Author Topic: Edge  (Read 9016 times)

0 Members and 1 Guest are viewing this topic.

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Edge
« Reply #30 on: July 22, 2010, 04:56:58 pm »
It looks very sweet SirCmpwn! Can't wait to see more.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Edge
« Reply #31 on: July 24, 2010, 01:43:50 am »
How did i miss this before?  Oh Well

That looks totally cool :) It really does look almost asm like, although the speed isn't, it doesn't matter because it creates pretty sweet looking maps :) Good job!  And good job on the battle engine as well :]

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Edge
« Reply #32 on: July 24, 2010, 09:26:38 am »
The data loss sucks, but I'm glad that you were able to redo it (very quickly too I might add). This looks really impressive! Great job so far! I can't wait to see your entry for the contest either. :)
*edit for spelling
« Last Edit: July 24, 2010, 09:27:36 am by Art_of_camelot »

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Edge
« Reply #33 on: July 24, 2010, 11:36:22 am »
Looking good!  It's also great to see you back!

SirCmpwn

  • Guest
Re: Edge
« Reply #34 on: July 25, 2010, 02:39:00 pm »
The tilemaps take a while, but are big enough to explore without having to load another, and the battle engine is quite fast.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Edge
« Reply #35 on: July 29, 2010, 02:40:36 am »
Ah ok, gotcha. Is that what tifreak is using with PP?
Nope, he uses Celtic II, I think. He used to use Resource. XCOPY is a spinoff of Resource, but it was made much smaller.

Screenshots!
The first one is of the main game engine, the walking and talking and such.  It shows off the tilemapper and the dialogs.
The second one is the battle engine.  It has enemy sprites and names, as well as an HP gauge, and the player has an HP, and MP gauge with numerical representations as well.  The menu you see there is dynamically generated at runtime and can have either enabled or disabled items (notice the change in cursor), and can show mana costs for each item as well.
Nothing you see here uses pictures, excepting the tilemapper, which stores the result of its efforts in Pic1 so that it can be redrawn quickly after battles and dialogs.

The version before all this was deleted included 20 spells, animations for each of them, and a more extensive enemy roster.  I will be adding all of this again in the near future.
Wow nice usage of text sprites. Good job so far :) While map loading is slow (can be partially solved by saving the last two or three map visited inside pics, if you got the space, and recalling the appropriate pics when visiting the maps again. It could keep the last 3 maps in memory. ROL3 only kept one in memory, when entering menus/battles) walking seems pretty fast considering you are using some form of graphical sprites.

a more extensive enemy roster
At first I misread roster as lobster :P

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Edge
« Reply #36 on: July 29, 2010, 05:06:54 am »
Ah ok, gotcha. Is that what tifreak is using with PP?
Nope, he uses Celtic II, I think. He used to use Resource. XCOPY is a spinoff of Resource, but it was made much smaller.

Screenshots!
The first one is of the main game engine, the walking and talking and such.  It shows off the tilemapper and the dialogs.
The second one is the battle engine.  It has enemy sprites and names, as well as an HP gauge, and the player has an HP, and MP gauge with numerical representations as well.  The menu you see there is dynamically generated at runtime and can have either enabled or disabled items (notice the change in cursor), and can show mana costs for each item as well.
Nothing you see here uses pictures, excepting the tilemapper, which stores the result of its efforts in Pic1 so that it can be redrawn quickly after battles and dialogs.

The version before all this was deleted included 20 spells, animations for each of them, and a more extensive enemy roster.  I will be adding all of this again in the near future.
Wow nice usage of text sprites. Good job so far :) While map loading is slow (can be partially solved by saving the last two or three map visited inside pics, if you got the space, and recalling the appropriate pics when visiting the maps again. It could keep the last 3 maps in memory. ROL3 only kept one in memory, when entering menus/battles) walking seems pretty fast considering you are using some form of graphical sprites.

a more extensive enemy roster
At first I misread roster as lobster :P

Ah ok, thanks.
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)