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Messages - Hot_Dog

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31
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 18, 2021, 11:41:21 pm »
I love those graphics. :) By the way, is the fade-in/out effect generated with grayscale or do you change the contrast? On some calculators the screen darkness is different than other hardware revisions or models, so the best thing would be to make sure the fade-out effect starts at the current screen contrast value and that fade-in returns to that value, rather than returning to a fixed value set by the game. One of my old calc RPGs is unplayable on a TI-84+ from 2011 because the screen is too dark to see anything.

Yes, I thought the same, so the game currently fades-in and fades-out using the player's current screen contrast value.  I only have an emulator, however, so hopefully nothing unexpected pops up on a real calculator.   ;D

32
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 16, 2021, 06:08:43 am »
Small, relatively unimpressive  ;D ::)  screenshot as proof of progress.  You can save games by going to this tunnel to recover your full health, and there are now rocks / bushes in the main hub to blck your way and make it more clear which world you should go to.



Still on track to get a beta out within a week, although being ill caused a small delay.

33
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 09, 2021, 11:38:13 am »
PROGRESS UPDATE:

First playthrough complete!  Most of the bugs have been squashed, and I think the game is mostly fair.  Here's what's next before I release an "early build" for final testing.

Saving games to appvars, plus a system to make sure a player can't save too often
A second playthrough to make sure everything works perfectly
Making the game's manual
A list of 12 bugs / items for polishing which are not worth listing here

Hopefully an early build will be ready within two weeks.

34
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 07, 2021, 01:42:41 am »
This darker battle screen took a lot more work than I had wanted, but I think the result was worth it.  Most battle screens will not be this dark, but some enemies need a darker, more-menacing atmosphere.


35
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 02, 2021, 02:51:11 pm »
I was initially against showing players how much HP the enemy had left for various reasons (making the game challenging, screen clutter, etc.)

But about halfway through my first complete playthrough of the game, I found myself quite annoyed at not knowing which enemies have impenetrable proton shields and then having to guess how much shield health (not HP) the enemy has.

So, you can now see how much HP and shield health (if any) an enemy has left.  Purposefully simple to avoid screen clutter.

Did you try out having just some simple health/shield bars so that users just have a general idea of how much is left instead of specifics? That might be a nice balance between difficulty and knowing that you are actually making a dent in the enemy's health.

That actually was one of my thoughts, and I'd choose that if I had more time.  I instead chose to go for something that would be a lot faster to implement, since I'm at the point where I'm saying "just get the game done."

36
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 02, 2021, 01:37:16 pm »
I was initially against showing players how much HP the enemy had left for various reasons (making the game challenging, screen clutter, etc.)

But about halfway through my first complete playthrough of the game, I found myself quite annoyed at not knowing which enemies have impenetrable proton shields and then having to guess how much shield health (not HP) the enemy has.

So, you can now see how much HP and shield health (if any) an enemy has left.  Purposefully simple to avoid screen clutter.


37
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: October 31, 2021, 11:45:20 am »
Well, since I haven't received any special requests for what kinds of screenshots to show, here's a screenshot of when you need to attack 3 enemies.



Apparently there's a bug when there are only two enemies left, so I'll need to work out what the problem is.

38
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: October 26, 2021, 02:06:46 am »
All the levels and all the enemies are basically done.  Of course, lots of spit-and-polish is needed.  (For example, in the screenshots below, the character "Ryan" is on your team, but when you want to heal a player, you see the name "Hope" instead.  And the "gibberish" text in the second screenshot is probably the result of corrupted data.)  But now comes the next big step: Throwing everything together and allowing people to save games.  After that's done, it's two complete playthroughs for the purpose of balance testing, plus designing the final boss and the game's ending cutscene.

Most of my work over the next few weeks will be menu coding and re-organizing everything, so if I display any screenshots, they will be from my "old build." What kinds of additional screenshots would you like to see over the next few weeks?  What would you like to see in action?

More screenshots:

 

39
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: October 25, 2021, 08:42:55 pm »
Do text and sprites eat most of that?

Yes. It's probably only about 1.5 or 2 pages of real code, and then the rest is text, graphics and map data.  It's all compressed, but it's a pretty big game, maybe 7 or 8 hours of gameplay for a skilled RPG gamer.

40
TI Z80 / Elimination: An RPG inspired by Earthbound / Pokemon
« on: October 23, 2021, 03:58:19 pm »
NOTE: The game is now officially complete!

83+ / 84+: http://ceme.tech/DL2236
84+ CE: http://ceme.tech/DL2237


--------------------------------------------------------------------


Hot_Dog is back!  I just couldn't get into my old account.

