196
Escheron: Twilight over Ragnoth / Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« on: February 14, 2016, 05:46:04 pm »
As far as I know, there aren't plans for a CE port at the moment.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 196
Escheron: Twilight over Ragnoth / Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion« on: February 14, 2016, 05:46:04 pm »
As far as I know, there aren't plans for a CE port at the moment.
197
Escheron: Twilight over Ragnoth / Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion« on: February 14, 2016, 10:24:35 am »
Looks good! Nice to see the battle engine starting to fall into place.
198
TI Z80 / Re: Thunderbirds v2.0.0« on: February 09, 2016, 09:54:14 am »
@JamesV Wow, that's gonna look really nice on the color model.
200
Other Calculators / Re: Why RPN?« on: February 03, 2016, 03:15:04 pm »
Wow, that's really weird.
201
TI Z80 / Re: Alien Breed 5 Episode III: Impact« on: February 03, 2016, 02:08:59 pm »
That's wonderful James! I'm quite excited to see this in colour.
202
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 02, 2016, 02:51:32 pm »
Hey chickendude, thanks for the feedback. You're pretty much right on the money, so I'm glad it's clear what's going on. Only minor difference is that the game will display a characters current MP only if you are selecting a magic attack. I've toyed with the idea of having the battle screen alternate between showing HP/MP above the character at regular intervals. However, the most important stat is your HP, so I thought it would be good to show that all the time, and other things as needed.
I'm also planning on showing all characters MP if you select an item that restores MP, so that you can see who may need it. I'd like to show max HP/MP for the current player, but screen space is limited. That's why I opted to try to use colored icons so that the player can at least get an indication of where health/mp levels are. A black icon(this will work with the HP and MP icons) means full, dark gray lesser, and light gray is critical. 203
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 01, 2016, 08:03:09 pm »
Continuing to plug away at this. See if you can tell what the symbols indicate from this screen mock-up. I want the battle screen to be as uncluttered as possible but still convey all the necessary info to the player.
204
Computer Programming / Re: Unnamed JRPG - For School Project« on: February 01, 2016, 05:40:16 pm »
I'd say centered then, but it really depends on how you want the game to feel.
205
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 01, 2016, 05:30:15 pm »
^This is true. I wouldn't rule out a color adaptation at some point down the road either though.
206
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 01, 2016, 03:11:06 pm »
Further fine tuning. Now 4 characters fit. Also an example of how a large enemy would look. Again, this guy is a place holder.
207
Computer Programming / Re: Unnamed JRPG - For School Project« on: February 01, 2016, 02:35:11 pm »
Since this is a school project and you have limited time, I would suggest using whatever approach you think will be the simplest to implement. You don't want to get stuck on down the line trying to deal with debugging overly complicated code.
208
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 01, 2016, 03:09:39 am »
Thanks, keep in mind that the enemies are place holders at the moment, and not mine. They'll be replaced with original ones eventually.
209
TI Z80 / Re: Curse of the Minotaur[AXE ??]« on: February 01, 2016, 02:11:20 am »
New revised battle mock-ups:
210
TI Z80 / Re: Alien Breed 5 Episode III: Impact« on: January 30, 2016, 10:26:01 pm »
The title screen looks nice James!
|
|