Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 30669 times)

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #120 on: May 09, 2014, 02:14:01 pm »
Ok so what I was talking about, I call them hooks. They are called before updating the screen and must handle map rendering. And actually it's the magic solution to all the problems an RPG can encounter :
-Teleportation/hub menu trigger. Just a matter of loading a new map and/or setting cordinates, or calling a routine.
-Objects on the ground. Alter the rendering and add key/position checks.
-Events. Duh.
-Cutscene trigger, yes these will be code.
-Tons of awesome sh*t like fancy grapical effects. :D

Also to make data creation easier, 0 in the vector table will make the engine call the default map renderer.
By the way the vector tables and routines that go with them are the only things that will go in the executable. Unless I make them into an external program disguised as an appvar and have the main engine as an app. This will be last resort if both can't fit in the app.

I'm finnishing off the map engine before I work on these.
You guys have no idea how epic of an idea this was. :P I implemented teleportation with three lines thanks to this system. That's right, three small lines of code. :D
Also, the executable stands at 1.7k with the debug features disabled. :)

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #121 on: May 09, 2014, 05:24:16 pm »
I wonder how you will implement the river ride in chapter 1? O.O

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #122 on: May 10, 2014, 08:52:41 am »
Hehe. Hooks will do the trick. :P

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #123 on: May 10, 2014, 10:40:16 am »
Ok good lol. In the original game I just setup the raft pattern in a list but that required a lot of RAM. Another trick I could have done is just storing an automated set of keypresses in the list or something. The problem with the original river, though, was that it was impossible to open the menu while riding the raft, so if you finished a battle with 2 HP and the next enemy attacked first you were screwed. Same if you wanted to switch battle commands.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #124 on: May 10, 2014, 05:51:21 pm »
Well actually thanks to the way the engine is designed I could also do it in a separate loop from the main one which will also help override user input because pressing keys during the ride is obviously not a good idea. Or I could go with a water flow thingy that simulates holding a key. I still have time to figure it out don't worry. :P

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #125 on: May 11, 2014, 11:30:25 am »
Welp, map engine beta release ! :w00t:

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #126 on: May 11, 2014, 11:36:37 am »
Interesting so far. For the final game I definitively think that the cavern could use some different graphics. though. If you stick to flat walls, there were some useful graphics from ROL3 that you could use :P

Also the demo made me lose >.<

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #127 on: May 11, 2014, 11:39:21 am »
Hehe THE GAME is a known issue. :P Also as I said graphics are temporary and almost none of the sprites in there will be in the final version. I'll make a sprite request topic in due time. ;)

Also make sure you check the text files and the source because there's a nice coding style to learn from it. ;)
« Last Edit: May 11, 2014, 11:45:56 am by Streetwalrus »

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #128 on: May 11, 2014, 12:08:23 pm »
On a side note; one feature that would be cool but might take quite a lot of code space is if you could view a list of key items you received through the game. For example, if you got keys, plant seeds, a papyrus, etc, they would now show up in your inventory so you would know you already got them. Currently, when you find a dungeon item you can't see it in your inventory due to RAM constraints.

Also the ability to see how many items of each kind you have in battle and in the ability menu it would be nice to know which magic will get equipped if applicable.

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #129 on: May 11, 2014, 12:16:59 pm »
Looking nice :)

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Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #130 on: May 11, 2014, 12:55:56 pm »
The screenshot Streetwalrus wanted


Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #131 on: May 11, 2014, 12:57:32 pm »
Thanks DJ. :3

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #132 on: May 11, 2014, 12:58:12 pm »
oh, also, will the character sprite be a different one eventually?

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #133 on: May 11, 2014, 01:00:29 pm »
It will. See a few posts above.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !
« Reply #134 on: May 15, 2014, 02:15:53 pm »
Just started the battle engine. I'm working on the battle screen right now and would like input as to whether or not I should show the enemy's health knowing the original didn't. I'm taking inspiration from Pokémon's long existing layout as well as the original Illusiat 11.