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[Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Topic: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left (Read 10877 times)
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stevon8ter
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #30 on:
December 08, 2012, 05:20:26 pm »
Hmmmm idk what's the problem, sorry
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zero44
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #31 on:
December 12, 2012, 03:09:43 pm »
I've added NPC talking support, now I need to do dialogs boxes and texts ^^
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #32 on:
December 12, 2012, 03:15:40 pm »
I'M glad this is still progressing. Hoping for gameplay screenshots soon
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Xeda112358
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #33 on:
December 12, 2012, 06:53:01 pm »
Yeah, that is nice! 9 days left, good luck! Too bad we won't get that weekend >.>
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zero44
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #34 on:
December 13, 2012, 04:07:06 pm »
Hey !
And today ... this project's
biggest
ENORMOUS spoil !
Full scenario, map shape, all main dialogs and most of NPC texts
•Fixed random teleport bug
•Replaced interrupts by calling routine each time the loop passes; now we can pause game by talking to NPCs and random dialogs (like "Are you fuc$#"E4*c+@@)°") are fixed.
Now I think I'm on the good way.
Download spoil here : mwahaha you had 12 hours to download it now it's too late 3:)
«
Last Edit: December 14, 2012, 03:07:09 am by zero44
»
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Xeda112358
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #35 on:
December 14, 2012, 07:41:19 am »
Aww
Post a screenie, though?
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zero44
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #36 on:
December 16, 2012, 12:24:46 pm »
Yeah !
I added just a few changes since last update, but ... wow.
•Added Zombie support (stupid AI + wall collisions, very soon player collisions)
•Made player going a bit slower ► now you can't think he's on drugs ^^
•Added external text support : now dialogs/texts are in an appv, actually roughly 1.3kb, which can be either in RAM or ROM. If in ROM, you'll need around 1.3kb more to launch prgmONEDAY. (custom stdDev routines with archive reading would have been very, very difficult to do, and surely a lot slower) Bonus : prgmONEDAY is now lighter, so it needs less RAM to be launched...
Spoiler
For
space gain
:
We'll define x as dialog appv size, and y as prgm size without dialogs.
Before :
You needed x+y bytes of RAM to have prgm, and x+y to launch it ► 2x+2y
Now : You need y bytes of RAM to have prgm, x to have/read appv, and y to run prgm ► x+2y
Conclusion : you gain as many bytes as appvar's size
As soon as possible, I'll add ... Scenario !
(Because yes, for instance you can only walk on the map, speak with NPCs and ... look at sunrise.)
«
Last Edit: December 16, 2012, 12:27:17 pm by zero44
»
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zero44
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #37 on:
December 17, 2012, 04:12:45 pm »
Screenshot.
You can see zombies, night/day notifier/contrast effect, NPCs, NPCs dialogs, mapscrolling, mapfixing in houses, god mode F-keys (will be removed for final release), and some you'll may say some things like "Oh ! He didn't put DiagnosticOff ! I told him to do it !" and I may reply some other things like "In fact, PindurTI seems to be not working for this ..."
See you soon.
«
Last Edit: December 17, 2012, 04:14:02 pm by zero44
»
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stevon8ter
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #38 on:
December 17, 2012, 04:24:22 pm »
Delete the executables, it's against the rules during a contest...
Btw: i think the flickery sun thing is a bit anoying xp
«
Last Edit: December 17, 2012, 04:27:09 pm by stevon8ter
»
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
«
Reply #39 on:
December 19, 2012, 02:03:03 pm »
Looks interesting. I wonder if the time indicator could be made a bit smaller so it won't take more than half of the screen though?
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squidgetx
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #40 on:
December 19, 2012, 03:26:19 pm »
Nice work on the NPCs. Does the background sun flicker that much on real hardware?
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #41 on:
December 19, 2012, 07:22:38 pm »
Looking nice!
And yeah, the flickering is annoying to me
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zero44
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #42 on:
December 20, 2012, 01:55:36 pm »
Killed sun, reduced radius of semi-circle.
Added death support, and the End n°1.
Actually there is less than 6kb executable, and around 3kb dialogs/texts.
Not sure it will be done at time.
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #43 on:
December 20, 2012, 02:22:04 pm »
You have 32 hours at the point I type this post. good luck! Also, I would like to remind you that the project doesn't have to be completed to submit.
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Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
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Reply #44 on:
December 20, 2012, 05:02:13 pm »
Yeah, good luck, and if you killed the sun, why is it still shining?
* Sorunome runs
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[Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left