Author Topic: Gateways: Portals of Time I - Cloud Cover  (Read 15369 times)

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Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #30 on: January 24, 2011, 05:50:29 pm »
I'll get a screenie up as soon as I get some sprites.  ;)

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Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #31 on: January 25, 2011, 05:59:37 pm »
Update:

I resumed work on the map until I got some more sprites.  For now, you can explore your little area/town/Noble-grounds.

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Offline DJ Omnimaga

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #32 on: January 28, 2011, 09:28:13 pm »
Cool :D. I hope you can get some new sprites soon. In any case, feel free to use some from ROL3, although they're monochrome, so I don't know if that's what you need.

Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #33 on: January 31, 2011, 06:18:19 pm »
I got this pretty awesome idea.  I really liked how Pokemon on the DS has those Wi-fi gifts, and i thought maybe i could vreplicate that by creating a topic where I EDIT the first post
everyonce in a while with an appvar gift that you can use in-game?  Although I'll have to code all that stuff in  before hand unless its just an easier way to get something already availible.  ;)

Thoughts?
« Last Edit: January 31, 2011, 06:19:41 pm by yunhua98 »

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Offline kalan_vod

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #34 on: January 31, 2011, 08:29:56 pm »
That would be a neat idea!

Offline DJ Omnimaga

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #35 on: February 01, 2011, 11:17:30 pm »
Do you mean like secret codes that appears on the forums every now and then and the user enters them in the game to get gifts?

Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #36 on: February 03, 2011, 06:01:54 pm »
no, that would require to much forethought, I was thinking uploading an appvar with some code in it that a user has to get within a period of time.  ;)

Also, progress is slow ATM since I'm kinda busy, and I'm working on Bomberman 2 more right now.  ;)  Don't worry thoug, I'll get more progress after Next Wednesday hopefully.  :D
« Last Edit: February 03, 2011, 06:03:27 pm by yunhua98 »

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #37 on: February 04, 2011, 02:49:31 am »
I see. Also sorry to hear about low progress, I'm glad you still have time to work on something, though. :D

Offline Steelm

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #38 on: February 15, 2011, 10:12:59 pm »
Work on T-nspire?

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #39 on: February 15, 2011, 11:48:48 pm »
Since it's made in Axe Parser, which runs on the Nspire, it should.

Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #40 on: February 24, 2011, 05:00:44 pm »
I haven't used anything the Nspire can't do, so it should, but I noticed Bomberman runs really slow on the Nspire, so it might be kinda slow.

also:

Update:
I fixed the greyscale in NPC's.  (I put Fix 4 twice instead of Fix 5 then Fix 4 :P)  I optimized off about 50 bytes, and put all the maps I have so far together to see how transitions and stuff looks.  And I will now move this up the list and is now my first priority.

also, (*yunhua98 looks at Xeda) does anyone have the Hex code for storing the user's current contrast to a certain variable in Axe?
« Last Edit: February 24, 2011, 05:01:14 pm by yunhua98 »

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Offline squidgetx

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #41 on: February 24, 2011, 05:06:53 pm »
Even better, Axe code:
{E8447}->VAR

Also nice to hear this is back up.
« Last Edit: February 24, 2011, 05:07:14 pm by squidgetx »

Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #42 on: February 24, 2011, 05:10:11 pm »
that works just as well then.  :D  Thanks!

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Offline DJ Omnimaga

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #43 on: February 28, 2011, 12:25:52 am »
Glad to see it's progressing again. :)

Offline yunhua98

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Re: Gateways: Portals of Time I - Cloud Cover
« Reply #44 on: March 05, 2011, 12:07:28 am »
I see, glad to see more progress :). I wonder if you will have screenshots/mockups soon? :P

I also wonder what will be the attack names and enemy types in general. Will the game be more magic-focused in general or more battle-moves?

well, humans can't do magic, but theres "wild magic" in existance.  and then there's creature magic...

I was wondering, since I know the story anyway, I don't need NPCs to help me.  Should I do NPC convos last?

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