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Messages - Iambian
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466
« on: February 08, 2010, 03:59:03 pm »
... as long as it doesn't require 3KB or more of dedicated memory. (j/k). But seriously. Zera was halfway worried that what I had done was taking up the majority of the page dedicated to the engine. If anything, I can probably move the code off to another page, but still. Can't have something like transition code taking up half a page by itself. I planned on making a poll but I don't have enough entries yet to justify it. So here's what I've got. That having been said, suggestions are welcome. EDIT: Added an earlier screenshot. That diamond wipe was a little too fast and I remember DJ Omnimaga asking me to slow it down. The latter image is of that. EDIT2: Added a rough spiral effect. EDIT3: Added a finer spiral effect. EDIT4: Added a pre-transition effect pack here: http://ourl.ca/4092/75757
467
« on: February 05, 2010, 10:47:53 pm »
If anything, I'd suggest creating something of a "test suite" to help you out when you're adding in new functions. Sometimes, the addition or changing of something breaks old code and you'd never really know it.
Makes me wish I spent the time on such when I was going through decking out Celtic III with all them functions. I know it's a bit of work, but it should be well worth it.
468
« on: February 05, 2010, 10:08:01 pm »
I think the easter egg for the platypus is typing in "SAVE THE PLATYPI" into the Z= area.
469
« on: February 04, 2010, 01:03:22 am »
lol nice, same here. I never got such dream
Btw, you mention Level-2 helmet. Does that implies in this game, some equipment requires you to be at a minimum level to equip them?
To answer that one for him, yes. Not a character level, but a proficiency level. Which is to say, you've gotta be experienced at wearing helms (lv 1) before you can wear lv 2 helms. Same goes with swords, armours, and shields. (EDIT: Though any piece of equipment that has varying levels only has two. Your base and your improved version.) On another topic, I got the encounter buffering routine up and running. Now there's a grand total of 0 bytes left on page 3. I don't think I can do much more with it
470
« on: February 02, 2010, 10:16:40 pm »
Might want to run that one by DJ Omnimaga first.
Oh, by the way, I've also squared away the treasure chest thing. It only applies while you're warping, but that's not a big deal since that should be the only time in the game you're supposed to be changing maps. Caused some serious problems since I didn't exactly know what I was doing with any of the code, but that's fixed now.
Now, I've gotta get back home, and get Zera to test out *all* the treasures in the game to see if the boxes stay open.
471
« on: February 02, 2010, 10:04:04 pm »
Can setting up private topics be done on a user-by-user basis or does it have to be done on a usergroups basis?
Also, the planned early beta will only include the battle engine and the boss battles needed to make the game go forward. These testers can still look forward to the story as event debugging will be done by a very small group, perhaps consisting of only me, Zera, and my storywriting friend.
472
« on: February 02, 2010, 06:54:12 pm »
The PM system would work just fine for that kind of application. I was thinking of using the forum to advertise the positions, and have all responses made through the PM system so I can pull things together as time goes on.
But I will agree with you on that. We'd have to have a relatively small group of people doing the testing so it doesn't ruin the experience for many people. Beta testing *does* ruin a game's experience, so be aware of that.
473
« on: February 02, 2010, 04:50:08 pm »
Let us not worry about *when* beta testing will occur. When the time comes, I'll open up another topic regarding the state of the game at that point and what needs to be done to successfully conclude that part of the testing.
EDIT: It would be best to load this game up in an emulator for testing, as loading an 80KB (or so) app (as it stands right now) to a real calculator would take a fair amount of time. Time that no one really wants to spend. But if you're living on the go, nothing's stopping you from loading it to the real calculator. Just ... please keep a notebook and a pen/pencil handy in case you need to write down what you think of certain things with the beta.
