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Messages - tifreak
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32
« on: July 16, 2014, 08:19:02 pm »
Thanks I'll try to get a video posted of the battle system working, once it does.
33
« on: July 15, 2014, 09:55:34 pm »
In theory, the battle system is now set up to let players attack the enemy, they just cannot return attacks as of yet. Plus, the exp gain isn't programmed in, either.
Closing in on a beta release of the game, hopefully by the weekend. Hopefully the battle system has no errors in it, it's already over 2900 bytes in size, and I have a lot to add to it yet.
And I still need to update the gaming engine to use the enemy encounter and exiting from the battles properly.
AOD - 496 ZBA - 2856 ZEN - 2776 ZGA - 420 ZME - 2004 ZPL - 3440 ZSC - 2664 ZVI - 2200
34
« on: July 15, 2014, 01:19:52 pm »
Well, this is the first we've seen of this as an issue. What were you doing with Doors at the time of the 'glitch' and what programs did you have on it/have been using?
Also, if you want this kind of thing fixed, you should be posting bug reports to Cemetech's DCSE topic, so Kerm can see it and try to fix it.
35
« on: July 11, 2014, 10:05:02 pm »
I have 'finished' the events program (ZPL). Current size of the game:
AOD - 496 ZCH - 112 ZGA - 420 ZME - 2004 ZPL - 3440 ZSC - 2664 ZVI - 2200
Next up on the list is inputting 103 lines of enemy data. That's going to be fun. :|
36
« on: July 09, 2014, 09:52:59 pm »
Getting ready to work on this for a little bit, realized it might be good to post how large the game is in its current form, give me a marker of sorts on the size of the programs as I get closer to the final version of things. Name - Size AOD - 496 ZCH - 112 ZGA - 392 ZME - 1108 ZPL - 68 ZSC - 2664 ZVI - 2200 Now to go make ZME bigger Update: AOD - 496 ZCH - 112 ZGA - 420 ZME - 2000 ZPL - 68 ZSC - 2664 ZVI - 2200 In-game menu is 100% completed and fully integrated into the actual gaming engine. Next on the list is to finish up the events, followed by the battle engine.
37
« on: July 07, 2014, 09:37:10 pm »
Yeah, I've been feeling bad that it's just been sitting on the shelf, collecting dust, and figured that this project would be a good one to port over. It's about 1/3 done now, working on the ingame menu, which is half done. Still have to finish the events, and haven't even touched the battle code or enemy data.
38
« on: July 06, 2014, 07:49:32 pm »
I've gotten the village system done, complete with Inn, Armory and Shop. The Tavern is a place you go to get information from the towns people, though only one person cares enough to help, and kind of repeats the same thing over and over :p Next up is the menu system for accessing stats, save game, etc. Not sure how I'll work this one out yet, but I'll come up with something.
39
« on: July 05, 2014, 01:22:00 pm »
The whole premise is to be as simple as possible. I wanted to mimic this, however, things were slow going because it would take forever to get anywhere. So, I'm moving this over to the homescreen, and trying to keep the simple 'border and items' bit. Simple is good. <3 Plus, it's supposed to also look like the FFX series that was made so long ago. That was the original inspiration for this game I've also decided I'm going to directly port this version over to the CSE, since it too would be a pain to traverse the graphscreen maps. That will happen once this one is done!
40
« on: July 04, 2014, 07:45:56 pm »
If you're an owner of many calcs, (mainly if you have had an 83/83+ at one point) maybe (hopefully) you've run across my little gem of an RPG, called Age of Darkness. It was made ages ago, back in 2002 or 2003, and updated a few years ago, I'm finally bringing this project over to the Casio Prizm! As it stands right now, I have the main menu setup, it now has all the map data available to use, it generates the 'over world' and you can now move about the screen! https://www.youtube.com/watch?v=mST2I4Cg5h0(Apologies for the loud fan, didn't realize how loud it would be from the camera's POV) Thoughts so far? My next objective is segment shifting (moving from one screen to another) and after that, making the onscreen items interactive. Moving between map segments is now working. I've begun working on interactions with items on the map, starting with the village. Since there are a lot of items, that will take a bit of time to get put onto the Prizm. Edit for proof!
41
« on: July 04, 2014, 10:14:15 am »
This looks fantastic! Once I get to exploring my CX to add things to it, this one will no doubt have to be there
43
« on: June 30, 2014, 06:09:16 pm »
Well, I dunno, LibHelper takes up tons of screen lol Trust me, I have plans for the CSE, and xlib usage. I would like to bring Age of Darkness Revenge to life like it never could have been on the older calcs (or it could have been had I taken time to work with xlib then) I have a hundred ideas, and not enough time to implement them all. :< Eventually, Pokemon Purple will be pretty on the CSE screen, and all shall celebrate \o/
44
« on: June 30, 2014, 04:13:58 pm »
For the CSE version, I'll be going all out with xlibc sprites and the like. No sense in just going part way, will hopefully be able to use the non color as a basis for it.
45
« on: June 30, 2014, 02:00:30 pm »
Huh, totally missed this post, sorry about that.
There are plans for a CSE version to go all out, once I get more done with the non color version, which is waiting on me to get Calcopoly playable :p
So, yeah.
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