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Omnimaga
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MtSQuest - Rebuild
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Topic: MtSQuest - Rebuild (Read 7915 times)
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VahnRPG
Guest
MtSQuest - Rebuild
«
on:
January 06, 2006, 07:00:00 am »
Alright. While I'm having a lil difficulty working on my comic, and since I'm not really in the mood to make a completely new game from scratch (aka Blue World - Quest), I figure I should clean up a game that gets a lot of "I r teh liek ur gaem" comments, but I don't feel like it
deserves
that praise. So, I'm going to try and clean it up to make it worth said praise.
So, this is what I need. ACTUAL feedback on the game. What you liked, what you didn't like, what you would've liked if it was reworked a slight amount, that kind of stuff. Not "It's a good game" kind of stuff, because while it IS appreciated, it's not very helpful
Things I can't/won't do: link play, color, Doom/Wolfenstein-3d, isometrics, Zelda-style play.
Examples of what I'm talking about: "the maps are too small" "the game isn't long enough" "not enough secrets" "story is weak" "map/battle graphics need work"
Okay? ^^'
Thanks, everyone! I really appreciate it!
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
MtSQuest - Rebuild
«
Reply #1 on:
January 06, 2006, 08:21:00 am »
I will try the game out and let you know. Is it located here in the archives, or on ticalc?
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
MtSQuest - Rebuild
«
Reply #2 on:
January 06, 2006, 08:26:00 am »
For sure it's on ticalc.org idk if it was added here.
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VahnRPG
Guest
MtSQuest - Rebuild
«
Reply #3 on:
January 06, 2006, 08:29:00 am »
whoops
http://www.ticalc.org/pub/83plus/flash/games/mtsq.zip
there. if ya need it
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
MtSQuest - Rebuild
«
Reply #4 on:
January 06, 2006, 08:36:00 am »
yeah its on Omnimaga too, and reviewed
the 83+ archives are still down tho
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
MtSQuest - Rebuild
«
Reply #5 on:
January 06, 2006, 10:05:00 am »
New sig: If I had a penny for everytime I tried to access Omnimaga's archives...
:rofl:
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
BCTurk
Guest
MtSQuest - Rebuild
«
Reply #6 on:
January 06, 2006, 11:37:00 am »
ROFL.
I will try the game and see what I think.
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dragon__lance
Guest
MtSQuest - Rebuild
«
Reply #7 on:
January 06, 2006, 02:20:00 pm »
i tried it, but didn't get very far. Some features id like:
-Better overworld Sprites
-maybe some puzzles
-BAttles are already awesome, but maybe Better Graphics for Mark
-Custom Menus instead of using normal ones
-(already has awesome storyline, no need to change that
)
-more save points
-perhaps a realtime interface in battles?
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
MtSQuest - Rebuild
«
Reply #8 on:
January 06, 2006, 02:32:00 pm »
QuoteBegin-dragon__lance+6 January 2006, 20:2-->
QUOTE
(dragon__lance @ 6 January 2006, 20:20)
-perhaps a realtime interface in battles?
i was thinking mortal kombat style
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VahnRPG
Guest
MtSQuest - Rebuild
«
Reply #9 on:
January 06, 2006, 02:33:00 pm »
Most of the overworld stuff will be completely redone. I HAD some pictures for it, but for whatever reason my site isn't liking me offsite linking pics right now...looking into it...
Puzzles I've never really seen much a need for. I think I had 1 puzzle in MtSQuest - True that involved you going through a maze of sorts but I didn't like it too well. The game ain't Zelda, so beyond 'key and door' type puzzles I doubt I could get too heavily into it.
Better graphics for Mar
c
I've already gotten fairly far on. Just need to polish them a bit and then do the special attacks but that'll be a while
Custom menues I'm working on, but I'm lazy and that's a lot of work so might be a lil while
Storyline doesn't entirely fit with the comic, so it's gonna be modified a tad bit.
Save points were done sparringly (one every other screen, i think it was) because the game was rather short and the maps weren't THAT huge. Plus what game have you played where there are 30 million save points in each room?
