[spoiler=Gameplay Screenshots]
Old DCSE Icon:
(http://i.imgur.com/DnXHawz.png)
New DCSE Icon:
(http://i.imgur.com/yOtKf5t.png)
Sorcery of Uvutu Walrii:
(http://img.codewalr.us/uvutuwii.gif)
(https://codewalr.us/img/uvutuicon.png)
Tileset test:
(http://i.imgur.com/aNGqO4F.gif)
Sample town and battle screen test:
(http://i.imgur.com/DlR3Zqt.gif)
Updated overworld and menu:
(http://i.imgur.com/xLwTHrG.gif)
Updated battle screen:
(http://i.imgur.com/cMT2vls.gif)
Name entry update:
(http://i.imgur.com/QHy78ql.gif)
Collision and tileset update:
(http://i.imgur.com/a9zS0TO.gif)
Text box style unification and tileset update:
(http://i.imgur.com/6p438Lf.gif)
Battle backrounds, level up, and menu update:
(http://i.imgur.com/iMpg8TV.gif)
NPCs and battle screen sky update:
(http://i.imgur.com/oGocz7P.gif)
Beta 0.1 release:
(http://i.imgur.com/Fpnx0tc.gif)
Beta 0.2 release:
(http://i.imgur.com/3DwrMyO.gif)
Dragon's Den sneak peek:
(http://i.imgur.com/yFBuTS0.png)
Worry Quarry sneak peek:
(http://i.imgur.com/I3rDdoG.png)
0.5 Beta Teaser:
(http://i.imgur.com/qkpqepu.gif)
0.63 Beta Teaser:
(http://i.imgur.com/Z97cCZ5.gif)
0.7 Beta Teaser/World 5 Teaser
(http://i.imgur.com/8NWhvYJ.png)
World 6 Teaser
(http://i.imgur.com/MfC1cN0.png)
[/spoiler]
[spoiler=World Screenshots (CSE): HUGE SPOILERS!]
World 1; Plain Plains
(http://i.imgur.com/MbON0Ce.png)
World 2; Dragon's Den
(http://i.imgur.com/A3cEKrl.png)
World 3; Worry Quarry
(http://i.imgur.com/HY0SxYM.png)
World 4; West Pole
(http://i.imgur.com/w3Zn9ot.png)
World 5; River Lake
(http://i.imgur.com/B4NGdqA.png)
World 6; Under City
(http://i.imgur.com/Rni7JyP.png)
World 7; Upper City
(http://i.imgur.com/tovXQ0v.png)
World 8; Battleground
(http://i.imgur.com/PpzccVJ.png)
[/spoiler]
[spoiler=World Screenshots (Mono): HUGE SPOILERS!]
World 1; Plain Plains
(http://i.imgur.com/sXeE4d6.png)
World 2; Dragon's Den
(http://i.imgur.com/oeg1Vjn.png)
World 3; Worry Quarry
(http://i.imgur.com/SaATOjf.png)
World 4; West Pole
(http://i.imgur.com/e10hQ2y.png)
World 5; River Lake
(http://i.imgur.com/crfmfDY.png)
World 6; Under City
(http://i.imgur.com/NJdRID8.png)
World 7; Upper City
(http://i.imgur.com/3q3Cno7.png)
World 8; Battlefield
(http://i.imgur.com/KoyLTIo.png)
[/spoiler]
Spoilers are useless to prevent bandwidth usage unfortunately, browsers will load all the images on the page and the spoiler tag doesn't remove the html.
Quote from: Streetwalrus on November 10, 2015, 08:45:44 PM
Spoilers are useless to prevent bandwidth usage unfortunately, browsers will load all the images on the page and the spoiler tag doesn't remove the html.
Ah, I see. I thought that might be the case, although I hoped they loaded on opening of the spoiler, so I could save my data in case I accidentally view the page. I'll keep the spoiler anyways, to make scrolling down and viewing replies easier.
Have you gotten any luck implementing the new logo?
Quote from: DJ Omnimaga on November 15, 2015, 06:01:46 AM
Have you gotten any luck implementing the new logo?
It was pretty easy. I also put another sprite on the other side, but I'm not quite happy with the other sprite so I'm going to change it before I show it off.
WHat was the other sprite?
Quote from: DJ Omnimaga on November 16, 2015, 09:51:27 PM
WHat was the other sprite?
It's a gold-armored knight. I changed it so here it is now:
(http://imgur.com/Fpnx0tc.gif)
Edit (Streetwalrus): fix image embed.
Edit 2: Thanks
@Streetwalrus for the fix! I know, a pointless edit but might as well take my time to thank the mods before they turn on us! Lol jk of course though
I wonder how he would look like with a shield and weapon?
Quote from: DJ Omnimaga on November 19, 2015, 10:41:12 PM
I wonder how he would look like with a shield and weapon?
I have an enemy sprite for him with a spear. I'm not sure there's enough space on the tile for a shield but I'll try anyways.
Maybe something like this?
Quote from: DJ Omnimaga on November 25, 2015, 08:53:17 AM
Maybe something like this?
I'm sorry, but I don't quite see that. It kinda looks like a guy with a gun or something O.O
You could just expand the tile and leave the movement alone so he has the shield/sword, but doesn't move any different.
