Yet again, I haven't worked on configurable key bindings, or world-sized maps. However, I've added chest and boss display (only chest shown off here). As well, bosses properly trigger battles.
I also show off the innkeeper, who actually does heal, and another battle.
No updates on custom keymapping, which is still in the conceptual phase, or being able to run my game without Code::Blocks, which is still in the I-don't-even-know-where-to-begin phase but I do have battles to show off
Here, I also show off NPCs in houses (which I added last update, but forgot to show off), my new take on the name entry screen, and more! I'm really excited to almost be entirely done with the whole engine! Except you can't use upgrade points yet, fight bosses, or acquire items yet, but that'll be easy to do.
Aside from all the gameplay work, I was thinking about maybe redoing all of the "story" in Sorcery (across all platforms) to something that actually fits the title. As I was thinking, I realized that the title had not a whole lot to do with the game. Sure, you can be a sorcerer if you use magic attacks, but it's not something that's forced. Sure, you can say that the World 8 Boss kinda uses a magic attack (if he uses the attack I remember thinking about giving him), but there's nothing about Sorcery in Sorcery of Uvutu. I wanted to get a little feedback from the community, since this would be a really great opportunity to solidify the narrative and stop joking to myself "Sorcery has a plot?" So, in essence, I wanted to know who thinks I should rewrite/redo/actually write the story, since it's been on my mind.
I've done a lot more work and it's looking really good so far, if I do say so myself. It's taken me quite a while, but I have a lot of the engine code already done! Just random battles need to be implemented, and the game engine will be done, pretty much. Here's a new screenshot:
I finally show you guys the collision I did. I also showed off the custom text input routine, basic items menu, and a little more. I also implemented NPCs in houses this build, but totally forgot to show it off.
I've done a lot more work on Sorcery PC, including doing the overworld menu and Stats sub-menu, so here that is:
(go here for all screenshots) I also show off loading a save file, and the new font I'm using to avoid legal issues with TI. This font is a very slightly modified version of one found here. It's a very retro font, and the closest one I could find to the TI-84+'s font without doing too much research.
I would be lieing if i said we have gotten distracted by other projects over the last few months. And motivation to return to this, At least onmy end is rather low. That being said. We left off re-implementing the battle system.
That's ok, it happens to the best of us (everyone knows I got majorly sidetracked porting Sorcery Monochrome). If as a tester, you need my help, I'd be absolutely ready to test.
It's been pretty long since the last update, but I just wanted to post my support; I looked through the source a little bit and it looks like progress is going good! I understand how much of a pain it is to rewrite a game engine, and then I understand I have to multiply that pain by 20 since you're dealing with ASM. If you have any progress to show, I'd love to see!
I'm learning C; primarily for computer usage, although I would love to figure out CE development. I figured that a good way to progress my skills, as always with hobbyist programmers, is to make a game. However, I love Sorcery's sprites too much (especially @LDStudios ' great main character sprite that I have yet to give a name), so I can't just make a new game in a new genre. I have to stick to my roots and create a port! I plan to make this version another fully-fledged port of the CSE original.
It's built in C using SDL. SDL can also combine with OpenGL for all of you OpenGL beasts, although I'm not gonna be using that for this project. Here's the Github repo if you want it. Here's the list of stuff I have to get done for me to call the engine complete, and then the stuff for me to call the game complete:
Spoiler For Engine Checklist - DONE!:
* Turn rendering from individual PNGs to spritesheet rendering * Reading from a different line for a different map * Collision detection * Make user movement locked during text box stuff * Menu screen * Help menu * Save file * Random battles * Map transitions
Spoiler For Game Checklist - DONE!:
* Make all maps * Add all enemies * Add all attacks * Add all boss quips and NPC text * Add menus * Add item pickups * Add overworld HUD
(go here for all screenshots) In this new screenshot, I show off the general flow of the game, the intro text, etc., and provide a full-res, full-speed glimpse into Sorcery!
I've released SoU in Release Candidate form now. You can download it below this text. If you wish to build it, download SorceryOfUvtutuPCbin.zip and run a_makeWindows.bat in the build subfolder. Linux currently compiles as well, but you'll have to run the commands by following the instructions in a_makeLinux.txt, which I explain why in there. Note that the Linux version (at least for me on my Linux VM) currently doesn't work; specifically, it segfaults trying to draw the map. If you can get it to run without crashing, let me know. If you are on Windows and you want to download the .exe without having to build it (especially if you don't have GCC), then download SorceryOfUvutuPC.zip. It'll have all the tools you need to run a pre-built version of Sorcery.
The port is FINALLY finished!! You can download in the topic OP. I've uploaded Sorcery v1.4!
Spoiler For Changelog for CSE version:
*Minor optimizations *Increasing speed of walking quite a bit *Fixed crash when talking to the move upgrader outside of Town in W8 *Fixed issue where regular enemies on the boss screen of W8 had much higher HP
Hello everyone! I'm officially releasing within two days! Okay, it will be quite a few hours from now (after I sleep at least once), but maps are 90% complete! Well, actually, they're 89.6% complete (52/58 maps done as of posting) but you get the idea. All map stuff, NPC text, battles, bosses, etc. are complete. All that's left to do is finish maps and test everything. Thanks for sticking with me through this rough porting process, and I hope that everyone gets to enjoy Sorcery of Uvutu Monochrome over the weekend
This is awesome! It should be really great since I know that people with CSEs would always complain when monochrome games didn't work (usually new users), so this should help the CE crowd not follow the same ordeal. Speaking of, someone should make this for CSE
Turns out that learning Java had more to do with Sorcery than just taking my map-making time away:
That's right! I made a fully featured map maker in Java. My old map maker was an oncalc maker in TI-Basic. It was horribly slow and had such a roundabout way to actually insert the maps into my map AppVar. That was part of the reason I kept on complaining that map-making was difficult. Now, I get to make maps much faster and much easier! The only actual difficulty I have with making maps now is taking screenshots with that TI-84 greenish color instead of pure B/W. However, I'll write another program that just loads the map onto the screen so I can take a screenshot. I believe I can distribute Eclipse projects as fully-fledged Java applications, so if you're interested in making maps for me now, please contact me.
In other news, I had to split the maps AppVar in two (eventually 3). Towards line ~18 or 20 of the AppVar, loading becomes slow. At about ~23, the wait becomes extremely noticeable. Coincidentally, 22 is where the first World 4 map was, so I split them at World 4, and will split them again at World 7. I had this same issue with Sorcery CSE (world 8 maps took longer to load than world 1 maps or even world 6/7 ones) although this problem wasn't nearly as serious as it is here. Of course, this means the same amount of space taken up by Sorcery, just more files to install.
Edit:
Here's the latest screenshot showing all the game features. Shows all the features implemented. The only thing left to do is implement maps!