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Offline Digital

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Re: Reuben 3 teasers
« Reply #15 on: February 21, 2015, 05:41:41 pm »
yaaaaay another epic project!(its really hard to find them on omnimaga :P)but im wondering why i found this thread that late...
in which language are you writing it? axe?
hurry up i can't wait! and i'm sure some of my class mates cant wait, too :D
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline TIfanx1999

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Re: Reuben 3 teasers
« Reply #16 on: February 21, 2015, 05:47:32 pm »
This is being written in assembly. :)

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #17 on: February 21, 2015, 05:48:15 pm »
I never said it for the project specifically, but it is the same as reuben2, it is written in assembly.

Well, with what's new is some self-written development tools to create data in php

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Offline TIfanx1999

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Re: Reuben 3 teasers
« Reply #18 on: February 23, 2015, 12:23:37 am »
Welp, been spriting away, so here's the results so far: Reuben has been redone, and there are several NPCs. The old font has also been revised (quickly). All of these are WIPs, but I'm pretty happy with them so far. :D Also, the censored sprites won't be revealed. >:D Sorry!

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #19 on: February 23, 2015, 08:14:30 am »
I like the censored one most :trollface:

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Offline Digital

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Re: Reuben 3 teasers
« Reply #20 on: February 24, 2015, 02:32:12 pm »
me too but I think its much prettier in green than in blue:)
good job! i really like this font
remember to make a techers key which returns instantly to the homescreen and saving the actual ingame position and stuff like this:) very important!
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #21 on: February 24, 2015, 02:34:08 pm »
Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder

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Offline ben_g

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Re: Reuben 3 teasers
« Reply #22 on: February 24, 2015, 02:40:04 pm »
Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder
What about doing a super mario-like system? You could work with 2 save files, one being the regular one where you can save at save points which will also restore health, and an other temporary save file to save the game when you don't have time to make it to a save point. The temporary save doesn't restore health and can only be loaded once (you can delete the file right after loading the data from it). That way, the temporary save is really more a way of pausing the game.

It would be quite usefull for playing this game on short pauses between classes, since you won't have to end the game and loose all progress, or keep the game paused and be unable to use your calc in the meantime.
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Offline Sorunome

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Re: Reuben 3 teasers
« Reply #23 on: February 24, 2015, 02:44:25 pm »
But that would also slow down the engine some as i'd have to switch keygroups i'm skanning

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Offline Digital

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Re: Reuben 3 teasers
« Reply #24 on: February 24, 2015, 02:46:09 pm »
yes thats what i want to say, ben_g :)
it isn't that easy because you can access all files on these calcs so you could do "illegal" savefiles.
also to have a option to use the calc while playing is very usefull.
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline TIfanx1999

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Re: Reuben 3 teasers
« Reply #25 on: February 24, 2015, 02:50:30 pm »
Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder
What about doing a super mario-like system? You could work with 2 save files, one being the regular one where you can save at save points which will also restore health, and an other temporary save file to save the game when you don't have time to make it to a save point. The temporary save doesn't restore health and can only be loaded once (you can delete the file right after loading the data from it). That way, the temporary save is really more a way of pausing the game.

It would be quite usefull for playing this game on short pauses between classes, since you won't have to end the game and loose all progress, or keep the game paused and be unable to use your calc in the meantime.

Yea, Dragon Warrior I&II had something like this too. It's basically a temp save file that deletes itself when you resume from it. Can be useful if you're in the middle of a dungeon and have to quit suddenly.

But that would also slow down the engine some as i'd have to switch keygroups i'm skanning

Not if you put it in a menu screen or something. I wouldn't add it as a "teacher key" that instantly save and exits. I'd put it in a menu somewhere. That way, you can select it and verify that you want to quick save.

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #26 on: February 25, 2015, 01:33:04 pm »
If I add something like that you won't be possible to do that during battles, though.

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Offline TIfanx1999

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Re: Reuben 3 teasers
« Reply #27 on: February 25, 2015, 04:53:10 pm »
Of course. I wouldn't expect it to be able to be done mid battle. That would be weird. :P

Offline chickendude

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Re: Reuben 3 teasers
« Reply #28 on: February 25, 2015, 10:37:08 pm »
But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Sorunome, switching key groups is like... 30 or maybe 40 t-states with the delay. You won't even notice that. You could switch groups a hundred times and probably still not even notice it :P If you were switching t-states in the inner loop of your fastcopy routine, then maybe you'd notice it. But in the outermost layer of the main game loop, it'd be fine. Also, you could prefix the appvar with a space so that it appears hidden. And i agree, exiting mid-battle shouldn't have the quick-save option.

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #29 on: February 26, 2015, 09:10:55 am »
But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Sorunome, switching key groups is like... 30 or maybe 40 t-states with the delay. You won't even notice that. You could switch groups a hundred times and probably still not even notice it :P If you were switching t-states in the inner loop of your fastcopy routine, then maybe you'd notice it. But in the outermost layer of the main game loop, it'd be fine. Also, you could prefix the appvar with a space so that it appears hidden. And i agree, exiting mid-battle shouldn't have the quick-save option.
but but but it can be done without!
Of course. I wouldn't expect it to be able to be done mid battle. That would be weird. :P
yep, especially because i got some plans *hint hint hint*

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