0 Members and 2 Guests are viewing this topic.
Quote from: 123outerme on February 24, 2016, 05:04:04 pmWhat you see here is the newest screenshot, with many features suggested by the testers who work with me. Not many tiles, if any, have changed since the last screenshot. Most of what changed is internal work, such as a small chance that you can attack first, even if you don't outspeed the enemy (and the opposite is also true). This isn't demonstrated in the screenshot, but it's an example.So basically you can either have a chance of executing a surprise attack on the enemy or have a chance of the enemy getting a surprise attack on you. Pretty neat. This is a mainstay of a lot of old school RPG's, so it's nice to see something like this added.
What you see here is the newest screenshot, with many features suggested by the testers who work with me. Not many tiles, if any, have changed since the last screenshot. Most of what changed is internal work, such as a small chance that you can attack first, even if you don't outspeed the enemy (and the opposite is also true). This isn't demonstrated in the screenshot, but it's an example.
How fast does the screen refresh? From the screen shots it looks like it is pretty slow.Adding a sliding animation when the character walks instead of just appearing in the next square would be cool.It looks like the screen refresh rate would be the prohibiting factor.I'm not sure if this has been discussed already.
I think it's pretty standard when compared to other TI-BASIC/Hybrid RPGs. The speed looks fine to me personally, assuming that the speed in the screenshot is accurate. I really like the battle interface, btw. It reminds me of some of the QBasic RPGs i played in middle school
Oh hey, a frozen area! Looks cool! It's also nice that weaknesses are shown in battle now.
Looking good! Hopefully Xlib gets released for the CE soon so that people can play on that calc as well.
It is what it is I guess. Maybe something can be worked out though.