Author Topic: Illusiat 13: The Final Chapter  (Read 41288 times)

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Offline TIfanx1999

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Re: Illusiat 13: The Lost Chapter
« Reply #60 on: May 05, 2009, 04:46:34 pm »
Way to go Omni! Keep up the great work!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #61 on: May 06, 2009, 03:02:44 pm »
Did some more progress altough at this point I,m no longer gonna reveal anything much about the story to not reveal too much spoilers. Added some more events and added enemies for the current dungeon in progress.

For the first time in Illusiat series, this game have one dungeon with some rooms that have animated tiles and two 2 vs 1 battles. Well... about these fights, sort of... actuallly, since it's pretty much just a NPC who came with you that cures you during the entire battle. The animated rooms are made so it won't slow down walking, since these rooms uses a separate walking engine with fewer collision detection checks, since in these rooms there are no event being triggered nor entrances/exits

Offline Galandros

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Re: Illusiat 13: The Lost Chapter
« Reply #62 on: May 06, 2009, 03:10:12 pm »
Reoptimize the old games with the engine you made for this one. Dreaming awaken xD

How does the save game works? Save in the menu then exit or at certain places?
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #63 on: May 06, 2009, 11:46:22 pm »
Nah I doubt I would use this game engine for the old ones. I could always reoptimize the latest ones, though or make them so they use the ASM lib for running stuff from archive to reduce the amount of subprograms. To be fair, it would be a ridiculous amount of work, though, altough not as much as translating Illusiat 13 in french.

Saving is done via menu. You can save anywhere (I don't like how in video games they make people have to wait 1 hours until they find a new save point in a dungeon, because not everyone are allowed to play as long as they want at home, thanks to their parents restricting time spent on video games). There's only one save file, though.

Offline Galandros

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Re: Illusiat 13: The Lost Chapter
« Reply #64 on: May 07, 2009, 04:41:10 pm »
Saving is done via menu. You can save anywhere (I don't like how in video games they make people have to wait 1 hours until they find a new save point in a dungeon, because not everyone are allowed to play as long as they want at home, thanks to their parents restricting time spent on video games). There's only one save file, though.
Nice. I don't have that problem while I continue the good work at school (for me is almost always). ^^
But I hate when I want to play 30 minutes and then I can't find a place to save :S Although the game can be more exciting when you are restrict to save, there is a surprise factor. But there is a hard reverse when you loose some good progress because of that... Quick save games can be the solution.

Your progress in this game is above the normal... Even if you have experience in making this. :)
We need some programmers like you in making things in this steady rate. Keep up! =)
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #65 on: May 09, 2009, 11:33:09 pm »
This game might come out in two editions, altough both will most likely be identical. At its initial release it will only be released for a few select users in the community (preferably people who still are regulary active with calculators and active on this forum). From the comments from these people I will fix bugs or errors if applicable then depending of the comments, I will then decide if a public release occurs or not. First, I still need to finish it, though

There are some chances that the public version of this game will be a demo that lasts only until you finish the Earth Command Center and most likely modified a bit. This will most likely depend if there's enough demand for a 150 KB game. If there isn't (which is currently the case, judging by comments around the community regarding large games since the past month) I will simply only release a demo version to the public and the full version (with 15 hours of gameplay) will only be released for a minority of TI community members (most likely the Omnimaga staff and a few other people).

The demo would probably miss the first text in the intro, have the second village magic/ring  shop open by default (it's closed until you do certain stuff in the full version) and a boss will appear in the huge desert after you saved the people in the ECC. Also the desert maps would be made simpler to cut on game file size. I estimate such demo around 30 KB.

For the final version I still hope to make it fit on regular 83+. As for now, the game is around 93 KB huge
« Last Edit: May 09, 2009, 11:43:58 pm by DJ Omnimaga »

Offline trevmeister66

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Re: Illusiat 13: The Lost Chapter
« Reply #66 on: May 09, 2009, 11:41:03 pm »
First, I still need to finish it, though
:)
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #67 on: May 09, 2009, 11:46:17 pm »
Lol of course, at least, unless the public version (if there's one) is a demo, though (in this case I could even release it earlier)

Fortunately in this game all that need to be added is dungeon maps, more storyline stuff, enemy data, bosses, events and npcs

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #68 on: May 15, 2009, 11:11:08 pm »
update

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #69 on: May 16, 2009, 08:48:26 am »
Update of anything in particular?
That's what she said!!!

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #70 on: May 16, 2009, 05:44:10 pm »
yeah, major update even, but as I said past the warping point (allowing you to go back and forth from Earth and (normally) Illusiat), I won't tell anymore about the story, except a few minor stuff. The part which I worked on in the past few days is prbly one of the best part in the game and to be fair when I am into the game a lot, I seem to get a small scary feeling during the event (not that anything is scary there, but idk)

I can tell about the game size, though. It's a few hundred bytes under 100 KB now and I added a new sub program for events past location ID #24.

I'll also have to check if I couldn't change where I call the shop code, because it's called from the first event program right now and when you doN,t have all your RAM free for the game you get ERR:MEMORY when talking to the store owners. Moving the code out of the event program would allow users to keep at least 2 more KB of random non Illusiat 13 files into RAM. Doing this would also allow me to maybe even merge the shop code with the menu sub program, since this one isn't too large compared to the event programs. There are currently 24 sub programs btw.

Offline Eeems

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Re: Illusiat 13: The Lost Chapter
« Reply #71 on: May 16, 2009, 06:10:17 pm »
hmm, sounds good
/e

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #72 on: May 17, 2009, 09:55:46 pm »
Normally, unless I change the storyline, there should be 6 dungeons left to create, 1 village and a few areas to link the dungeons between each others. 1 of the dungeon to code is in two parts (cavern part and Illusiat 4 dungeon part) and is optional. Another one is obviously the final dungeon, which will most likely be in two or three parts. There are obviously lot of events left to code, though.

I also managed to fix the shopping memory error issue that was caused when you had about 1 KB of non-Illusiat files in your RAM. It was because the shop program was copied into RAM while the event program, that was close to 15 KB huge, was running in the RAM as well. Now it exits the event program THEN run the shop one. Doing this also allowed me to merge this shop program with both the menu program and the title screen/intro program, causing the game to drop to 22 sub-programs.

There are currently 45 enemies+bosses in the game.

Offline trevmeister66

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Re: Illusiat 13: The Lost Chapter
« Reply #73 on: May 17, 2009, 10:20:15 pm »
nice work. I hope this comes out before I leave so I can play it :)
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Re: Illusiat 13: The Lost Chapter
« Reply #74 on: May 24, 2009, 01:17:24 am »
Some maps in the game are being added right now. Not the maps inside the thing I am right now, but maps for planet Illusiat. Most maps are easy to make, though, since almost all locations on Illusiat that you can visit were in Illusiat 12 chapter 3 and 4, but I still need to change some minor stuff and also make sure they blend well with the rest and make any sense