Author Topic: Aura  (Read 32768 times)

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Offline DJ Omnimaga

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Aura
« on: May 12, 2005, 05:59:00 am »
A very promising TI-83+/SE graphical RPG from Epic Programming Studio. It features awesome graphics and will probably rival ROL3 in gameplay. Let's hope it will be finished!
http://dysfunction.earthforge.com/forum/index.php?showforum=33

dysfunction

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Aura
« Reply #1 on: May 13, 2005, 08:12:00 am »
Hello, I'm the author of Aura. Unfortunately work on Aura won't seriously progress until I have completed Ender's Game.

gimpynerd

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Aura
« Reply #2 on: May 13, 2005, 08:15:00 am »
Send a shout out to me dysfunction if you ever need any help. I know a thing or two about Basic coding so I will help all I can!

dysfunction

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« Reply #3 on: May 16, 2005, 10:01:00 am »
Thanks for the offer, Reggie, I'll let you know if I need help.

Offline DJ Omnimaga

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« Reply #4 on: May 16, 2005, 10:04:00 am »
QuoteBegin-gimpynerd+May 13, 2005, 15:15-->
QUOTE (gimpynerd @ May 13, 2005, 15:15)
Send a shout out to me dysfunction if you ever need any help. I know a thing or two about Basic coding so I will help all I can!

a thing or two?  %)rolleyes2.gif

This game will pwnz!! WAIT I think I remeber the URL for the screenshots:

user posted image

its an old one though

dysfunction

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Aura
« Reply #5 on: May 16, 2005, 11:58:00 am »
Actually that's the latest one.

dysfunction

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Aura
« Reply #6 on: August 11, 2005, 03:54:00 am »
So, can you change the status to active? Aura is once more being worked on. I'm completely rewriting the engine for Xlib, so far I've got the character to walk around the map (no collision detection yet) with scrolling similar to that seen in cryzrbl's Zelda: ROTP. currently implementing grayscale for the character sprite (everything else is b+w), since there were complaints before of having the character sprite hard to tell from the background, however I need some opinions on this. It seems to run rather slowly on my 83+ with the greyscale, so I'm considering only enabling greyscale for 84/83 SE users. What do you guys think?

crzyrbl

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Aura
« Reply #7 on: August 11, 2005, 10:40:00 am »
sounds cool!  since your using xLib, i got one suggestion.  make all parts of the map that you dont want your guy to go over have a .1 after it.  its a reliable collision detection method.  after i finish zelda, i might do a xLib tutorial on all of the xLib secrets :thumb:google.gif

Offline DJ Omnimaga

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« Reply #8 on: August 11, 2005, 11:15:00 am »
ooh nice, I am gonna change the project status, actually I think greyscale should be only enabled to SE users, so on the SE it will run fast enough and not too fast either.  :thumb:google.gif  Does sprite masking (chatacter going behing walls and trees) works yet?

dysfunction

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« Reply #9 on: August 12, 2005, 04:18:00 am »
No not yet, I'm having trouble with collision detection, and I'm considering falling back to the old collision detection method.

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Aura
« Reply #10 on: August 12, 2005, 04:24:00 am »
I think using strings isnt a good idea (altough its smaller), because its wicked slow, lists are fine, or maybe a small matrice (Actually a 6 number long list is only twice bigger)

dysfunction

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« Reply #11 on: August 14, 2005, 07:35:00 am »
Yeah, lists aren't bad in size (for this application), and it's far faster than strings. I've got collision detection up (though I'm still working on more optimizations) and the overhead masking.

crzyrbl

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« Reply #12 on: August 14, 2005, 11:45:00 am »
which collision detection method r u using?

Offline DJ Omnimaga

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« Reply #13 on: August 14, 2005, 12:24:00 pm »
QuoteBegin-dysfunction+14 August 2005, 14:35-->
QUOTE (dysfunction @ 14 August 2005, 14:35)
lists

maybe that %)rolleyes2.gif


keep up the good work dys :)smile.gif

crzyrbl

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Aura
« Reply #14 on: August 14, 2005, 12:29:00 pm »
is that like str detection?