Author Topic: YEONG RPG(Back in Action!)  (Read 42346 times)

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Offline DJ Omnimaga

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Re: YEONG RPG (Resumed)
« Reply #120 on: January 31, 2011, 02:13:30 pm »
I'm glad to see you again :D. I was wondering where you went. Glad to see the project is still alive, too.

Also are battles really 9v4? That sounds like an hard task to accomplish. I tried 3v3 before and it was already hard O.O
« Last Edit: January 31, 2011, 02:14:06 pm by DJ Omnimaga »

Offline Yeong

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Re: YEONG RPG (Resumed)
« Reply #121 on: January 31, 2011, 09:15:57 pm »
i dont exactly know how to call it.
you DO have maximum of 9 characters, but u only get to use 3 each turn.
so you might call it 3v4.
currently im making a universial battle engine that can range between 1v1 to you know, so-called 9v4
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Offline DJ Omnimaga

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Re: YEONG RPG (Resumed)
« Reply #122 on: February 01, 2011, 11:18:16 pm »
Oh ok, 9 at once might have been overkill X.x

Good luck on the engine!

Offline TonyArthur

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Yeong RPG?
« Reply #123 on: February 09, 2011, 10:28:40 pm »
I just checked and this thread is going on for a long time. I was feeling srry to Yeing about my little slip..
Is it any good? Or is it not finished yet?

Offline z80man

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Re: Yeong RPG?
« Reply #124 on: February 09, 2011, 10:37:07 pm »
Just be careful with what you say. Online it is often hard to tell what people's intentions are when they post. For me the best way to communicate what I'm saying is with emoticons. :) Just be careful and don't do smiley spam  :(.  Also you're new here so there is still plenty to learn.

Edit: looks like the topic has been changed
« Last Edit: February 09, 2011, 10:40:18 pm by z80man »

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline ztrumpet

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Re: YEONG RPG (Resumed)
« Reply #125 on: February 09, 2011, 10:39:10 pm »
I went ahead and merged the topics, for the record. :D

Please try and post in the appropriate thread. :)
If you were worried about necroposting, it's fine as long as you have something constructive to say. ;D
« Last Edit: February 09, 2011, 10:40:20 pm by ztrumpet »

Offline Yeong

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Re: YEONG RPG (Resumed)
« Reply #126 on: February 10, 2011, 05:25:37 pm »
Finally I was able to finish my scrolling map engine!  :D
I'll post the screenshot in just a few days.
After I finish my battle engine, this will be done in 2~3 weeks!
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Offline Yeong

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Re: YEONG RPG (Up and Running)
« Reply #127 on: February 11, 2011, 07:31:51 pm »
Finally Screenshot came!
This is walking engine  :D

Offline Munchor

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Re: YEONG RPG (Up and Running)
« Reply #128 on: February 12, 2011, 03:28:39 pm »
I like it very much yeong! The graphics are great! The scrolling is not smooth, but it's nice too :)

Offline FinaleTI

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Re: YEONG RPG (Up and Running)
« Reply #129 on: February 12, 2011, 03:37:48 pm »
This is still xLib, right?
It looks fantastic! Keep up the good work!


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Yeong

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Re: YEONG RPG (Up and Running)
« Reply #130 on: February 12, 2011, 07:35:17 pm »
Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)
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Offline Munchor

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Re: YEONG RPG (Up and Running)
« Reply #131 on: February 13, 2011, 10:21:51 am »
Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)

xLib! Is it gonna have greyscale?
I don't know if xLib supports it :S

Offline ztrumpet

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Re: YEONG RPG (Up and Running)
« Reply #132 on: February 13, 2011, 10:58:01 am »
Yeah, it looks quite nice.  Great job! ;D

Offline DJ Omnimaga

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Re: YEONG RPG (Up and Running)
« Reply #133 on: February 14, 2011, 01:28:16 am »
Looks nice, is it 84+ speed? I wonder if it could be speeded up a bit? I remember tr1p1ea's demo ran at like 6 FPS after he optimized it once. I like the graphics by the way. :)

Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)

xLib! Is it gonna have greyscale?
I don't know if xLib supports it :S
xLIB supports grayscale, but not with scrolling. And the game would run twice slower too.

Offline Yeong

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Re: YEONG RPG (Up and Running)
« Reply #134 on: February 14, 2011, 07:53:53 am »
well, this is wabbitemu with TI-83+ ROM so you could say that this is TI-83+ speed
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