That would be one hell of a big gun if it was really looking like one. Maybe the shield could be a different color, though. And the lance can't be helped due to the space limitation. If he wants more details he'll need to use a 16x8 sprite slot.
Quote from: DJ Omnimaga on November 25, 2015, 05:58:24 PM
That would be one hell of a big gun if it was really looking like one. Maybe the shield could be a different color, though. And the lance can't be helped due to the space limitation. If he wants more details he'll need to use a 16x8 sprite slot.
Yeah, that's exactly how I did the spear myself. It looks great, I'll try to add the shield to my design.
Do you mean my sprite or another one you made? By the way, any neew dungeon or maps so far?
Quote from: DJ Omnimaga on November 25, 2015, 11:17:05 PM
Do you mean my sprite or another one you made? By the way, any neew dungeon or maps so far?
Your sprite. Although I didn't get to add it to v0.2, as seen heeeeere:
(http://i.imgur.com/3DwrMyO.gif)
(Just added this to the OP)
ooh I love that new DCS icon O.O. Good job on it.
Also nice job on the gradient. My suggestion would be to make it a bit longer and with the smaller lighter lines inside, though, since on old school platforms that makes the gradient look smoother for some reasons (or at least it gives it an old school feel)
Also what are the other changes so far in this version? EDIT: Nvm, they were posted in the other topic :P
Quote from: DJ Omnimaga on December 01, 2015, 02:40:28 AM
ooh I love that new DCS icon O.O. Good job on it.
Also nice job on the gradient. My suggestion would be to make it a bit longer and with the smaller lighter lines inside, though, since on old school platforms that makes the gradient look smoother for some reasons (or at least it gives it an old school feel)
Also what are the other changes so far in this version? EDIT: Nvm, they were posted in the other topic :P
I can make the lines reach down farther, but if I want more colors I'm forced to use more space than I'm comfortable with, since when I display the colors I display the ones numberically before them, and if they wrap around to another square (as you see in the pallette visual), then it gets all weird. I can double the size of the gradient without visible speed loss, so I'll do that.
BY all weird, do you mean the wrong colors are displayed or something?
Quote from: DJ Omnimaga on December 01, 2015, 03:00:04 AM
BY all weird, do you mean the wrong colors are displayed or something?
Well, the gradient would jump from say, a deep purple to a light teal.
Hm strange, I don't think this would happen, unless you are using a different set of colors, but even then you could just draw the previous color.
Quote from: DJ Omnimaga on December 01, 2015, 03:07:11 AM
Hm strange, I don't think this would happen, unless you are using a different set of colors, but even then you could just draw the previous color.
I have the overall sky color set to a variable, and when I want to draw the gradient, I add to that, so that the numbers go further to the left of the xLIBC palette graphic. Eventually, it wraps around into a different "square"/palette of colors.
Edit: If you want to update the subforum icon, here it is:
(http://i.imgur.com/yOtKf5t.png)
Oh, that isn't a big issue on certain colors. For example, if you made the sky bright blue, you should be fine.
real(0,1,1
real(0,5,3,0
26->A
real(0,3,4,A+5
For(Z,0,4
real(7,9,0,4Z,160,4,Z+A
real(7,5,0,4Z+2,160,AZ+2,Z+A+1,Z=4
End
Repeat getKey
End
You just end up more limited in your color ranges, I guess, but it should be manageable. What can be done too is the following:
real(0,1,1
real(0,5,3,0
26->A
32->B
real(0,3,4,B(A+5
For(Z,0,4
real(7,9,0,4Z,160,4,B(Z+A
real(7,5,0,4Z+2,160,AZ+2,B(Z+A+1),Z=4
End
Repeat getKey
End
This 2nd example allows you, for example, to have a red gradient.
EDIT: Here is another version that only uses 1 variable, but it's larger:
real(0,1,1
real(0,5,3,0
26.32->A
real(0,3,4,100fPart(A)5+int(A
For(Z,0,4
real(7,9,0,4Z,160,4,100fPart(A)Z+int(A
real(7,5,0,4Z+2,160,AZ+2,100fPart(A)(Z+1)+int(A),Z=4
End
Repeat getKey
End
Examples of backgrounds:
Hell: 0.32 (red)
Winter: 26.33 (white)
Regular sky: 26.01 (blue)
Indoors: 8.01 (grayscale)
Dream: 46.31 (green to pink)
In the middle of a nuclear strike: 234.01 (yellow)
EDIT: Fixed parentheses in 3rd code snippet, as the wrong colors were given for some values.
Quote from: DJ Omnimaga on December 01, 2015, 03:24:58 AM
Oh, that isn't a big issue on certain colors. For example, if you made the sky bright blue, you should be fine.
Code/code]
You just end up more limited in your color ranges, I guess, but it should be manageable. What can be done too is the following:
[code]Longer code
This 2nd example allows you, for example, to have a red gradient.
EDIT: Here is another version that only uses 1 variable, but it's larger:
Some more code/code]
Examples of backgrounds:
Hell: 0.32 (red)
Winter: 26.33 (white)
Regular sky: 26.01 (blue)
Indoors: 8.01 (grayscale)
Dream: 46.31 (green to pink)
In the middle of a nuclear strike: 234.01 (yellow)
EDIT: Fixed parentheses in 3rd code snippet, as the wrong colors were given for some values.
