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Messages - squidgetx

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1111
Axe / Re: The Optimization Compilation
« on: January 02, 2011, 10:43:11 am »
^yes.

I'm adding another opt that is rather specific (ofc by Runer112) (moving around a sprite) but I think that people will appreciate it. i also commented it so that you can understand what it's doing more easily (because at first you can't even begin to decipher what it's doing lol)

1112
Axe / Re: Moving a Sprite
« on: January 02, 2011, 10:33:47 am »
O.o

It took me about 2 straight minutes staring at the screen before I finally understood what that did.

1113
Axe / Re: How do you store to and read from Appvars?
« on: January 02, 2011, 10:17:16 am »
"appvNAME"->Str1
UnArchive
!If GetCalc(Str1)->A
GetCalc(Str1,10)->A
0->{A}r
Fill(A,10)
End

After creating your appvar you can use its pointer that was created by GetCalc (A in this case) as a pointer to free RAM just like you would with L1-L6 (like Michael Lee said)

1114
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 02, 2011, 10:07:43 am »
I did notice that if you try to unequip something when you don't have anything equipped there, the game freezes.
Woops.
In the intro text it says: sometime later, you awake. I believe it should be "awaken".
A delay could be added in name entering menu. It moves kind of quickly. Other menus seem the same as well.
I don't care for the non-uniform text spacing in in-game text and menus. It seems really odd to me.
Verified that Ram still clears when you talk to the shop owner.
The intro sequence looks really nice. =) The graphics are pretty and detailed as well. However; as good as the grayscale looks when still, it blurs a lot when in motion and is kind of distracting. It also seems that the character moves a bit slowly. Maybe updating the screen less would help?
I talked to the Sage in town and choose the tranquilize spell, but I can't seem to get it to work. Is there a way to equip it/ does it need to be equipped? I can't seem to do any damage in battle either. =(
This test was done on my TI-83+ SE. I'll load it on my old Black one later and try as well. Grayscale seems to act a bit better on my old model too, so I'll give you my input on that when I test it later too.
Delays and stuff can be added, ok.

Yeah, grayscale is kind of annoying. I think I'm going to have to mess with the map engine a little bit to get that to work.
And, dammit, the shop still doesn't work >.>

What do you mean by non-uniform text spacing? The menus are drawn with the normal TI-OS text routines (non-uniform spacing), but the NPC engine uses uniform spacing (4px per character)

Did you equip your weapon? You can't use moves until you have the corresponding weapon for it. I probably should've made that a bit clearer...

@Qwerty...that's really weird. I can't figure out why that might be...Does anyone else have this issue (maybe make sure you have the latest build? I noticed it was updated on Friday)

Thanks for your input guys, I really appreciate it :)

1115
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 01, 2011, 08:05:22 pm »
Happybobjr: How so? Does transferring the files cause wabbit to crash? (in that case you need to transfer them all in groups of 5 or 6)

Also make sure EVERYTHING is in archive

1116
Ash: Phoenix / [A:P] Demo Release/Discussion
« on: January 01, 2011, 07:51:05 pm »
Happy New Year everyone!

Attached is the demo of Ash:Phoenix that I've been working on for the past 3 months :)

Please read the readme for installation instructions (basically, just send everything in the zip to archive) . The game is close to 200k in size, but practically 1/2 of it is empty data. This means that the game will not get any larger, so be prepared for a nice, super long RPG in the final release.

The demo spans the beginning of the game through the first boss in the Wastelands, so after you beat him, there's not much else to do save restarting.

