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Author Topic: Nostalgia Origins - Sky's Story -  (Read 5860 times) Bookmark and Share
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DJ Omnimaga
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« Reply #60 on: 30 November, 2010, 07:02:38 »
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Nah it didn't. Only the first two did (not the remakes, though).
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« Reply #61 on: 30 November, 2010, 22:13:10 »
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Sounds good, Finale.  How's it progressing?  I believe your time is halfway up. Azn
Coding frenzy!
Well, maybe not. But I am still plugging away at this. I have a good chunk of the battle system set up already.
Unfortunately, the map engine I've been using flickers waaaaay to much when I tried to add collision detection (It jumps back to black and white for a noticeable amount of time whenever you move). So, I've decided to jump back to my trusty old 16x16 4 lvl grey scrolling map engine (the one I posted somewhere around here...). With the knowledge I gained from looking at DJ's 4lvl grey scrolling tilemap, I think I can make mine faster and perhaps reduce the amount of time the character vanishes between steps.
« Last Edit: 30 November, 2010, 22:14:37 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

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

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
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« Reply #62 on: 30 November, 2010, 22:27:40 »
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Is it for the 15 MHz calcs only by the way? Because my scrolling tilemapper was a bit too flickery for the regular 83+, if I remember. It didn't even have collision detection implemented either, although it ran quite fast.

Good luck whatever you try!
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« Reply #63 on: 05 December, 2010, 01:14:07 »
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*Bump*

How's progress?  It's due in two days, right?
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DJ Omnimaga
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« Reply #64 on: 05 December, 2010, 07:21:37 »
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I think Raylin postponed the deadline. I hope this doesn't die, though. if the contest ever got cancelled or there are no more signs of life for a month, do you plan to make this as a non-contest project?
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« Reply #65 on: 07 December, 2010, 16:41:19 »
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Well whatever the case is with this, I had to stop in and say it looks *really* nice. My only concern is the small window in which you move. It seems a bit cramped to me. I'd suggest black and white sprites and utilizing the full screen(unless it has to be in grayscale)so you get a bit more room and so speed isn't as much of an issue.
« Last Edit: 07 December, 2010, 16:42:04 by Art_of_camelot » Logged

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« Reply #66 on: 07 December, 2010, 22:13:53 »
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Well whatever the case is with this, I had to stop in and say it looks *really* nice. My only concern is the small window in which you move. It seems a bit cramped to me. I'd suggest black and white sprites and utilizing the full screen(unless it has to be in grayscale)so you get a bit more room and so speed isn't as much of an issue.
I've since changed the tilemapper to a scrolling 4lvl grey 16x16 full screen tilemapper, and it runs faster and less flickery then my original one for Pokemon. I'm currently working on getting a new tileset together, then maybe I'll post a screenie, but I'm really focusing on other things right now, as this is on hold.
« Last Edit: 07 December, 2010, 22:14:05 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

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

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
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Gender: Male
Last Login: Today at 00:08:58
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
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« Reply #67 on: 07 December, 2010, 23:12:54 »
0

What are you working on right now FinaleTI?
* DJ Omnimaga hopes for Nostalgia Axe RPG progress soon Tongue
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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FinaleTI
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« Reply #68 on: 07 December, 2010, 23:32:09 »
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* DJ Omnimaga hopes for Nostalgia Axe RPG progress soon Tongue
Look a little further down the New Posts list. Wink
« Last Edit: 07 December, 2010, 23:32:21 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

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

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Online Online

Gender: Male
Last Login: Today at 00:08:58
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50643


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View Profile WWW
« Reply #69 on: 08 December, 2010, 07:32:13 »
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Yeah I just saw now ^^
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
FinaleTI
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« Reply #70 on: 22 December, 2010, 00:44:20 »
0

Since the other Cage Match is almost up, I might as well post a screenie of my map engine. Wink


* Sky Reboot.gif (972.79 KB, 192x128 - viewed 110 times.)
Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

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

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Online Online

Gender: Male
Last Login: Today at 00:08:58
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50643


Total Post Ratings: +2640

View Profile WWW
« Reply #71 on: 22 December, 2010, 06:23:44 »
0

Ah I see it's now full screen Cheesy. I assume you are gonna replace the tiles soon, right?
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« Reply #72 on: 22 December, 2010, 06:36:05 »
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DUDE! your character sprites are amaze(particularly the rear view with the flowing cape).
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« Reply #73 on: 22 December, 2010, 08:28:23 »
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Wow.  I can't wait for this to restarted! Grin
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FinaleTI
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« Reply #74 on: 22 December, 2010, 12:54:01 »
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Ah I see it's now full screen Cheesy. I assume you are gonna replace the tiles soon, right?
Yep, I have a lot of the tileset done.
DUDE! your character sprites are amaze(particularly the rear view with the flowing cape).
Thanks. I got them from Final Fantasy 2/3 for the NES.
« Last Edit: 22 December, 2010, 12:54:53 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

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

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
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