I tried it out for myself and that actually looks really good! Although it would make me feel really bad to use, I could see if I can use it. My only problem is that I'm kinda out of variables already, so I'll probably use LX(1) or some custom list thing.
Oh, don't worry, feel free to use the code. :). As for variables, you could always use whatever you normally use for Getkey and animations, since I doubt the gradient will be touched during the entire battle (unless you make a lightning bolt spell, but then you could just use Line invert twice and flash the screen to not erase anything)
Also you misquoted my post because your comment appeared inside your quote :P
EDIT: Also I saw your message about the sub-forum icon above. Not sure why I missed it before. I'll update the icon when I get some time :walrii:
Quote from: DJ Omnimaga on December 03, 2015, 01:06:55 AM
Oh, don't worry, feel free to use the code. :). As for variables, you could always use whatever you normally use for Getkey and animations, since I doubt the gradient will be touched during the entire battle (unless you make a lightning bolt spell, but then you could just use Line invert twice and flash the screen to not erase anything)
Also you misquoted my post because your comment appeared inside your quote :P
EDIT: Also I saw your message about the sub-forum icon above. Not sure why I missed it before. I'll update the icon when I get some time :walrii:
Thanks for letting me use the code, and for updating the icon (when you get around to it). And I've fixed my quote now, thanks :P
There we go. The icon has been updated. :) (I made it transparent, though)
Quote from: DJ Omnimaga on December 03, 2015, 07:31:35 PM
There we go. The icon has been updated. :) (I made it transparent, though)
Huh, that's weird, I don't see it.
Oh, you need to do an hard refresh (Shift+F5 in some browsers) to clear your cache.
Quote from: DJ Omnimaga on December 04, 2015, 03:52:03 AM
Oh, you need to do an hard refresh (Shift+F5 in some browsers) to clear your cache.
Ok, thanks!
Incoming hype! (Not really)
(http://i.imgur.com/I3rDdoG.png)
Woah those sprites look really nice inside the game O.O. The area looks quite evil too. I wonder if you can fall inside holes and lose HP? Perhaps there could be secret paths in one or more of the hole. :P
Quote from: 123outerme on December 06, 2015, 11:09:07 PM
Quote from: DJ Omnimaga on December 04, 2015, 03:52:03 AM
Oh, you need to do an hard refresh (Shift+F5 in some browsers) to clear your cache.
Ok, thanks!
Incoming hype! (Not really)
(http://i.imgur.com/I3rDdoG.png)
Wow that looks pretty sweet :o
Quote from: Cumred_Snektron on December 07, 2015, 01:31:05 PM
Quote from: 123outerme on December 06, 2015, 11:09:07 PM
Quote from: DJ Omnimaga on December 04, 2015, 03:52:03 AM
Oh, you need to do an hard refresh (Shift+F5 in some browsers) to clear your cache.
Ok, thanks!
Incoming hype! (Not really)
(http://i.imgur.com/I3rDdoG.png)
Wow that looks pretty sweet :o
Thanks!
Wow. The wonders of a tilemap, I should really learn how to use them.
Do it as soon as you can O.O. Personally I think I could do tilemaps fine in xLIBC but could not figure out the collision detection features that are built-in xLIBC
There are many ways to make a tilemap btw, but the most common CSE one is the one by xLIBC. You should ask questions (and of course read the wiki first) if you need help about tilemapping, in another thread (and on Cemetech as well since xLIBC comes from DCSE)
Quote from: Unicorn on December 08, 2015, 05:31:13 AM
Wow. The wonders of a tilemap, I should really learn how to use them.
I agree with DJ. I regret not being able to pick up libraries like xLIBC earlier. Although part of that was the fact that I wasn't ready for the challenge.
Quote from: DJ Omnimaga on December 08, 2015, 08:50:06 AM
Do it as soon as you can O.O. Personally I think I could do tilemaps fine in xLIBC but could not figure out the collision detection features that are built-in xLIBC
There are many ways to make a tilemap btw, but the most common CSE one is the one by xLIBC. You should ask questions (and of course read the wiki first) if you need help about tilemapping, in another thread (and on Cemetech as well since xLIBC comes from DCSE)
I find tilemaps the easiest part, once you understand how to set up everything. It can be confusing at first, so if you need help I can assist you. Although I don't believe that you being someone as skilled as you, you'll need it. I don't use built-in collision in xLIBC, I use my own, going something like this:
real(3,2,X,Y,20,1,0,0→T // real(3,2 checks which tile is at (X,Y) in a 20-width tilemap stored into Str[b]1[/b]. It has an offset of (0,0).
If max(Ans={1,2,3,... // Anything you check against Ans will not be walkable. Keep in mind that Ans holds the value of T.
Then
Z→X // Z and θ hold the values of X and Y, respectively, before you input a key in that loop. I use basically the same sort of loop code as tr1p1ea's example in the DCS wiki.
θ→Y
End
I had to get tr1p1ea to do the collision thing for me. Personally, if I was to use xLIBC again for maps, then I would probably just use my own collision detection in BASIC like I used to do. Not to mention having to convert stuff to xLIB uservars back and forth was getting annoying.
