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.
Messages - Sorunome
Pages: 1 ... 67 68 [69] 70 71 ... 591
1021
« on: October 28, 2014, 10:28:28 am »
Ah ok. I think it was the first version I downloaded that had random encounters enabled.
Anyway I can't seem to reproduce it now, so it was a one-time event I guess. It's strange that it randomly happened, though >.<
Yeah I guess i didn't have correct event handling back then EDIT: By the way, unless this was fixed in the beta, the battle background for the beach is still wrong.
Oh, um, I haven't looked at battle backgrounds
1022
« on: October 28, 2014, 10:17:02 am »
-Nope, if you check Ev Awakening and the original Lost Mirror, you'll notice it doesn't shake when you attack enemies:
Ok that'll be easy to change -As for the dog puzzle, Once you got the bottle, if you exit the area then comes back in so that the dog and guy are back, you can still destroy bushes even though they're there. Normally you shouldn't be able to do so while they're there (you have to throw the dog's bone away again). Unless this was fixed in the beta?
I don't know which version you are referring to but i never noticed this yet and in the beta it isn't there, so yeah. -For the rest, glad to hear . As for controls I definitively think a confirm dialog will help. As for exiting the menu do you think you could make it so you can also use MODE to exit, so that the same key can be used to enter and exit?
The thing is how i handle stuff internally..........maybe i can do that
1023
« on: October 28, 2014, 10:06:53 am »
Something I noticed in the last demo that had battles and working NPC's: -When you attack enemies, there's an earthquake animation that wasn't originally there in the BASIC games nor Reuben 1 Axe. Eeeerm, I thought there was -There is a very long delay when the enemy/Reuben animations are done and some animations seems to freeze in place during that moment, which looks strange. To increase the pace of battles I would suggest reducing the delay by half or even remove it entirely. Battles should probably at least be at the same speed as in the Axe remake. Yeah not anymore -There is a bug with the dog/garden puzzle: Normally, as long as the guy is standing here, you shouldn't even be able to destroy bushes, even after you acquired the bottle. He's protecting his garden, not the bottle Wut, to me it is working as expected. -There is a long white flash after the saving animation. Is that intentional? Eeeeer, had a too long pause in there, not anymore -Controls are very confusing, as typical calculator games always use 2nd to confirm and ALPHA to cancel and since ALPHA is often used to access the menu as well, then I have the habit to use Del in this case to try to access the menu, only to end up exiting the game by mistake. For speed reasons i only use 2ND, MODE, DEL and arrows for control. I want to add an exit-confirm dialog, though
Reuben intensifies
Note that the escape sequence at the end of the game was not grayscale. Basically all gray areas were turned black. It was mainly because the earthquake routine I was using was a 8xp ASM program called with Asm(prgmNAME) so it took a long while to launch compared to an xLIB/Omnicalc command, resulting into massive flicker/slowdown. By the way do you plan to make that sequence 83+/83+SE compatible like in the original game even though it uses some sort of clock? (I think you had 2 minutes to escape and there was no battle)
I develop on a virtual 83+SE Also i'm making it grayscale there due to simplicity
1024
« on: October 28, 2014, 09:31:49 am »
I saw this on img.ourl.ca I wonder where she got the wings from
1025
« on: October 28, 2014, 08:19:13 am »
Wow, that is pretty awesome! Python is a pretty powerful language after all
1026
« on: October 28, 2014, 08:13:38 am »
Closed beta is now open! I'm doing it the same as last time, I just don't like the idea of my unfinished software floating around the webs that may even ram clear your calc. Anyways, I programmed in the story, only tested it with battle engine disabled, but I am positive that it is working So, what to do to partake in this beta? Hit me up with a PM! I'll provide you a download link, it is ONLY ONE APP this time!!! To run it you'll need at least 37 bytes of free ram......i doubt anybodys ram is too full. Controls: Arrows: move MODE: stats menu DEL: exit 2ND: interact During battle: Left: Attack Up: Magic Right: Run Down: Item Magic Menu: Left: Heal Up: Ice Right: Bolt Down: Fire Known bugs etc: http://reubenquest.net/r2_todo.htmlAlso, all the bugs on that list exist in the version, the ones labeled (fixed) are just for self-reference, that in my own version I fixed them already. Same with (done). I hope you enjoy and keep bugs reported
1027
« on: October 28, 2014, 06:54:41 am »
Reuben intensifies
1028
« on: October 27, 2014, 07:33:38 pm »
My plan was to put all reuben stuff in there, no matter whos the author.
1029
« on: October 27, 2014, 07:31:31 pm »
Probably.
But actually no. The main issue though is that from what I could gather, sub-forums are mainly given if the author needs one, so if you keep everything in 1 topic then you won't even be considered. The game also needs to be very popular, so basically, if Sorunome wants a sub-forum for Reuben Quest: The Lost Mirror then under the current rules he would probably need to rename the game to Final Fantasy: The Lost Mirror.
Actually there will be a Reuben sub-forum after the current ones get re-organized.
1030
« on: October 27, 2014, 07:30:16 pm »
* Art_of_camelot pokes his head in. I'm gonna work on a small font for you like you asked, and probably the title screen as well.
Yay! Just keep in mind that the font must be exactly 5px tall and 3px wide. Aaah I see. Good luck .
Also is the current version the one with working saves or is it the one that crashed? I think I read in the IRC logs that I should avoid saving because it froze the calc then you said saves now work, but the version I just downloaded is from 4 hours ago.
IDK, but i just re-uploaded a version with tons of story, battles disabled, though
1031
« on: October 27, 2014, 07:28:40 pm »
Yay. looking sweet!
1032
« on: October 27, 2014, 07:27:59 pm »
Pro Tip: To get the story set the emulator to like 400% speed and prod me to give you an axe version with battles disabled
1033
« on: October 27, 2014, 05:46:45 pm »
Currently it is like the original game, if i have a lot of space left in the end (which I probably will) I might end up making things differently
1034
« on: October 27, 2014, 05:10:13 pm »
you could make two angles like that
1035
« on: October 27, 2014, 05:06:44 pm »
then what if you have like 0.00000000000000001° corners
Pages: 1 ... 67 68 [69] 70 71 ... 591
|