Special Thanks to Quigibo, Runer112, and the rest of Omnimaga staff/admins along with everyone else who's supported me with this project so far :)



Please discuss/report any bugs and game imbalance issues in this thread. I am especially concerned with the battle engine and your thoughts on how easy/hard the battles are :)

Known issues: if you die, the game may glitch badly. In other cases, the game will act as if nothing had happened. So...don't die :) Also, although I believe I've fixed this bug, visiting the shop MAY PROBABLY will cause a crash. Also, I know I misspelled "solely" in the opening sequence

This build is outdated, the current build can be found here

1117
The Axe Parser Project / Re: Bug Reports
« on: January 01, 2011, 06:00:39 pm »
I am not sure exactly as to how or why this happens, but I suspect that .4.7 does not produce apps that can be sent to the computer. I tried multiple axe-generated apps compiled with .4.7 and they are all the same size on the computer (416 bytes) and untransferrable to wabbit. Downgrading to .4.6 and recompiling produced an app that could be sent to the computer. ???

1118
The Axe Parser Project / Re: signing apps
« on: January 01, 2011, 11:28:52 am »
Oh, ok, thanks quigibo. Didn't see that at first lol

1119
Art / Re: Sprite Request For Zeratul
« on: December 31, 2010, 07:20:46 pm »
maybe?

1120
The Axe Parser Project / signing apps
« on: December 31, 2010, 06:22:55 pm »
I'm sure this has been asked before..but...

Nooby question: How do you sign apps ?  :-[ I downloaded wabbitsign but I can't figure out how it works. (Specifically Axe generated appas that are already in .8xk format, not in .bin or .asm format) I don't want to use ducksign (because it doesn't get rid of the 16use limit, right?)

1121
Ash: Phoenix / Re: Ash: Phoenix
« on: December 31, 2010, 04:49:06 pm »
Axe .4.7 doesn't support lines that are drawn off screen, which I need for some of my transition effects (like the checkered diagonal fade). Luckily since those are contained within a separate program outside the app so I can use a different version to compile it.

All I meant regarding the grinding was that it doesn't matter if I don't finish other animations since it will take a lot of grinding before you can learn those because the demo only has low level monsters that don't give very much xp if you're at a high level. I mean like, maybe it will take 10 battles to go from level 5 to 6 fighting these monsters, but it would probably take 100 battles fighting these monsters to go from 15 to 16 for example.

Also, in the final game I think there will be not be very much excessive training required because of the 65535 xp cap

1122
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 31, 2010, 03:47:20 pm »
oh noes!
* squidgetx goes off to work feverishly, not on the cage match entry, but on the Ash:Phoenix demo that he promised to be released tomorrow

1123
Ash: Phoenix / Re: Ash: Phoenix
« on: December 31, 2010, 03:45:44 pm »
Yeah, I noticed that too with the raycaster. It took me a few days before I started working on this again after I started the raycaster, and at that point progress was a little sluggish. However, I don't think the cage match will affect this too much since its only a week. Also since I'm only eligible for axe in the contests, theres only a small chance that I'll be participating in future ones

On another note, I finished all the level 1 move animations, which is (probably) all that you'll get to in the demo (since the monsters ingame are fairly low-level; it'll take a lot of grinding to get your char to learn higher level moves). The move animations are projected at 43kb, which is a lot smaller than I had expected, although I'm sure it's a bit larger than what some of you would prefer lol. Oh well, the whole project is like 200kb anyway, it's all relative, right ;)

Now I'm going to do some last cleanup stuff, fixing one last bug, etc. (which unfortunately involves sending axe .4.6 to my calc, compiling something, then sending back .4.7 :( ) The demo is going out tomorrow for sure.

1124
The Axe Parser Project / Re: Bug Reports
« on: December 31, 2010, 03:39:44 pm »
Squidgetx that is not the same thing, EXP->DispGraph copies EXP to the screen, not the screen buffer.  The whole point of the command is to not touch the screen buffer unfortunately

Crap. Is the screen's memory accessible with a pointer?

1125
The Axe Parser Project / Re: Bug Reports
« on: December 31, 2010, 02:00:28 pm »
To get around this temporarily you can use
Copy(EXP,L6,768).
It should be the same size, too. I've always used that form of the command, because you can modify it to work with any buffer :P

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