Author Topic: Age of Darkness Revenge  (Read 19714 times)

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Offline tifreak

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Age of Darkness Revenge
« on: April 18, 2006, 04:08:00 pm »
Well, here it is, Kevin. ^^

Anyways, I have started porting the 25 16x16 enemy characters over to hex from binary, this should not take too long to accomplish. Also, while I was looking at the code for the game start up, I noticed that I used a Goto inside a while loop, so now I must recode the entire thing to hopefully be forgiven my sins...


:lol:laugh.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #1 on: April 19, 2006, 02:20:00 am »
YAY I am wondering if there will be a demo soon? I am curious how fast it runs compared to the old one? I am curious about what you can come up without xlib :)smile.gif

Offline tifreak

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« Reply #2 on: April 19, 2006, 05:09:00 am »
Well, the converting the enemy pics will be a slight pain, since I have to try to keep identifying sets of four binary code... It all kind of runs together after a while. ;)wink.gif

And once I get the new system going, and integrate Resource, I will see about releasing a new demo.

And, to probably either give the AOD series a big finish, or allow it to rise higher, I will create a version using xlib. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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Age of Darkness Revenge
« Reply #3 on: April 19, 2006, 12:35:00 pm »
oh I though you were just convreting the maps O_O

tenniskid493

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« Reply #4 on: April 19, 2006, 02:55:00 pm »
yay for progress on this game...good luck w/ the hex and binary, neither of them make any sense to me :)smile.gif

Offline tifreak

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« Reply #5 on: April 19, 2006, 03:28:00 pm »
QUOTE
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline necro

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« Reply #6 on: April 19, 2006, 04:39:00 pm »
tis pretty complicated way of doing it, though more space effecient for sure (for pure basic)
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Offline kalan_vod

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« Reply #7 on: April 19, 2006, 05:58:00 pm »
Yes, this is a great way to do sprites. Since each number responds to four pixels. Talk about compression and speed! :Dbiggrin.gif

Offline tifreak

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« Reply #8 on: April 20, 2006, 04:24:00 am »
Yup, I want this game in as pure basic as possible. I want to try to pull of an awesome game using this method, though I kinda wonder about speed...

*note to self: Replace matrix engine with string engine*
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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« Reply #9 on: April 20, 2006, 05:55:00 am »
Yeah, string will compress and be faster to some degree. Unless you have to convert string->Matrix.. I hope to see you online tonight, I can suggest something.

Offline tifreak

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« Reply #10 on: April 20, 2006, 06:18:00 am »
It will be completely powered by stings, even the levels. :)smile.gif Right now it is powered by matrix level sets, and hopefully I will be able to remake the engine I had before the RAM clear... Do you think I should also tack on a life bar to the right side of the screen??

Hey old pics!! I went through and found them in the Calcgames forum...

Map as it is now:

user posted image

Map as it should be:

user posted image

What I propose for the life bar:

user posted image

Some tiles:

user posted image
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

tenniskid493

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Age of Darkness Revenge
« Reply #11 on: April 20, 2006, 06:43:00 am »
Look sweet...I like the life bar

the_unknown_one

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« Reply #12 on: April 20, 2006, 06:46:00 am »
Nice :)smile.gif

Offline tifreak

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« Reply #13 on: April 20, 2006, 06:50:00 am »
Thanks for the compliments guys. ^_^happy.gif Helps motivate :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline kalan_vod

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« Reply #14 on: April 20, 2006, 07:42:00 am »
That looks really good there, maybe make the life bar move left to right like in ACRPG set thing :Ptongue.gif j/k. I think it looks fine there, how did you draw the sprites back then?