I've compiled the map images for all of World one. Caution: Major-ish spoilers for the first world. Includes how to access hidden chests and other puzzles.
[spoiler=World Screenshot: SPOILERS!]
(http://i.imgur.com/dEMSTXc.png)
[/spoiler]
Looks very cool and a big improvement over Dragonsglid. Will it be possible to enter the old worlds again once completed, to level up and find secrets that were previously unreachable?
Quote from: DJ Omnimaga on December 19, 2015, 10:00:37 PM
Looks very cool and a big improvement over Dragonsglid. Will it be possible to enter the old worlds again once completed, to level up and find secrets that were previously unreachable?
Yes, when you defeat the first boss, you are given an item that'll let you transport any world unlocked. When you defeat bosses further on, the item is upgraded to allow you to progress further. As for finding secrets that were unreachable, I don't have any of those yet implemented. But it might not be a bad idea to add some.
For some reason I haven't seen this yet; it looks awesome! Really wish I had a CSE to test it out on...
Quote from: Max Leiter on December 21, 2015, 12:15:00 AM
For some reason I haven't seen this yet; it looks awesome! Really wish I had a CSE to test it out on...
Thanks! That's the main disadvantage of working on the CSE. It's got some good-looking stuff for it with xLIBC, but a lot of people don't have one. Even fewer people have a CE, I would imagine.
A lot of people had a CSE before, but it's discontinued and hard to find in stores. And the CE isn't as popular among programmers.
Wait, isn't the CE just a faster cse? I mean maybe asm programs would be a bit different, but shouldn't basic programs be able to be ported without difficulty? Wouldn't programming in basic would be pretty much the same?
The processor, screen access and memory layout are different.
The main problem here, though, is that DCSE 8 is not available for the CE yet, so hybrid TI-BASIC games that requires it won't work.
I've created a new screenshot to put on the front page of the topic. Here it is:
(http://i.imgur.com/qkpqepu.gif)
This project is looking great :D
If you ever get into PC programming, you should totally port it ^.^ (but with slightly better graphics)
Wow looking great, I wish I had a calcc to play it on <_<
Quote from: c4ooo on January 04, 2016, 02:41:17 AM
This project is looking great :D
If you ever get into PC programming, you should totally port it ^.^ (but with slightly better graphics)
Thanks! I plan to get into PC programming at some point, but not sure if I'll ever create games. If I do and feel like porting it, I'll port it and update the systems.
Quote from: alexgt on January 04, 2016, 03:30:25 AM
Wow looking great, I wish I had a calcc to play it on <_<
Thanks! Yeah, I feel the same for about every good looking monochrome game that comes out. :P
I like the new screenshot. By the way I have some more suggestions:
-Make the title on a different color background, maybe with some pixels turned back to blue colors on each side to make it look like a papyrus? You would probably need to make the title black, though, or something.
-Side quests: Side quests could involve locked chests in the first few worlds that can only be opened using a key you get near the end, and one of the worlds could have a bonus dungeon that can only be accessed by using special items acquired in said chests. The bonus dungeon could feature enemies harder than the final boss, so leveling up in the final dungeon would be required.
-Expanded story: Right now, all we do is warp to a new world then fight the boss to unlock the next world and we can do so without ever talking to a single NPC. Perhaps some parts of the game should require getting passports and such items from specific NPCs in order to travel further, with perhaps one episode of backtracking (eg if someone in world 5 lost his necklace in world 3 and gives you a passport to open a locked door in world 5 that leads to the boss). That wouldn't require adding new maps, but might require adding extra events.
-Make bosses have more HP, but also make spell upgrades cause more damage, because after an upgrade, I noticed that all it does is an extra damage point, nothing else, so upgrades are pretty much useless right now.
-Maybe some enemies could be immune to specific attacks (eg blaze)?
I can't think of anything else for now, though.
Here's the new 0.63b screenshot:
(http://i.imgur.com/Z97cCZ5.gif)
Added some stuff like elemental effects, like DJ Omnimaga requested above. As for sidequests, I was thinking of making it so the code to load a certain chest only activates when you have a specific item. This could be a quest item, or one of the levels of the teleport stone. I can expand the story. I was thinking of having an intro screen when a new game was started, but other than that, I'm not quite sure what I should do (of course except tell the story through NPC dialog, but I've been doing that all along).
Locked chests would be a nice addition. Make sure to add one in each world that you have to open later, like in the NES Final Fantasy ^^. An intro screen would also be nice, even if simple, and perhaps make some NPCs say different stuff based on quest completion.
Perhaps title screen improvements like this, using the current tiles? (even if it's not real 3D)
Another idea I have would be to do something like First Fantasy: Mana Force and Final Fantasy VI, where past a certain point of the game, all areas would change color hue to look like a post-apocalyptic scenery. You would need to use the real(0,3,5,<color offset> command, but you would have to make sure to use real(0,3,5,0 before drawing anything else than map tiles to reset the colors back.
