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Omnimaga
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OmniRPG - Main Topic
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Topic: OmniRPG - Main Topic (Read 59273 times)
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Sorunome
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Derpy Hooves
Re: OmniRPG - Main Topic
«
Reply #60 on:
December 05, 2012, 07:56:01 pm »
if you get a rickroll per frame?
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willrandship
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Insert sugar to begin programming subroutine.
Re: OmniRPG - Main Topic
«
Reply #61 on:
December 05, 2012, 07:57:09 pm »
65535 is pretty ridiculous for health if your max damage is only around 500. Numbers can be calibrated easily enough.
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blue_bear_94
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Re: OmniRPG - Main Topic
«
Reply #62 on:
December 05, 2012, 07:59:17 pm »
I know, but it's
TI
we're fighting. Also, the minimum damage might be 1, and stronger attacks will be magnitudes more powerful (due to taking more time).
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Due to dissatisfaction, I will be inactive on Omnimaga until further notice. (?? THP hasn't been much success and there's also the CE. I might possibly be here for a while.)
If you want to implore me to come back, or otherwise contact me, I can be found on GitHub (bluebear94), Twitter (@melranosF_), Reddit (/u/Fluffy8x), or e-mail (if you know my address). As a last resort, send me a PM on Cemetech (bluebear94) or join Touhou Prono (don't be fooled by the name). I've also enabled notifications for PMs on Omnimaga, but I don't advise using that since I might be banned.
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Re: OmniRPG - Main Topic
«
Reply #63 on:
December 05, 2012, 07:59:28 pm »
Also for XP, you can merely store the amount of XP needed for next level up instead of storing total xp. Money is a possible-might-need-more-than-65535, but as will pointed out, numbers can be calibrated.
«
Last Edit: December 05, 2012, 08:00:09 pm by squidgetx
»
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epic7
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Re: OmniRPG - Main Topic
«
Reply #64 on:
December 05, 2012, 08:40:39 pm »
Is this still going to be in basic?
If so, I can't be of much help in programming, but I could do story and whatnot
And we gotta do Space!
«
Last Edit: December 05, 2012, 08:40:57 pm by epic7
»
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willrandship
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Re: OmniRPG - Main Topic
«
Reply #65 on:
December 06, 2012, 12:10:22 am »
It's going to be in Axe, from what people have been saying so far.
I'll make a programming thread. There, people can talk about gameplay, graphics (atl least until it gets its own thread), what language, etc.
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TIfanx1999
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Re: OmniRPG - Main Topic
«
Reply #66 on:
December 06, 2012, 12:14:17 am »
I think this is a great idea will, and one I've been pondering recently myself. I think I'd personally be leaning towards AXE. The areas I'd be interested in are graphics, storyline, and project planning. *Edit* Oh, and of course helping with the most interesting part; the battle engine.
«
Last Edit: December 06, 2012, 12:15:28 am by Art_of_camelot
»
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Sorunome
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Derpy Hooves
Re: OmniRPG - Main Topic
«
Reply #67 on:
December 06, 2012, 12:20:06 am »
maybe this rpg should be added to the community projects and get it's own board?
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TIfanx1999
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Re: OmniRPG - Main Topic
«
Reply #68 on:
December 06, 2012, 12:33:24 am »
It could eventually Sorunome. Lets give it a bit of time and see where it goes first.
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Sorunome
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Derpy Hooves
Re: OmniRPG - Main Topic
«
Reply #69 on:
December 06, 2012, 12:39:08 am »
Ok, that's true, now the fire is still burning, lol (I don't wanne know how much bandwidth the server needed today, lol)
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willrandship
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Re: OmniRPG - Main Topic
«
Reply #70 on:
December 06, 2012, 01:59:10 am »
I'd say it's bandwidth removed from the "TO 9000" threads.
And yeah, right now it's looking like everyone wants Axe. Who am I to complain? Xeda's even offering to help optimize code, which will be wonderful. (Imagine if no one optimized their code at all. It might be faster in BASIC
)
And I agree: No board necessary until we know this is actually going somewhere. But at least I know what I'll be doing on Tuesdays!
«
Last Edit: December 06, 2012, 01:59:42 am by willrandship
»
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Xeda112358
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Re: OmniRPG - Main Topic
«
Reply #71 on:
December 06, 2012, 06:19:35 am »
I was wondering what kind of map system we will be using? This is one area where optimised assembly might be useful. Also, in almost all cases that we would need >16-bit math, it would be very easy in assembly or Axe. I have a few text display routines for 32-bit signed numbers ready and adding or subtracting won't be a problem (I hope Axe can detect carry, but regardless, it only takes a few bytes of ASM.
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willrandship
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Re: OmniRPG - Main Topic
«
Reply #72 on:
December 06, 2012, 07:35:22 pm »
Right now it's looking like the standard top-down tiled maps.
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epic7
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Re: OmniRPG - Main Topic
«
Reply #73 on:
December 06, 2012, 09:09:38 pm »
Maybe we should get a list of who is participating in this project, and then we can add them to the wiki
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Sorunome
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Derpy Hooves
Re: OmniRPG - Main Topic
«
Reply #74 on:
December 06, 2012, 09:11:48 pm »
- me
- epic7
- xeda
- willrandship
- homer-16
- spencboy
who else?
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