I'm not going to make a 'save anywhere' thing (though i DID break down and make an item for it) because there are parts in the game where you can't go back (purposely, such as the maze I mentioned or when you get to the bosses) because what if you aren't strong enough to beat the boss and need to go back and train but because of the save, you can't?
Realtime...I'm not so sure I want to do. I've never liked the idea of 2 people that want to kill each other just standing around while their action bars fill up. It just didn't feel
real
enough for me. Granted it's a game, but I still like that feel of realism to it. That's why I do turn-based and then have a 'speed' value to dictate who attacks first and whatnot.
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VahnRPG
Guest
MtSQuest - Rebuild
«
Reply #10 on:
January 06, 2006, 02:35:00 pm »
also: originally I WAS going to make a version with a fighting style battle system, but that involved sprite flipping to make the system better, but since it's an app i'd have to make an external file that contained the flipped sprites and a lot of other work I didn't want. It's a good idea, but it's probably better for something like a computer which can handle things like that better.
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VahnRPG
Guest
MtSQuest - Rebuild
«
Reply #11 on:
January 08, 2006, 08:49:00 am »
havin tons of fun optimizing this code. Finding delicious pieces of well written code such as:
c1-->
CODE
ec1ld a,11
ld b,ac2
ec2 and
c1
-->
CODE
ec1MoveMap:
ld a,(Map)
cp 1
jp z,Move1
cp 2
jp z,Move2
cp 3
jp z,Move3
cp 4
jp z,Move4
cp 5
jp z,Move5
cp 6
jp z,Move6
cp 7
jp z,Move7
cp 9
jp z,Move9
cp 10
jp z,Move10
cp 11
jp z,Move11
cp 14
jp z,Move14
cp 15
jp z,Move15
cp 16
jp z,Move16
cp 17
jp z,Move17
cp 18
jp z,Move18
cp 19
jp z,Move19
cp 20
jp z,Move20
cp 21
jp z,Move21
cp 22
jp z,Move22
cp 23
jp z,Move23
cp 24
jp z,Move24
cp 25
jp z,Move25
cp 26
jp z,Move26
cp 27
jp z,Move27
cp 28
jp z,Move28
Move23:
ld a,(XPos)
cp 6
jp z,MoveScreen2223
or a
jp z,MoveScreen2423
Move24:
ld a,(XPos)
cp 11
jp z,MoveScreen2324
cp 5
jp z,MoveScreen2524
Move25:
ld a,(XPos)
cp 5
jp z,MoveScreen2425
cp 6
jp z,MoveScreen2625
Move26:
ld a,(YPos)
cp 3
jp z,Move26Left
cp 6
jp z,MoveScreen2526
ld a,(XPos)
cp 5
jp z,Move26Up
cp 6
jp z,Move26Down
cp 11
jp z,Move26Right
Move27:
ld a,(XPos)
cp 11
jp z,MoveScreen2827
Move28:
ld a,(XPos)
or a
jp z,MoveScreen2728
cp 11
jp z,MoveScreen2928
MoveScreen2726:
ld a,27
ld (Map),a
ld a,12
ld (MapX),a
ld a,40
ld (MapY),a
ld a,1
ld (XPos),a
ld a,3
ld (YPos),a
jp PlayGame
MoveScreen2728:
ld a,27
ld (Map),a
ld a,12
ld (MapX),a
ld a,40
ld (MapY),a
ld a,10
ld (XPos),a
ld a,4
ld (YPos),a
jp PlayGame
MoveScreen2827:
ld a,28
ld (Map),a
ld a,24
ld (MapX),a
ld a,40
ld (MapY),a
ld a,1
ld (XPos),a
ld a,4
ld (YPos),a
jp PlayGamec2
ec2
now you know my dirty secret of why i am not exactly proud of this game...
