Author Topic: Nostalgia - An Axe RPG  (Read 146363 times)

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Offline squidgetx

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #330 on: November 14, 2010, 10:32:28 am »
Ooh, I'll be looking forward to that ;)

Btw, how are you doing with space in the app? I'm cutting it very,very close with Ash and I was wondering how you're dealing with it :P

Offline FinaleTI

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #331 on: November 14, 2010, 10:40:14 am »
Ooh, I'll be looking forward to that ;)

Btw, how are you doing with space in the app? I'm cutting it very,very close with Ash and I was wondering how you're dealing with it :P
Well, my menus are about 9500 or so bytes, but a good chunk of that is subroutines the whole game will use. Currently, my compilation of the walking engines and title screen is about 10000 bytes, but I can shave off about 3500-4000 bytes when I move the title screen pics and test map to external appvars. Then it's just optimizing.
But I'll probably be cutting it very close as well.


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.

Offline Deep Toaster

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #332 on: November 14, 2010, 11:35:22 am »
Yay, can't wait :D

If you don't cut it close enough, you can always add moar features ;)




Offline squidgetx

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #333 on: November 14, 2010, 11:36:23 am »
hmmm for me
battle engine ~9000 map engine ~5000 shops/inns/titlescreen must fit in ~2000 then D:
* squidgetx goes off to optimize stuff

good luck with the demo! :)
« Last Edit: November 14, 2010, 11:36:53 am by squidgetx »

Offline FinaleTI

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #334 on: November 14, 2010, 11:39:45 am »
hmmm for me
battle engine ~9000 map engine ~5000 shops/inns/titlescreen must fit in ~2000 then D:
* squidgetx goes off to optimize stuff

good luck with the demo! :)
Thanks and good luck to you too.


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.

Offline DJ Omnimaga

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #335 on: November 14, 2010, 11:16:50 pm »
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.

Offline FinaleTI

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #336 on: November 15, 2010, 02:48:53 pm »
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.
I forgot to mention that the possible Christmas release I mentioned would be a beta release. Just wanted to clarify that.
I'm optimizing the walking engine right now, and will probably have to post it for help, since I want to get the most optimization it's possible to get out of it. I need all the space I can get...


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.

Offline squidgetx

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #337 on: November 15, 2010, 06:00:07 pm »
Maybe I can learn something from your walking engine...I can post mine if you want when i'm done making the planned changes to it :P
« Last Edit: November 15, 2010, 06:00:21 pm by squidgetx »

Offline FinaleTI

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #338 on: November 15, 2010, 09:29:40 pm »
Maybe I can learn something from your walking engine...I can post mine if you want when i'm done making the planned changes to it :P
Sounds good. We could probably learn stuff from each others engines, even though they use completely different storage methods.
I'm working on fixing a little bug in mine right now, though. It's just an offset problem, nothing crashy, thankfully.


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.

Offline DJ Omnimaga

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #339 on: November 16, 2010, 12:55:42 am »
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.
I forgot to mention that the possible Christmas release I mentioned would be a beta release. Just wanted to clarify that.
I'm optimizing the walking engine right now, and will probably have to post it for help, since I want to get the most optimization it's possible to get out of it. I need all the space I can get...
Yeah that's what I thought. Can,t wait ;D

Offline yunhua98

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Re: Nostalgia - My Axe Parser Contest Entry
« Reply #340 on: November 21, 2010, 09:16:45 am »
Sounds great, but maybe you should consider changing the topic title?0 :P

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Minor setback due to code messing up.  On hold for Contest.
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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #341 on: November 21, 2010, 10:18:04 am »
Done.


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.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #342 on: November 21, 2010, 03:29:58 pm »
Yeah I was gonna suggest that soon. XD

Any updates by the way?

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #343 on: November 28, 2010, 05:24:04 pm »
For those of you wondering why my menu is so large, you can see for yourself.


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.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #344 on: November 29, 2010, 03:26:49 pm »
Oh I know how large those can get, sometimes there are just so many options that it's impossible to keep them small. ROL4 had a job system like in Final Fantasy III and V and you could equip abilities and it had to check who can use what spells in the menu. It also had to change your max HP and other stats X.x

I'll check, though :D

EDIT: Could you post a screenshot since it needs the pics? ???
« Last Edit: November 29, 2010, 03:30:39 pm by DJ Omnimaga »