Btw, I noticed you forgot to use real(0,3,5,0 at the game start. If you run another game that changes the color offset to 25, for example, then this is what Sorcery of Uvutu will look like without the real(0,3,5,0 command:
(https://img.ourl.ca/sou.gif)(http://img.codewalr.us/sourotate.gif)
Also you could use real(0,3,5,<color> to create special magic animations (eg store the values you want in a list to create a fire animation by just redrawing the enemy or character sprite over and over using different color offsets)
The other ideas I have are optimizing, if any else is possible. For example, make sure that in the main walking loop, there is absolutely nothing other than updating the display content. The loop must be exited when colliding with any wall or even tile or when pressing MODE and 2nd. That causes some slowdown when colliding with a wall, but at least it makes walking much faster because during walking there's nothing else slowing execution down in the loop.
Quote from: DJ Omnimaga on February 25, 2016, 03:56:42 AM
Locked chests would be a nice addition. Make sure to add one in each world that you have to open later, like in the NES Final Fantasy ^^. An intro screen would also be nice, even if simple, and perhaps make some NPCs say different stuff based on quest completion.
Perhaps title screen improvements like this, using the current tiles? (even if it's not real 3D)
Another idea I have would be to do something like First Fantasy: Mana Force and Final Fantasy VI, where past a certain point of the game, all areas would change color hue to look like a post-apocalyptic scenery. You would need to use the real(0,3,5,<color offset> command, but you would have to make sure to use real(0,3,5,0 before drawing anything else than map tiles to reset the colors back.
Btw, I noticed you forgot to use real(0,3,5,0 at the game start. If you run another game that changes the color offset to 25, for example, then this is what Sorcery of Uvutu will look like without the real(0,3,5,0 command:
(https://img.ourl.ca/sou.gif)(http://img.codewalr.us/sourotate.gif)
Also you could use real(0,3,5,<color> to create special magic animations (eg store the values you want in a list to create a fire animation by just redrawing the enemy or character sprite over and over using different color offsets)
The other ideas I have are optimizing, if any else is possible. For example, make sure that in the main walking loop, there is absolutely nothing other than updating the display content. The loop must be exited when colliding with any wall or even tile or when pressing MODE and 2nd. That causes some slowdown when colliding with a wall, but at least it makes walking much faster because during walking there's nothing else slowing execution down in the loop.
That real(0,3,5 thing happened on my Calc, but I couldn't figure out why. Thanks! And I'll try to look at optimization again. And as for the title screen, what was the screen you were trying to show me?
What do you mean by which screen to show you? Do you mean the first screenshot? Because in this case I was just demonstrating the weird stuff that happens if the color offset is not reset before the game starts.
Quote from: DJ Omnimaga on February 27, 2016, 05:08:08 PM
What do you mean by which screen to show you? Do you mean the first screenshot? Because in this case I was just demonstrating the weird stuff that happens if the color offset is not reset before the game starts.
By, that, I meant when you said this:
Quote from: DJ Omnimaga on February 25, 2016, 03:56:42 AM
Perhaps title screen improvements like this, using the current tiles? (even if it's not real 3D)
You left a few blank lines, and I thought you were going to put a picture or video there.
Oh I tend to do that with my posts to separate some parts, but I add too many linebreaks XD. /me thinks he got this habit from Critor :P
Quote from: DJ Omnimaga on February 28, 2016, 07:19:02 AM
Oh I tend to do that with my posts to separate some parts, but I add too many linebreaks XD. /me thinks he got this habit from Critor :P
I do that sometimes too, and at first I thought a video was trying to load XD but it's all good.
Shh... I didn't drop this preview of the fifth world here...
(http://i.imgur.com/QOrUi0q.png)
I like it. Will there be more tiles in the enemy area such as palm trees, cactuses or something? Or will it just be a beach setting with rivers? Also, it would be fun if there was a way to sail a boat to reach a northern island (eg maybe make the final area so that it's not reachable via a special stone item, but rather by boat, but require an item from the 7th area?)
Quote from: DJ Omnimaga on April 04, 2016, 06:51:33 PM
I like it. Will there be more tiles in the enemy area such as palm trees, cactuses or something? Or will it just be a beach setting with rivers? Also, it would be fun if there was a way to sail a boat to reach a northern island (eg maybe make the final area so that it's not reachable via a special stone item, but rather by boat, but require an item from the 7th area?)
I might add some more scenery, I probably have all the tiles I'll need for now.
That's not a bad idea, and sounds like something I'd actually do. I'll work on that!
By the way, how many tile appvars do you use right now? I know that xLIBC has a bug preventing tile display from the 2nd pic from working properly, so technically we can only use 1 pic at a time (Kerm explained how to use both as I misunderstood how it worked, except that even his trick didn't work due to the bug), but I was curious about if there could be a way to spice some of your maps up to have more than two wall tiles per dungeon.
Quote from: DJ Omnimaga on April 05, 2016, 01:22:54 AM
By the way, how many tile appvars do you use right now? I know that xLIBC has a bug preventing tile display from the 2nd pic from working properly, so technically we can only use 1 pic at a time (Kerm explained how to use both as I misunderstood how it worked, except that even his trick didn't work due to the bug), but I was curious about if there could be a way to spice some of your maps up to have more than two wall tiles per dungeon.
