the speed doubles after killing an enemy, as it makes the jumps quite hard.  Maybe keep the speed constant?  I really like the extremely tall elevator! ;D  The last puzzle is hard, but I got it on the first try. :)  It took me two tries on the boss, but he's done very well.  This brings me to the worst bug - If you try to Restart Room on the Boss, it glitches.  Still, an excellent boss fight. :D

That is actually a great idea! Maybe the problem everybody has been having with the jumping is because its a bit *too* fast and getKey cant respond well enough.  I will definetaly test this out :)  And nice to know you liked the elevators and puzzles so much :D Arrrg thanks for pointing out that bug, that will definetaly be fixed in the new demo version i will be releasing in a bit

Now, on to the cheats: Start a new game in file 1, and save as soon as you can.  After exiting the program, unarchive list S, and store 3 to the 3rd spot.  Have fun with the awesome light-rope! ;D
2 more small bugs: Help on the title screen says "Move Left and and Right".  Easy fix, and saves 4 bytes. :P  Also, if you have Light-Rope enabled, and ride the elevator up a room.  There the Light-Rope doesn't work (Err:Archived).

Oh im so silly, i forgot to re-enable anti cheat protection!  Haha its supposed to erase all of your save files if they get modified :P And yeah, the Light Rope item hasn't been integrated with the enemy system so any room with an enemy will produce an error archived.  And thanks for the grammar check too  :-X there seem to be a lot of those! ;D

Overall: Awesome.  I enjoyed it immensely.
Wonderful game! ;D

Thank you so much! :D Im so happy i finally finished the demo ^^ And thank you so much for taking the time out to review it and critique it :)

Offline DJ Omnimaga

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Re: Serenity Demo release!
« Reply #81 on: September 14, 2010, 10:53:29 pm »
If the game speed is higher than 8 FPS on the SE calcs, getkey won't be able to detect keypresses every frame. Same thing happens with Axe getkey routine. It seems the calc cannot keep up. THis could explain why jumping is less responsive at times.

Offline whitevalkery

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Re: Serenity Demo release!
« Reply #82 on: September 17, 2010, 01:08:25 pm »
hmm... this looks like a pretty cool game judging from the screenshots :)
i think i am going to try it when i have LOTS free time!

although it is a bit huge... lol

p.s. it might not stay on my calc too long because of that though... (i like to have my calc organized... :P)
« Last Edit: September 17, 2010, 01:09:24 pm by whitevalkery »



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Offline Builderboy

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Re: Serenity Demo release!
« Reply #83 on: September 17, 2010, 01:44:37 pm »
Yeah it is really large :D each room takes about 256 bytes, so thats a lot of room data right there, plus the engine and all the item/boss/enemy/cutscene makes it a pretty large game :)

To tell the truth, i wouldn't keep it on my calculator for very long in its current state, its got way too many sub's to be a permanent addition.  I would most likely download it, play it, beat it, then get rid of it or group it.  I really like to have a clean program list.  The good news is that the final version of Serenity will have a lot less subprograms, because they will all be compiled and stuff :)

Offline MRide

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Re: Serenity Demo release!
« Reply #84 on: September 17, 2010, 01:52:16 pm »
So, Builderboy, since you have smooth maps in all four directions, how are you erasing the character when it moves?  If you use a space, the buffer will overwrite pixels.

Offline Builderboy

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Re: Serenity Demo release!
« Reply #85 on: September 17, 2010, 01:54:09 pm »
I use a space but then i recalPic the room back so nothing is erased :) This is also why the character can move behind wires and other things without destroying them.

Offline DJ Omnimaga

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Re: Serenity Demo release!
« Reply #86 on: September 17, 2010, 05:47:24 pm »
Yeah it is really large :D each room takes about 256 bytes, so thats a lot of room data right there, plus the engine and all the item/boss/enemy/cutscene makes it a pretty large game :)

To tell the truth, i wouldn't keep it on my calculator for very long in its current state, its got way too many sub's to be a permanent addition.  I would most likely download it, play it, beat it, then get rid of it or group it.  I really like to have a clean program list.  The good news is that the final version of Serenity will have a lot less subprograms, because they will all be compiled and stuff :)
Are you sure each room takes 256 bytes, though? Do you use any 2-byte tokens in your map? Some Illusiat maps are larger than 128 bytes because of that (and boolean logic in some of them)

Offline Builderboy

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Re: Serenity Demo release!
« Reply #87 on: September 17, 2010, 06:35:53 pm »
Yeah the sizes are not constant, since there might be 2 byte tokens, and also data for events and stuff, so its not an exact number.

Offline MRide

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Re: Serenity Demo release!
« Reply #88 on: September 17, 2010, 10:55:23 pm »
Also, Builderboy, didn't I read somewhere that you use pxl-test for hit detection?  Do all of your tiles have a common pixel or something?

Offline ztrumpet

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Re: Serenity Demo release!
« Reply #89 on: September 17, 2010, 11:02:52 pm »
Yup. :)  I believe that it's the 3 from left, 3rd from top pixel.  It's a really nice system.  That's how Elmgon works too. ;D