Author Topic: [Contest] Embers:Phoenix  (Read 26383 times)

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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #30 on: June 08, 2012, 12:29:05 pm »
Thanks everyone ^.^ I was stuck for a while because I didn't like the messiness of having fixed width text routines like in Ash:Phoenix. But that I remembered that the Text() command automagically moves the cursor the appropriate number of pixels already :O so with a little hax (aka Deep Thought telling me the pointer to penCol) I managed to create the super-perfect align typewriter effect you see here :)

How long do you think the game play time is going to be?
I'm hoping it will be about as long as a typical calculator game--about as long as Dying Eyes or Desolate, if you've played those. The town, houses, and office building you see represent maybe 1/10th of the whole game? (estimate)

Offline zeldaking

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Re: [Contest] Embers:Phoenix
« Reply #31 on: June 08, 2012, 03:10:16 pm »
I have been looking at this, and wow it is looking very nice! This looks like an awesome idea I really hope you finish it. I am working on an RPG also but mine dims in the comparison of yours. Good job and good luck.

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #32 on: June 10, 2012, 06:26:13 pm »
update! There's not a whole lot new about this externally, but I made a lot of changes internally. I did end up (kinda) rewriting the movement engine; it's actually a subroutine now. It takes a couple pointers as arguments, and can write kickback and movement to those pointers. Basically what that means is that all enemies now go through the same 8 directional collision checks and kickbacks as you do..at the cost of about 100 bytes XD. This is in preparation for the AI I'm about to put in (There's a very basic one present in the screenshot...it just moves towards you. Also I have no enemy sprites yet...)

Not in the screenshot:
-I also started to refine the npc engine...it can properly handle long (<2 line) conversations
-Added installation/free RAM error/quit messages to detect that the proper appvars are in Archive and that enough RAM is free, since it was suggested after StickNinja cleared a lot of people's RAM when they didn't install it properly

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #33 on: June 12, 2012, 06:29:22 pm »
Update! Showcasing a fancy title screen (and underneath what's visible, we've got ourselves a working save/quit/load/new functions). It seems that the monster in my room kicked me out in this screenshot:O
« Last Edit: June 12, 2012, 06:29:57 pm by squidgetx »

Offline ben_g

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Re: [Contest] Embers:Phoenix
« Reply #34 on: June 13, 2012, 12:18:04 pm »
It's a bit hard to read, could you make it a bit clearer? Maybe by doing the background in gray.
The rest looks good.
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #35 on: June 13, 2012, 04:53:52 pm »
Hm, I'd rather redo the text than make the background gray due to size constraints. What does everyone else think?

Offline Nick

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Re: [Contest] Embers:Phoenix
« Reply #36 on: June 13, 2012, 04:56:54 pm »
you should definitely change something, now it's just too dark and the words are almost unreadable (tbh i could read it because i knew what was written there xs )

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #37 on: June 13, 2012, 08:42:27 pm »
Hm, how about this one? (Made the letters bigger, basically)
« Last Edit: June 13, 2012, 08:42:50 pm by squidgetx »

Offline Nick

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Re: [Contest] Embers:Phoenix
« Reply #38 on: June 14, 2012, 01:54:51 am »
that's a lot better already :) now you can read what's written

Offline LincolnB

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Re: [Contest] Embers:Phoenix
« Reply #39 on: June 14, 2012, 02:39:50 pm »
I would make the letters black and have a white outline, personally. Its still kinda hard to read.
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Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #40 on: June 14, 2012, 09:49:46 pm »
Eh, I kinda like it this way. I don't want to have 'outlines' for the letters, and at this point each component of each letter is fully articulated... Call it an artistic vision if you will

Unless everyone else feels really strongly about it? I mean, most people will already know what it's supposed to say anyway :P

Offline LincolnB

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Re: [Contest] Embers:Phoenix
« Reply #41 on: June 15, 2012, 07:11:33 pm »
Things like this usually aren't a particularly big deal, artistic expression and whatnot. Just do whatever.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline leafy

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Re: [Contest] Embers:Phoenix
« Reply #42 on: June 17, 2012, 06:56:25 pm »
Wow, I just looked through this topic and I have to say, this is some really impressive stuff! Especially given the time you took to make it, which wasn't much. This even looks better in some ways than Ash :P

Keep up the great work, and good luck on the contest!
In-progress: Graviter (...)

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #43 on: June 21, 2012, 03:46:41 pm »
Wow, I just looked through this topic and I have to say, this is some really impressive stuff! Especially given the time you took to make it, which wasn't much. This even looks better in some ways than Ash :P

Keep up the great work, and good luck on the contest!

Thanks :D

In the meantime, I've overhauled to enemy system after reading about the AI in Halo to try and streamline the AI process. I'm not gonna say that much about it here since I want it to be part of the first-time adventure experience of playing the game :3

Offline squidgetx

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Re: [Contest] Embers:Phoenix
« Reply #44 on: June 30, 2012, 10:23:06 pm »
I guess I should provide another update+screenie...
Changed since last update
Enemy movement engine overhauled again...now supports 256 directions, simple obstacle-avoidance routines, and customizable attack and retreat patterns
16x16 enemies supported (not shown in screenie)
Many areas added, storyline modified slightly
Key/Door routines
Save bug fixed
Death routines created
UI overhauled to help the tilemapper run faster

To-do (required)
Add more behaviors for the AI (60%)
Sprite/Code more enemies (40%)
Sprite/Tile maps (70%)
Breakable tiles random chance give you health packs
Move some data to appvars to make more room (this will be an app)

To-do (if I have time)
Particle effects for enemy deaths and tile breakage
Fake wordwrapping
RLE compression
Consolidate appvars
« Last Edit: July 02, 2012, 06:04:11 pm by squidgetx »