I have about 16 tiles left in my AppVar, and I only use one. I actually didn't know about that bug, I guess it's a reason to update DCS (and to include changes that tr1p said weren't included in DCSE 8.1). I might use 1 more for another boss, and I'll probably use them to spice up the overworld a bit. If I have any space left in my map AppVars I'll probably add different house maps as well.
Cool to hear. Also you could maybe make the final boss 16x16 or 8x16. :)
New houses would be nice too (maybe 16x16 too with a red roof?)
Quote from: DJ Omnimaga on April 05, 2016, 11:27:43 PM
Cool to hear. Also you could maybe make the final boss 16x16 or 8x16. :)
New houses would be nice too (maybe 16x16 too with a red roof?)
I think because of the way I set up the fight screen, currently I'd probably go 8x8 or 8x16. Otherwise I'd have to move the name and HP boxes up 8 pixels, which wouldn't be too hard to do, but if I can get something good-looking using those sizes, I'd probably just take that lazy route.
Ah right, I forgot about that. But as an added challenge, you could maybe make the final boss so that his HP is not shown. :P
Quote from: DJ Omnimaga on April 07, 2016, 04:53:43 AM
Ah right, I forgot about that. But as an added challenge, you could maybe make the final boss so that his HP is not shown. :P
Like Reuben Quest? :P
Well, most RPGs from 1986 to 2003 worked like that. Back then, to see enemy HP you had to use a magic spell called Scan. Sometimes, they made the enemy or boss change color or posture as HP went down, but that's it. Else, the game was considered too easy back then.
Quote from: DJ Omnimaga on April 07, 2016, 04:53:43 AM
Ah right, I forgot about that. But as an added challenge, you could maybe make the final boss so that his HP is not shown. :P
That's not a bad idea. If I ever do want to make a larger boss, I could just do that. But we'll see if I'll make a larger boss.
On a side note, would it be easy to implement shops and the ability to equip 1 item in battles like the NES Final Fantasy?
Quote from: DJ Omnimaga on April 07, 2016, 09:48:41 PM
On a side note, would it be easy to implement shops and the ability to equip 1 item in battles like the NES Final Fantasy?
It would be pretty easy to implement shops, and I was thinking about it actually. I'm not sure what I'd have you equip, maybe the armor? I dunno, I probably won't do that one.
Armor can become an annoyance. Getting the best armor, dropping the old armor, buying some new armor to compare to the current armor, sell the old armor, blah, blah, blah. That gets really tiring. <_<
Maybe it's best not to include it, like you said.
Quote from: Dudeman313 on April 07, 2016, 11:50:11 PM
Armor can become an annoyance. Getting the best armor, dropping the old armor, buying some new armor to compare to the current armor, sell the old armor, blah, blah, blah. That gets really tiring. <_<
Maybe it's best not to include it, like you said.
Yeah, I agree. I also didn't want to include it since it'd probably create a balance issue and it'd be too much work for everyone, not just me.
I thought this was important to double-post and bump. I'll edit it into the previous post if not.
Pretty big update:
Thanks to some xLIBC feature and tr1p1ea's help, I've been able to speed up the saving process a ton! Unfortunately for testers, I had to slightly change the way some data was saved. I'll tell you guys how to fix that in the PM, once I send it all out. Here's the difference. I tried to be exact when I pressed the Save button, but it may not be perfect.
(http://i.imgur.com/PxAWZcx.gif)
(http://i.imgur.com/D4glEqK.gif)
Isn't there an armor already in the game? O.O
Edit: just saw your post. I like the speed improvements. :)
Quote from: DJ Omnimaga on April 09, 2016, 05:27:52 PM
Isn't there an armor already in the game? O.O
Edit: just saw your post. I like the speed improvements. :)
Yeah, but if I was to add an equippable item, it would be that. But you're right, it's in the game and it just raises your health.
Edit: Thanks!
Ah I see. Maybe it should be renamed to reflect that it's a power up?
Also I got your PM. I'll give the new version a try later.
Quote from: DJ Omnimaga on April 09, 2016, 10:25:33 PM
Ah I see. Maybe it should be renamed to reflect that it's a power up?
Also I got your PM. I'll give the new version a try later.
It's possible that I would. It'd be pretty easy. I'm not sure what I'd rename it to though.
You might want to check what they're named like in Final Fantasy. Perhaps also change the icon to a red up arrow? HP-Up, MP-Up, ATK-Up, etc, seems like good names. Also, later in the game, perhaps an XP Boost or something that lower the requirements for next level ups later in the game, that would be harder to find.
Quote from: DJ Omnimaga on April 10, 2016, 03:52:50 AM
You might want to check what they're named like in Final Fantasy. Perhaps also change the icon to a red up arrow? HP-Up, MP-Up, ATK-Up, etc, seems like good names. Also, later in the game, perhaps an XP Boost or something that lower the requirements for next level ups later in the game, that would be harder to find.
Maybe I'll do that. But for right now, I'm gonna work on finishing maps and a different side project ;)
Do you plan to finish all maps that remains to be done, then the bosses/events?
Also I am sorry, I didn't have time to test the new version yet. D:
Quote from: DJ Omnimaga on April 14, 2016, 04:35:32 AM
Do you plan to finish all maps that remains to be done, then the bosses/events?
