Author Topic: Illusiat 13: The Final Chapter  (Read 41327 times)

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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #15 on: April 08, 2009, 07:03:33 pm »
Ah ok I was worried, because I know there are people who say they will never play a game particulary because of the graphics, no matter how much the game has to offer. In calculator case, there are people who said who would never play my games or that they sucked just because they had many files to install or were big. It seemed that the amount of hours of gameplay and the features was no longer important. The multiple files complaints started early 2005 and if people didn't noticed, I released my last TI RPG ever Early 2005

(ILlusiat 5 gotta be the worst of the series, though, since it's not the same kind of game and it's a TI port of a PC school project that we had very little time to work on. Next worst ones would probably be Illusiat 1, 2 and 8 (3 isn't very good too but it had some challenges))
« Last Edit: April 08, 2009, 07:07:14 pm by DJ Omnimaga »

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #16 on: April 08, 2009, 07:39:06 pm »
Say I've been thinking of playing one which one do you think is best?
That's what she said!!!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #17 on: April 08, 2009, 08:16:18 pm »
Illusiat 1 and 2 had no leveling up system, it's a rubbish system where your HP increases every battle as well as attack and MP and there's no maximum for them. Idk why I was thinking when making these but the original versions allowed you to raise your stats like crazy when standing in saving rooms, which made the game too easy. I don,t recommend them, as good as some of the few magic animations might be. Besides Illusiat 8, Illusiat 2 is the only game with status aliments in battles. Both Illusiat 1 and 2 looks almost the same with some differences, and they are very short. Don't bother about them.

Illusiat 3 is pretty rubbish. It was my first game with leveling up system. It's better than the first two, though and has some challenges. Go for later ones, though.

Illusiat 4... well... it's gone

Illusiat 5... forget about it unless you prefer Myst-style games to RPGs and even then, avoid, because it lasts about 2 minutes when you know the item locations x.x

Illusiat 6, this one is not too bad, but the dungeons are extremly huge and the game is hard, even in easy mode. It is much better than the old games, altough it doesn't offer a lot more than them besides long dungeons.

It is hard to tell, because they are all of my oldest calculator games, so all got some different good and bad sides. In Illusiat series I always tried to use a slightly different battle system from a game to another, starting on Illusiat 7. I would actually recommend choosing from Illusiat 7 through 12, except 8.

For example, Illusiat 7 has no LVs, when you reach a certain amount of experience, you choose which stats to upgrade (the max for HP and MP is 999 and for Attack, defense, magic, spirit and speed it's 50. You also choose between 4 characters at the beginning. This changes nothing in  the game, though, except that each starts with different stats. This game is very hard, so be warned if you pick this one up. There's even a lava dungeon where your HP decreases even outside battles and an escape sequence with timer.

Illusiat 8 went back to the classic RPG leveling up system, but still kept individual statistic increases as bonuses, kinda like Super Mario RPG. However, in this game, the magic system is the same than Final Fantasy VIII and The Reign Of Legends series. This is also the only Illusiat to have summon/espers (which requires you to spend a certain amount of each magic spells to summon them). However, that's pretty much the only good thing in this game because dungeon-wise, it's similar to Illusiat 1 through 4 originals, you press one arrow and you move an entire room at once, plus the graphics are the worst in the entire series outside battles. It's quite challenging, though, maybe you could find it fun, but Idk really. I wouldn't recommend it

Illusiat 9 went back again to the classic RPG style leveling up system and magic system. This one is as simple as I6 and 7 but it's much longer and has some cool challenges, altough the end is a bit easy since you level up like crazy. It's the first game in the series to have more than one weapon. There's your sword, then Excalibur, but you only get the later early in the game and can only get it back after doing some events in particular at the end of the game. The best part of this one is the Evil Wall battle (see Youtube)

Illusiat 10 has shitty battle system, but the rest is not too bad. It has the best cutscenes in the entire series so far. It also brings back individual stats upgrades bonuses in the form of items.

