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Omnimaga
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[Contest] Illusiat 11 Grammer Port
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Topic: [Contest] Illusiat 11 Grammer Port (Read 18128 times)
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Xeda112358
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #30 on:
January 03, 2013, 11:25:14 pm »
Cool! I take it that is why you wanted to know how to draw text to another buffer?
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DJ Omnimaga
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #31 on:
January 03, 2013, 11:36:09 pm »
Does the item count now show up in battles? That was quite a problem in the original game, especially vs Legend Weapon >.<
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #32 on:
January 04, 2013, 11:58:33 am »
Yes the item count shows up
Also icons will turn to something like X sign if u can't use it (not enough mp, no items, etc)
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DJ Omnimaga
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #33 on:
January 04, 2013, 01:25:40 pm »
Wouldn't it be better to not show the item at all in the case of items?
Else, it kinda sucks to spoil all existing items right at the game start (although there are only 4 items so that might not be that bad. I know some of my early games actually did that since you selected items from a Menu() thing.
Do you plan to show the abilities that come with each battle command so we know in advance what gets equipped? (possibly enabling the ability to use Cure outside battles in the process)
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Last Edit: January 04, 2013, 01:27:07 pm by DJ_O
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #34 on:
January 04, 2013, 01:46:20 pm »
For items, it is already set up that way
Also for ability I could include info in menu
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #35 on:
January 04, 2013, 02:23:17 pm »
I realized that i won't have time to upload screenshot this afternoon, so I'll do it now even though physical attack is not really complete.
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DJ Omnimaga
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #36 on:
January 04, 2013, 10:33:09 pm »
Kinda nice. It would be nice to add some slash animation over the enemy when he is hit (unless if you miss where there shouldn't be any animation on him)
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #37 on:
January 04, 2013, 11:39:54 pm »
As I said, the animations are not complete yet
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Sorunome
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #38 on:
January 04, 2013, 11:48:56 pm »
Looking nice already!
And is the greyscale on-calc also so flimery?
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DJ Omnimaga
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #39 on:
January 04, 2013, 11:59:10 pm »
Quote from: yeongJIN_COOL on January 04, 2013, 11:39:54 pm
As I said, the animations are not complete yet
Just making sure, since earlier on IRC you seemed to have in mind to go for FF1 NES-like magic animations
, which would kinda have been a massive backward step from the original game released more than a decade earlier
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #40 on:
January 05, 2013, 12:32:26 am »
Don't worry. My rpg will have decent graphic, even if it weas pure ti-basic
http://ourl.ca/15211
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DJ Omnimaga
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #41 on:
January 05, 2013, 01:16:57 pm »
Lol that actually kinda looked nice for ASCII. The issue with ASM/Axe/non-TI-BASIC RPGs is often that authors cut down on battle graphics for some reasons. In most cases, they do not even show a single monster/char sprite so battles are pretty much menu-based, and when there are graphics, the only magic animations they're really simple. If you don't do this you might even be the 3rd ever non-BASIC 83+ RPG to ever feature battle animations at all, behind Dying Eyes and Final Fantasy 1.198.
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #42 on:
January 05, 2013, 01:33:45 pm »
How about tvf?
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DJ Omnimaga
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Re: Re: [Contest] Illusiat 11 Grammer Port
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Reply #43 on:
January 05, 2013, 02:23:48 pm »
We miss 100% of the time due to bugs so I never had the chance to see magic in action.
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Yeong
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Re: [Contest] Illusiat 11 Grammer Port
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Reply #44 on:
January 06, 2013, 08:57:52 pm »
Today's update:
-magics and items work. But no effect yet
-o yay I found my old tilemapping(scroll) routine. I thought I had to reprogram routine
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[Contest] Illusiat 11 Grammer Port