Also I am sorry, I didn't have time to test the new version yet. D:
Yeah, that's usually how I make a world. It's fine that you don't have time to test the new version. Since the xLIBC command I use to get numbers to strings in Ans don't work past 9999 or with decimals (and I need one of those two to make saving work), I'll have to revert back to the old method of saving. Depending on the situation, it could work, but not all the time.
Oh, by making all the maps I meant the rest of the game, not just the next world. I was wondering since your other post said you would finish maps. :P And sorry to hear about the saving issues. I think it's fine, though. Just take a look at how long it took to save in Illusiat 13. :P
Also the 9999 limit is why First Fantasy experience system was replaced. In Mana Force 2002 you needed like 900000 experience points for some levels, but in FF:MF it's 9999 max.
I'll see if I can try the game tomorrow or tuesday. Do you plan to make it an open beta in the near future, by the way?
Quote from: DJ Omnimaga on April 17, 2016, 10:00:26 PM
Oh, by making all the maps I meant the rest of the game, not just the next world. I was wondering since your other post said you would finish maps. :P And sorry to hear about the saving issues. I think it's fine, though. Just take a look at how long it took to save in Illusiat 13. :P
Also the 9999 limit is why First Fantasy experience system was replaced. In Mana Force 2002 you needed like 900000 experience points for some levels, but in FF:MF it's 9999 max.
I'll see if I can try the game tomorrow or tuesday. Do you plan to make it an open beta in the near future, by the way?
Maybe as the game reaches its final stages (maybe 1 world left, small features missing, little sidequests, etc.) I'll open testing up. But while big changes that could break the game (case in point, this one) still need to be made, I'd like to keep it more private. If I do need to make large changes in open testing, I'll probably take my calc with the latest build to math class, then if I find it bug free, I'll release it :P
No problem. I was suggesting because at one point I noticed that some people kept saying they lost interest in the project because there was no public beta available after so long. Which suprised me, considering most calc projects don't have a beta available until like the very end (Escheron, for example, took half a decade before having a beta).
Many thanks to DJ Omnimaga and this sick Sorcery of Uvutu Walrii!
(http://img.codewalr.us/uvutuwii.gif)
Cool! Maybe I could use that to make a Reuben Walrii. :P
Quote from: 123outerme on April 19, 2016, 01:24:47 AM
Many thanks to DJ Omnimaga and this sick Sorcery of Uvutu Walrii!
(http://img.codewalr.us/uvutuwii.gif)
I wonder if you would be able to fit it in the game as an easter egg if you still have enough sprite space after adding all the side quests and perhaps more graphics? Perhaps it could be added only as an inline sprite rather than a full sprite sheet, to avoid wasting 8 KB just for 1 24x27 sprite.
Imagine a CSE owner, playing this awesome game right until the final battle, where their character suddenly transforms into a walrus. :P
That would be weird. :P I think it would be better to keep this as a joke for less serious games. It could always be an enemy but I doubt anyone wants to have :walrii: as a monster in their games. :P
Yeah, because in order to make :walrii: a monster, you'd have to figure out a way to make him scary instead of cute, but still recognizable as :walrii: . That's nearly impossible.
Who says he doesn't have to be cute? It could be a trolling monster that does weird attacks and is immune to lots of stuff. :P
True. :D
[spoiler=Scenario]
You encounter a :walrii: !
:walrii: used Flipper Slap!
-50!
You used freeze!
:walrii: gains 25 health!
:walrii: used Blubber Crush!
-3000!
You have died. :'(
[/spoiler]
Yep, just like First Fantasy CSE (although you did 1 damage and he heales by 1 HP)
I like the idea for a troll enemy, although I'm not sure which of the many ways I could take would be the best...
Yeah that would be nice. It would look better in 8x16 though, but I guess you could do it in 8x8 by recoloring another sprite from the game.
Update: Just put ALL of the world maps under the spoiler. It's called a spoiler for a reason, though; don't look at the maps unless you've already played through all the worlds or have no ability/interest to play. But proceed at your own risk.
It doesn't seem like much inside the game, but if you compare this game's worlds with my monochrome RPGs, your worlds are quite huge actually and they look even bigger as big maps in the first post. This is because in Illusiat, for example, maps were 16x8 each and in Reuben Quest 12x8, while in Uvutu they are 20x15. My favorites are definitively 6 and 7. :)
Quote from: DJ Omnimaga on January 17, 2017, 03:08:46 AM
It doesn't seem like much inside the game, but if you compare this game's worlds with my monochrome RPGs, your worlds are quite huge actually and they look even bigger as big maps in the first post. This is because in Illusiat, for example, maps were 16x8 each and in Reuben Quest 12x8, while in Uvutu they are 20x15. My favorites are definitively 6 and 7. :)
Yeah, it really feels huge. My favorites are, as far as level design, 6. As far as aesthetics, 6 or 1.
Yeah 6 is very nice. It reminds me one of the NES Final Fantasy maps
Quote from: DJ Omnimaga on February 03, 2017, 07:32:06 PM
Yeah 6 is very nice. It reminds me one of the NES Final Fantasy maps
Yeah I agree. If I had one world palette to use for an entire game, I'd probably use World 6 (Under City, for those who are too lazy to look around for it or guess). I feel like the atmosphere combined with the stuff the people say there really gives the ominous feel I was going for. And then that's thrown out the window with the bright colors of World 7 :P Although I have to say, World 8 is definitely growing on me.