Illusiat 11 is the best of all IMHO because you can customize the battle menu with commands you learn when leveling up and it has some great challenges and a very secret hard ass boss. Just the battle commands menu requires you to plan strategies before fighting bosses, unlike the other games. It's the only one with multiple armors too. It also got weapons. However, you can only keep one at a time, because when buying a new weapon the old one is donated to the shop. There's a second version of this game called  Kin Master Quest. The difference is that you level up quicker during random battles but enemies are harder

As for Illusiat 12, it's by far the longest calculator RPG in history. It has better ASCII graphics than the others but it has less features than Illusiat 11 plus it drops armor equipments to only keep swords you forge at the blacksmith using orbs you get by fighting some bosses. The storyline is also simple at the beginning.

To be fair, I would recommend Illusiat 11. That's the only one that drew a lot of attention at school over here (even more than Lotus, ZTetris, Doom 83 and Gemini). If you don't mind a crappier storyline and prefer better ASCII graphics and much longer game, I would recommend Illusiat 12. In third place it would be Illusiat 9 and in 4th place it would be Illusiat 7

As for the Illusiat 2004 remakes, they are only in french so only download if you understand some french or don,t mind at all playing even if you don't understand anything. These games uses ASM libs to enhance ASCII effects but are relatively short in overall. You might find some fun out of them though, because they are much better than the originals and they contain the only remaining version of Illusiat 4.

And finally, Illusiat 81. Very rubbish and simple game lol, but it came out from a TI-81 :P

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #18 on: April 08, 2009, 11:08:41 pm »
I added key item support in the game and fixed a bug in the menu. Key items are stuff you get from NPCs when doing certain events and they can't be used from the menu, they are used for specific purposes, for example a silver key could open a specific door. The item ID for key items is above 21. For spells it's 1 through 6 and for equippable rings it's 7 through 19. 20 is for empty item slots. I did this so when you use the sort command, key items will appear at the complete bottom of the item list, below all the empty item slots, making the item list less cluttered. Key items can't be trashed, unlike other kind of items.

I also fixed a bug that occured after using the sort command that would allow the next key item to be selected to be trashable. I also modified the battle experience/lv up stats animations so Noardy moves while the stats are updating, not after they did. This speeds up the animation. I also got rid of the moving HP animation when the exp appears because it didn,t looked good enough. I also removed the animation with the floor scrolling up as transition from battle to map, because it wasn't good looking enough

Offline TIfanx1999

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Re: Illusiat 13: The Lost Chapter
« Reply #19 on: April 11, 2009, 10:44:15 am »
A new Illusiat game? DJ Omnimaga working on a calc project again? The return of The King (Art_of_camelot)?!? O_o
Holy cow! Nice to see you working on a new calc project Omni! Wasn't sure if it was something I'd ever see again!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #20 on: April 11, 2009, 06:43:45 pm »
Yeah I am kinda surprised of myself too to be fair x.x, it felt weird to type on the calculator keypad and look at BASIC code again, and it's even a RPG, something I haven't released in 4.5 years. On top of that it's Illusiat, which was meant to end at 12 (even Illusiat 12 ending states "End Of The Illusiat Series, 2001-2002"). I think I just felt like doing something old skool again. At first I was gonna go with dual layer ascii maps like Metroid Pi and Zoith but then I felt it wouldn't be Illusiat anymore.

I hope I finish this one this time. X.x. At least, this one has a lot of important stuff done alerady, unlike the two incarnations of ROL4. Also I'm focusing on a smaller goal than both ROL4 games so it's less pressure and I can be more motivated.

Offline skuller972

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Re: Illusiat 13: The Lost Chapter
« Reply #21 on: April 11, 2009, 08:47:47 pm »
well if you finish this it would be amazing for a fourteenth ;)
Then again, maybe not...
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Offline nitacku

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Re: Illusiat 13: The Lost Chapter
« Reply #22 on: April 11, 2009, 09:03:22 pm »
this game motivates me to program more :P

I hope Illusiat 13 becomes the best of the series!

