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Sorcery of Uvutu Closed Beta (SPOILERS)

b/[Completed] Sorcery of Uvutu (TI-84+/CSE) Started by 123outerme, December 28, 2015, 10:23:14 PM

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u/Dream of Omnimaga May 25, 2016, 02:57:29 AM
On a side note, I was wondering if you were using a map editor or something to make map more easily? And even though you don't want people's help for map making to avoid them being familiar with the game before release, do you still accept help from beta-testers?
u/123outerme July 17, 2016, 06:41:56 PM
Quote from: DJ Omnimaga on May 25, 2016, 02:57:29 AM
On a side note, I was wondering if you were using a map editor or something to make map more easily? And even though you don't want people's help for map making to avoid them being familiar with the game before release, do you still accept help from beta-testers?
I'm using the xLIBC map editor in TokensIDE. I've got ideas now (hence why I'm back and posting this). so hopefully I can finish soon.
u/Dream of Omnimaga July 18, 2016, 06:13:07 AM
Ah ok. Is it easy to paste the map data inside a program? I always wondered how it was constructed and if sometimes the sprite order got messed up.

Also I hope this is finished :)
u/123outerme July 23, 2016, 02:20:56 AM
Quote from: DJ Omnimaga on July 18, 2016, 06:13:07 AM
Ah ok. Is it easy to paste the map data inside a program? I always wondered how it was constructed and if sometimes the sprite order got messed up.

Also I hope this is finished :)
Yeah, all I have to do is Insert & Exit on the AppVar line that I've set to be read when trying to load a map. I think I have one more map left, the "boss room" map, then I'm done and can hopefully create more maps. The main reason I was so stuck is that I found making the beach/island world boring. Once I get that out of the way, I should have more creative freedom.
u/Dream of Omnimaga July 23, 2016, 06:10:17 AM
Ah I see now. Hopefully the new worlds are more fun to make. Does the engine allow adding plot twists or events, by the way?
u/123outerme August 13, 2016, 10:20:08 PM
Quote from: DJ Omnimaga on July 23, 2016, 06:10:17 AM
Ah I see now. Hopefully the new worlds are more fun to make. Does the engine allow adding plot twists or events, by the way?
No event scripting has been added yet, I might add that.
(I've been absent for a while; my keyboard wasn't working and I don't have a touchscreen computer so using the on-screen keyboard was worse than just trying to fix it)
u/Dream of Omnimaga August 13, 2016, 10:22:53 PM
Ouch, I know the feeling. I wouldn't bother. My arms would get sore. X.x
u/123outerme August 27, 2016, 07:28:03 PM
Quote from: DJ Omnimaga on August 13, 2016, 10:22:53 PM
Ouch, I know the feeling. I wouldn't bother. My arms would get sore. X.x
Yep. Now I have my keyboard back and I've made lots of progress with the game, so I'm sending a build out soon.
u/Dream of Omnimaga August 28, 2016, 03:57:46 PM
Do you plan to add larger skill animations for the higher tiers of upgrades?
u/123outerme August 28, 2016, 04:20:10 PM
Quote from: DJ Omnimaga on August 28, 2016, 03:57:46 PM
Do you plan to add larger skill animations for the higher tiers of upgrades?
As in more elaborate? If so, I sorta have that already. If you use an upgraded move, it displays the weaker move first. The way the attack animations are, it looks coherent. The first upgraded move looks like
(Gif that I'll post when I get back to my computer)
u/Dream of Omnimaga August 28, 2016, 04:26:41 PM
I meant larger than 8*8 pixels, such as cycling the entire battlefield with real(5
u/123outerme August 28, 2016, 04:58:52 PM
Quote from: DJ Omnimaga on August 28, 2016, 04:26:41 PM
I meant larger than 8*8 pixels, such as cycling the entire battlefield with real(5
Oh, ok. It might be nice to have that for some animations like Storm (the screen inverts, or maybe just the icon will).
Also here's that gif:

u/Dream of Omnimaga August 28, 2016, 06:52:20 PM
For magic animations, you might need two copies of the battle screen and invert one, so you can update the LCD only when needed. That way you can also control which part of the screen you want to invert or cycle.

Also nice ^^
u/123outerme August 31, 2016, 02:58:22 AM
Quote from: DJ Omnimaga on August 28, 2016, 06:52:20 PM
For magic animations, you might need two copies of the battle screen and invert one, so you can update the LCD only when needed. That way you can also control which part of the screen you want to invert or cycle.

Also nice ^^
Yeah, that'd be nice to be able to do. Also I like the speed that the attack sprites change at, but I was thinking it might be a little more fluid if they were a tad faster. I'll experiment some with that.
u/Dream of Omnimaga August 31, 2016, 03:36:51 AM
Since color calcs have no motion blur, you might be able to speed up the animations without making each frame hard to distinguish.
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