Will world 6 and 8 use inverted colors or will the character himself be inverted?
Quote from: DJ Omnimaga on February 04, 2017, 06:00:28 PM
Will world 6 and 8 use inverted colors or will the character himself be inverted?
For the monochrome version, I'm not sure yet. I have an inverted sprite already in the spritesheet, and I think it would look good. I couldn't figure out how to invert the sprite (I tried using the Spr_Method argument, setting that to 4, but it wouldn't work), so that's my workaround. I guess it works fine, so I may do that. As for inverting the world colors, I'd either have to redo those tiles and manually invert them, or see if real(2 can invert them, which I don't think it can. So basically my answer is, probably the character himself will be inverted.
To invert the sprite, draw a black square then Xor the sprite on top of it.
Or make a mask with a white outline but that would require it to be a 16x16 space and I don't know if DCS7/xLIB supports sprite clipping.
Quote from: DJ Omnimaga on February 04, 2017, 09:40:04 PM
To invert the sprite, draw a black square then Xor the sprite on top of it.
Or make a mask with a white outline but that would require it to be a 16x16 space and I don't know if DCS7/xLIB supports sprite clipping.
Ah, ok, that makes sense. Although to keep the speed of the main loop, I'm jut going to use the pre-drawn inverted sprite, so I don't have to add another real(1 command and an If conditional.
Yeah that could work. The other alternative that could fix the monochrome limitations would be to use grayscale but that might be a bit of hassle depending of how the engine works.
Quote from: DJ Omnimaga on February 07, 2017, 10:01:40 PM
Yeah that could work. The other alternative that could fix the monochrome limitations would be to use grayscale but that might be a bit of hassle depending of how the engine works.
That could work, quite possibly. I don't know much about implementing greyscale in a useful way (different pixels in the same sprite different shades), but if you're just talking about blinking the entire character to make him gray, it could be possible.
My grayscale idea was more to make the entire map gray and white and the character black. But during loading you would need one grayscale update command after every command so the file size would increase drastically (I think 49% of the Reuben Quest BASIC code is grayscale update commands and the other 51% is either map data or the rest of the code)
Quote from: DJ Omnimaga on February 08, 2017, 12:10:25 AM
My grayscale idea was more to make the entire map gray and white and the character black. But during loading you would need one grayscale update command after every command so the file size would increase drastically (I think 49% of the Reuben Quest BASIC code is grayscale update commands and the other 51% is either map data or the rest of the code)
I don't know if that would quite fit. The walking speed could already be borderline CSE version, which I'm trying to avoid (since there's no reason to make the walking speed that slow on a system without color), and having greyscale updates wouldn't help. That plus the file size increase means that I'd probably have to cram a lot more than I'd like. Not a bad suggestion, but I think I'll try the inverted sprite first, and then perhaps the greyscale character if that doesn't work.
Considering Reuben 1 xLIB ran at 4 FPS on 15 MHz calcs, I am sure that speed would not be a serious problem :P (sadly the xLIB version of Reuben never got completed), but again it depends of how well the game is programmed and the map engine features. Grayscale would require a complete rewrite of the map/event engine most likely (which we probably don't want at this point).
Quote from: DJ Omnimaga on February 08, 2017, 02:23:57 AM
Considering Reuben 1 xLIB ran at 4 FPS on 15 MHz calcs, I am sure that speed would not be a serious problem :P (sadly the xLIB version of Reuben never got completed), but again it depends of how well the game is programmed and the map engine features. Grayscale would require a complete rewrite of the map/event engine most likely (which we probably don't want at this point).
That's true, it'd likely need to be specially designed for greyscale, something I'm quite frankly not sure I could do.
One day I need to try doing another hybrid Basic grayscale game just for kicks :P
Added some monochrome world screenshots! But be warned before looking at them: They are spoilers of the battles yet to come for you! If you like looking up walkthroughs for games right away, though, this is the same sort of spoiler.
For the monochrome port's release, I've added all 8 of the monochrome world screenshots!
Those new maps look very great and true to the original. The only downside is that the monochrome version is much shorter than the original since the maps are 12*8 instead of 20*15
Quote from: xlibman on July 01, 2017, 02:10:41 PM
Those new maps look very great and true to the original. The only downside is that the monochrome version is much shorter than the original since the maps are 12*8 instead of 20*15
That's true, the game does last less longer because maps are shorter. I tried to counterbalance that with slightly increasing encounter rates (so you'd get the same encounter rate per map screen) but the walk speed is also a lot faster, and there's diagonal movement, throwing everything I could use to compare play time out the window.
Ah I see. Increasing the map size would have required changing some things in the middle due to being half of a screen
Quote from: xlibman on July 02, 2017, 04:15:11 PM
Ah I see. Increasing the map size would have required changing some things in the middle due to being half of a screen
Yeah. I feel like keeping the world map dimensions the same would've been a little awkward playing in-game, as well as being a lot of data to store, which is why I ultimately opted to just remake each map by itself into a smaller world map overall.