474
« on: February 02, 2010, 03:50:46 pm »
I wonder what's the progress % (approximately) for each parts of the game so far? I mean, if for example you're only 10% into adding maps inside the ASM code, shouldn't the app be at least 8 or 9 pages? Not that it would matter to me much, though, but ever since LL2 started on the old forums, I always was convinced it would fill at least that many, since the first LL was gonna be like 3 pages
I... Really don't know! I've never done a project like this before so I don't really know how much more I have to do until I get to having to do it. I mean, at the moment, I've gotta finish up them treasure chests, put in NPC objects (as a prereq, actually finish the sprite routine), do the batle system, do shops, then figure out how these stupid events are gonna be coded in (which may involve yet another system). Then texty thingies go in. And maybe endcredits and stuff. Maybe there's more stuff I'm missing, but I certainly won't miss it if I keep trucking along with this project, picking up the slack wherever it appears. Immediately after the battle engine is done and boss events are put in, early beta testing will open up. Strictly for balancing purposes.
475
« on: February 02, 2010, 03:13:40 pm »
Additional news! Things are looking rather up for this project. I've obtained a COLLEGE FRIEND to help out with the writing aspect of this project. She and her co-author will be assisting with E:SoR's story. I've given them quite a bit of leeway with respect to what can appear in the text, so the whole sizing issue will arise again. This time around, we may be looking at a 96KB app, but not to worry! We'll make some good use of that space! On the coding front, however, not a whole lot has happened. I've just managed to get myself out of the MSPAFA reading and stuff. It's cool stuff; I'd encourage you to check it out if you've got a fair bit of time to spare (and I really DO mean a "fair" amount of time) : http://www.mspaintadventures.com/phpBB3/viewtopic.php?f=35&t=5233&sid=bcbc906d2f6a985cc253d9594f935cd4Note: You do not need to register at this forum to view (and in some cases, download) the epicness, but if you want to contribute to the story (they *are* reader-driven), you have to. </fanboyadvertisement>
476
« on: February 01, 2010, 08:37:47 pm »
Warm fuzzy feelings abound! > DJ Omnimaga : Ride stats like mechanical bull Erh... Yeah We all did our part in making sure this place is THE place to be. Keep up the good work! EDIT: Post count now at 255. Limit of 1 byte number ftw!
477
« on: February 01, 2010, 08:26:52 pm »
Another thing you might be concerned about if you're moving to the Ti-84 Plus is that the screen is not memory mapped, like the 86 is. You're gonna have to deal with the LCD driver through its stupid little interface (ports $10 and $11). More information about its hardware can be found here: http://www.michaelv.org.nyud.net/programs/calcs/ports/Note that the hardware between the Ti-84 Plus and the Ti-83 Plus are nearly identical for what most people would be doing. The difference being that the TI-83 Plus lacks all them fancy USB interface ports, crystal timers / built-in clock, and link-assist. And maybe a few other things. Still, give that page a stiff reading and see what you can come up with. Feel free to ask questions. While you may not need to "learn" Z80 as you seem to already know it, this tutorial has some great references with regards to what you need to be doing with your Ti-84 Plus: http://www.ticalc.org/archives/files/fileinfo/268/26877.html
478
« on: February 01, 2010, 08:14:29 pm »
Iambic Check is an item that will be available only for early beta testers for E:SoR. After it's outlived its usefulness, it will either be unavailable, or completely removed from the game (so you can't hack it in later). Depends on whether or not I need to reclaim space.
Positions are not yet available for this stage of beta testing (as I need to put more stuff in). When the thing becomes testable, be sure to check up on IRC, since that's where I'll be doing the most "hiring."
I'll be sure to remember you for the testing in case being on IRC isn't practical.
479
« on: February 01, 2010, 07:54:34 pm »
Opening treasure chests and cheating the entire way. Iambic Check + Manual Map Switch Key = WIN.
480
« on: February 01, 2010, 04:02:38 pm »
Slow goings.
Got these treasure chests to "open" up but the routine responsible for making sure the open treasure chests appear to "stay" open hasn't been tested yet.
I'm a little irked by the fact that the chest appears open only after the transaction with the chest has been completed, but Zera reassured me that this is the behavior in just about any other RPG of this type.
EDIT: Maybe this might be screenshot worthy but I'm ... too lazy right now. Sitting at school and stuffs. Maybe later in another post.
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