Author Topic: Nostalgia - An Axe RPG  (Read 145996 times)

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Offline squidgetx

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Re: Nostalgia - An Axe RPG
« Reply #405 on: March 29, 2011, 05:10:44 pm »
coolio. looking forward to this. i should get to work on a:P .....

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #406 on: March 29, 2011, 05:42:40 pm »
And here's that screenie I promised. Enjoy. (Yes, I noticed he warps into the water, but that's a very simple fix.)


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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
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Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #407 on: April 04, 2011, 04:04:36 pm »
Awesome! Personally I think it's better with the scrolling, even if the ASCII areas have none. In some ways it reminds me these real action movies where they actually inserts cartoons interacting with real characters.

One suggestion, though: Add a delay for when the tilemap is aligned horizontally, so moving vertically is the same speed as horizontally.

Offline yunhua98

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Re: Nostalgia - An Axe RPG
« Reply #408 on: April 04, 2011, 04:34:20 pm »
wow, I actually got decent walking sprites for once!  :P  at least it looks natural.

@DJ:  is it a different speed when your walking horizontally?
« Last Edit: April 04, 2011, 04:38:28 pm by yunhua98 »

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Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #409 on: April 17, 2011, 02:04:19 am »
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Offline BrownyTCat

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Re: Nostalgia - An Axe RPG
« Reply #410 on: April 17, 2011, 02:08:54 am »
Even if this was still in ASCII, I would be amazed. Gameplay is a core factor , but graphics are very helpful. Sorry if this conflicts with any opinions.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #411 on: April 17, 2011, 02:23:13 am »
Yeah true. There are ASCII games that are more fun to play than some graphical ones. With ASCII, however, you gotta make sure to do it right, though. Don't do maps like this:

Code: [Select]
888888    888888
888          888

         D

888          888
8888888888888888
DAVE  HP:999/999

Do them like this:

Code: [Select]
OOOOOO    OOOOOO
OOOVVV    VVVOOO
VVV          VVV
         8

OOO          OOO
OOOOOOOOOOOOOOOO
DAVE  HP:999/999

It looks less flat and your character looks slightly like an actual person rather than its first name initial. Also it's best that not every map looks exactly the same.

Offline BrownyTCat

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Re: Nostalgia - An Axe RPG
« Reply #412 on: April 17, 2011, 02:29:30 am »
I had an ASCII map plan once:


Code: [Select]
XXXXXXXXXXXXXXXX
I              I
I
I   /----     /I
I   ____/    /XI
I           /XXI
I          /XXXI
I-  ------/XXXXI
XX /XXXXXXXXXXXX

Intended for a platformer of some type.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #413 on: April 17, 2011, 02:33:18 am »
I guess that can work for a platformer. My only concern is the - symbol which seems to be off with the / ones. Personally I don't really use slopes in platformers, though.

Anyway I hope FinaleTI posts new update soon. :)

Offline willrandship

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Re: Nostalgia - An Axe RPG
« Reply #414 on: April 17, 2011, 02:37:27 am »
Correlation fixes that :P

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #415 on: April 17, 2011, 03:18:33 am »
Yeah true, but sometimes it's still cool to see what can be done with pure ASCII. :P

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #416 on: April 17, 2011, 09:13:59 am »
I don't have any new screenies, but there is work being done. I'm currently working on planning out the NPC and event scripting systems. I was able to have an NPC show up on the map, but you can't interact with it yet.


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 yunhua98

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Re: Nostalgia - An Axe RPG
« Reply #417 on: April 18, 2011, 06:21:29 pm »
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?

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<hr>
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Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
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Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #418 on: April 18, 2011, 07:07:53 pm »

I missed this screenie when it was posted, but it looks so great that I had to comment. ;D

I love how the water scrolls and the overall look of the game.  Wonderful job! :)

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #419 on: April 18, 2011, 08:21:55 pm »
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?
It is but I don't know why you bring that up? ???