I have an RPG that's 75% done. It's pure ASM in app-form for TI-83+ and TI-84+ calculators. It's a 100% original RPG, but Earthbound inspired the art style, and Pokemon inspired the battle style.

I'll let the screenshots speak for themselves, but I've tried to anticipate a few questions.

Cutscenes:

   

Gameplay:

          

Some enemies and stills


What have you finished? 10 of the 11 levels, all but 6 of about 50 regular enemies, 6 out of 7 bosses, the main game engine, 75% of the cutscenes
What's left? Apart from lots of spit-and-polish and bug fixes: Main menu, ability to save games, last level, climactic ending
What about newer calculators? Why only the 83+/84+? I would have been frustrated trying to learn the ropes.  This was a hobby project, meant to relax me with a development environment I felt comfortable with.
How big will the game be? Less than 10 app pages
No grayscale? Too much ROM required, problems making it flickerless, and grayscale would, imo, ruin the art-style.
This was formally a FPS? I couldn't do it justice.
What about music or attack animations? Too much time and space required.
About resuming your other projects (S.A.D. for example)? Too much coding involved.  With this project I was able to reuse tools from another game I had made called "Slova."

41
News / Re: It's here! Slova released!
« on: June 21, 2013, 02:14:26 pm »
Nice to see this released :)

I've played it for a while now, and the game itself works very nicely. There were some problems with the included files, though.

  • The Swedish pack is one of the old versions. The newest version is available here: http://ourl.ca/18129/341218
  • The Dutch pack uses some capital letters in Dutch words. The collectible versions of those letters are completely black, which makes it impossible to read them until they're collected and causes some collision issues. I've attached a version that only uses lowercase letters.
  • Right now, all of the source files are in the same folder as the readme and exectuable. It would be easier to find the files needed to run the game if the sources are in a separate folder.
  • There's a typo in the game's intro text: "INTELLEGENT" should be "INTELLIGENT".

Thanks!  I'll take care of those.  This is why I didn't release the game on ticalc.org yet :)

42
News / Re: It's here! Slova released!
« on: June 19, 2013, 01:45:54 pm »
Wow, this looks awesome, nice job O.O
and you are still active? :crazy:

Yes, but now I'm active as a music composer, which is what I did in college.

It looks great!
Are you planning on including an on-calc editor so you can easily and quickly add the words from a vocab list you have to study?

That would be a good idea, but I'm going to do almost no programming from this point.  And last time I tried to do an on-calc editor for something I tore my hair out.
Do you still plan to come here on a regular basis once you come back from Russia?

It's hard to say.  But I will admit that, without warning, I was gone for a very long time the last three months.   I'm hoping I won't disappear like that again for a while.

43
News / Re: It's here! Slova released!
« on: June 16, 2013, 01:14:09 am »
Wow, this looks awesome, nice job O.O
and you are still active? :crazy:

Yes, but now I'm active as a music composer, which is what I did in college.

It looks great!
Are you planning on including an on-calc editor so you can easily and quickly add the words from a vocab list you have to study?

That would be a good idea, but I'm going to do almost no programming from this point.  And last time I tried to do an on-calc editor for something I tore my hair out.

44
News / It's here! Slova released!
« on: June 15, 2013, 04:37:41 pm »
After fixing several bugs and adding features, Slova is here!  Slova, a fan-made sequel to Word Rescue, is a 2D platformer aimed at helping you learn a new language.  Your goal is to match English words with words in another language.  Use nuclear weapons to kill the gruzzles that are trying to stop you, and collect E-book readers and letters to increase your high score!

Better yet, you can customize Slova!  You can create language packs for Spanish, French, German, anything you want.  Furthermore, full source is provided.

Included are 4 language packs -- Russian, Dutch, Swedish and English Rhymes.

Enjoy the game, and let me know of any bugs!

http://www.omnimaga.org/index.php?action=dlattach;topic=16480.0;attach=15405

     

     


45
Music Showcase / Re: DaEpicPimathPiano
« on: May 03, 2013, 11:55:31 am »
Pimath, thanks for sharing!  This is a cool piece!  And I like your style :)

I think you ripped a midi file from the internet and used fruityloops studio. I can tell because you simply replaced every channel with a piano sound including the drums.

You don't have any proof.  But whether you do or not, this is not youtube.  Leave that kind of thing out of Omnimaga.

Whatever the case, I've been playing piano and writing music for 13 years, and my major in college was in music composition.  It's quite common to use the piano as a percussion instrument, so there is no reason to believe that this is not his own work.

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