Offline TIfanx1999

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Re: Illusiat 13: The Lost Chapter
« Reply #23 on: April 12, 2009, 11:46:32 am »
I also want to say that since you're doing alot more planning and taking it at a slower pace, it shows in the work. This looks like it's gonna be really great and I can't wait to see the final product. I think perhaps working at a slower pace is better. =)

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #24 on: April 12, 2009, 01:52:03 pm »
Well unfortunately I didn't put much more hours of work than on Illusiat 11 and 12, even thought the slower progress shows so. Since I worked on RPGs before and alerady did string tilemapping once (Zelda), the main engine took less time to code. Also the magic animation engine is simple and small, plus battle commands are simple and straightforward so this didn't took long either, even thought it looks as good as Illusiat 12. What took a long while though is the item menu, since it's much more complex than in any other game I ever made, and the storyline, since more work is put into Illusiat 13 one

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Re: Illusiat 13: The Lost Chapter
« Reply #25 on: April 14, 2009, 01:57:25 pm »
Edited forum description since the final calculator platforms on which the final version will come out are still undecided yet. Since Casio released OS 2.0 for the Casio FX-9860G and now it appears to support strings, this could make a port to this model very possible and maybe easier.

Offline simplethinker

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Re: Illusiat 13: The Lost Chapter
« Reply #26 on: April 14, 2009, 02:01:28 pm »
Edited forum description since the final calculator platforms on which the final version will come out are still undecided yet. Since Casio released OS 2.0 for the Casio FX-9860G and now it appears to support strings, this could make a port to this model very possible and maybe easier.
An easy port to a Casio calculator?  I think that would be the first major multi-platform calculator game!
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #27 on: April 14, 2009, 02:18:59 pm »
Well the thing is that I am uncertain that the game will remain a TI game or just become a Casio Only game. (see the Cjgone thread in the staff forum for more information). However, I worked a bit on the game last night (adding shop code) and if the TI version is finished, there could still be a Casio one coming out afterward. I'm still uncertain about a french version, though, because when it comes to bug reports it becomes a PITA to update afterward, since I need to update two versions everytime

Offline trevmeister66

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Re: Illusiat 13: The Lost Chapter
« Reply #28 on: April 14, 2009, 08:40:42 pm »
woot for finished TI version!!! don't delete it!!! I want to play it!!!
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Re: Illusiat 13: The Lost Chapter
« Reply #29 on: April 17, 2009, 04:35:40 am »
Progress so far:

Shops works, as well as the upgrades shop. For the second time in illusiat series, villages are no longer menu-based, like they were from Illusiat 6 to Illusiat 12 (the only other game where you could see town/village buildings in villages was Illusiat 4). Also, unlike Zelda DLQ and the entire ROL/Mana Force series, you can now walk around inside buildings instead of just triggering a convo with a NPC. However, not all houses are enterable. Most are locked (those with a "H" as the door instead of a "A"), but at least you can now get clues from NPCs for your quest.

Also, for the first time in the series, you can now sell items (except key items). Most are sold at half the original price, but rare rings that you get in secret dungeons will only get you 1 GP if you try to sell them so you will want to keep them unless you're extremly limited in inventory slots (100). When you buy items, you select the item you want to buy, then if you got enough money, it will open your inventory, where you choose an empty slot to put the item in, then you can buy additional copies of the item by putting them into different slots. When you run out of GP or cancel, you'll land back in the shop items for sale list. As long as you stay in the "BUY" option, your cursors positions will be stored into memory, that way you doN,t have to scroll the item menu to the middle everytime you buy a different item when your inventory is filled.

To add challenge to the game, there will be no hotels/inns in it, so to get healed you must either buy cure spells or go see the mage to the south near the cavern where your spaceship crashed

Game is 30.8 KB so far, with a total of 14 programs, 1 pic file and 1 permanent string (that comes with the game)