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Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
MtSQuest - Rebuild
«
Reply #12 on:
January 08, 2006, 09:16:00 am »
*startstesting*
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
MtSQuest - Rebuild
«
Reply #13 on:
January 08, 2006, 11:48:00 am »
QuoteBegin-VahnRPG+8 January 2006, 14:49-->
QUOTE
(VahnRPG @ 8 January 2006, 14:49)
havin tons of fun optimizing this code. Finding delicious pieces of well written code such as:
c1-->
CODE
ec1ld a,11
ld b,ac2
ec2 and
c1
-->
CODE
ec1MoveMap:
ld a,(Map)
cp 1
jp z,Move1
cp 2
jp z,Move2
cp 3
jp z,Move3
cp 4
jp z,Move4
cp 5
jp z,Move5
cp 6
jp z,Move6
cp 7
jp z,Move7
cp 9
jp z,Move9
cp 10
jp z,Move10
cp 11
jp z,Move11
cp 14
jp z,Move14
cp 15
jp z,Move15
cp 16
jp z,Move16
cp 17
jp z,Move17
cp 18
jp z,Move18
cp 19
jp z,Move19
cp 20
jp z,Move20
cp 21
jp z,Move21
cp 22
jp z,Move22
cp 23
jp z,Move23
cp 24
jp z,Move24
cp 25
jp z,Move25
cp 26
jp z,Move26
cp 27
jp z,Move27
cp 28
jp z,Move28
Move23:
ld a,(XPos)
cp 6
jp z,MoveScreen2223
or a
jp z,MoveScreen2423
Move24:
ld a,(XPos)
cp 11
jp z,MoveScreen2324
cp 5
jp z,MoveScreen2524
Move25:
ld a,(XPos)
cp 5
jp z,MoveScreen2425
cp 6
jp z,MoveScreen2625
Move26:
ld a,(YPos)
cp 3
jp z,Move26Left
cp 6
jp z,MoveScreen2526
ld a,(XPos)
cp 5
jp z,Move26Up
cp 6
jp z,Move26Down
cp 11
jp z,Move26Right
Move27:
ld a,(XPos)
cp 11
jp z,MoveScreen2827
Move28:
ld a,(XPos)
or a
jp z,MoveScreen2728
cp 11
jp z,MoveScreen2928
MoveScreen2726:
ld a,27
ld (Map),a
ld a,12
ld (MapX),a
ld a,40
ld (MapY),a
ld a,1
ld (XPos),a
ld a,3
ld (YPos),a
jp PlayGame
MoveScreen2728:
ld a,27
ld (Map),a
ld a,12
ld (MapX),a
ld a,40
ld (MapY),a
ld a,10
ld (XPos),a
ld a,4
ld (YPos),a
jp PlayGame
MoveScreen2827:
ld a,28
ld (Map),a
ld a,24
ld (MapX),a
ld a,40
ld (MapY),a
ld a,1
ld (XPos),a
ld a,4
ld (YPos),a
jp PlayGamec2
ec2
Sry I dont even know what it means all I know is that it's z80 assembly
err well from what I remember cp is some sort of If command right? That reminds me my old TI BASIC days with stuff like If A=1:Goto 1:If A=2:Goto 2:If A=3:Goto 3:Goto 0 or things similar than this, except that later I stopped using lbl/gotos. Sometimes I am ashamed to look at Illusiat 12 code :dissapointed:
but there is one thing we need to keep in mind: we have to start somewhere and we learn from mistakes
and the game wasnt really that bad (in my opinion). I think problems comes when high speed is required or when limited in memory
I'll try the new version asap
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tenniskid493
Guest
MtSQuest - Rebuild
«
Reply #14 on:
January 08, 2006, 12:21:00 pm »
cp # subtracts the # from the operand (A) but doesn't actually affect the value in A, it's just used for comparison. Then you can use jp which is simlar to a goto with a flag attached to it. In his case, he subtracts a # from A and if the value =0 (in otherwords the values are the same) he jumps to that label. Thats about as far as I got in assembly. When they talked about the whole memroy structure and where you access values from in the calculator, I got completly lost and gave up.
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