Omnimaga: The Coders Of Tomorrow
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Poll
Question: the name input screen
like it is now: old school- arrow keys and 2nd - 11 (47.8%)
like it is in The Psyche: type the name with the keypad - 12 (52.2%)
Total Voters: 21

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Author Topic: [A:P] Demo Release/Discussion -  (Read 8330 times) Bookmark and Share
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squidgetx
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« on: 02 January, 2011, 02:51:05 »
+9

Happy New Year everyone!

Attached is the demo of Ash:Phoenix that I've been working on for the past 3 months Smiley

Please read the readme for installation instructions (basically, just send everything in the zip to archive) . The game is close to 200k in size, but practically 1/2 of it is empty data. This means that the game will not get any larger, so be prepared for a nice, super long RPG in the final release.

The demo spans the beginning of the game through the first boss in the Wastelands, so after you beat him, there's not much else to do save restarting.

Special Thanks to Quigibo, Runer112, and the rest of Omnimaga staff/admins along with everyone else who's supported me with this project so far Smiley



Please discuss/report any bugs and game imbalance issues in this thread. I am especially concerned with the battle engine and your thoughts on how easy/hard the battles are Smiley

Known issues: if you die, the game may glitch badly. In other cases, the game will act as if nothing had happened. So...don't die Smiley Also, although I believe I've fixed this bug, visiting the shop MAY PROBABLY will cause a crash. Also, I know I misspelled "solely" in the opening sequence

This build is outdated, the current build can be found here

* AshPhoenix Demo.zip (51.86 KB - downloaded 84 times.)
« Last Edit: 27 January, 2011, 20:10:07 by squidgetx » Logged

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« Reply #1 on: 02 January, 2011, 02:57:59 »
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Awesome! This goes on my computer now, for testing Tuesday or Wednesday! Smiley
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« Reply #2 on: 02 January, 2011, 03:03:18 »
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doesn't work on my wabbit. 84+SE Rom is on 2.53MP
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« Reply #3 on: 02 January, 2011, 03:05:22 »
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Happybobjr: How so? Does transferring the files cause wabbit to crash? (in that case you need to transfer them all in groups of 5 or 6)

Also make sure EVERYTHING is in archive
« Last Edit: 02 January, 2011, 03:06:09 by squidgetx » Logged

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« Reply #4 on: 02 January, 2011, 03:08:20 »
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ok, thanks
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« Reply #5 on: 02 January, 2011, 03:41:48 »
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Just put this on my calc and I am loving it!
I did notice that if you try to unequip something when you don't have anything equipped there, the game freezes.
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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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« Reply #6 on: 02 January, 2011, 03:50:56 »
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Wabbitemu is saying the file format is invalid for me and that it's being passed invalid arguments  Sad
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« Reply #7 on: 02 January, 2011, 08:13:00 »
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Btw I love the screenshots shocked. I just noticed you added them now. Awesome!

I hope I can get it to work when I actually try it. Smiley
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« Reply #8 on: 02 January, 2011, 08:21:57 »
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Nice title screen, I used the color version of this for a custom magic card.  I'll take look at this when I get my calculate back, I look forward to it.
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« Reply #9 on: 02 January, 2011, 15:54:56 »
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Well, I've been playing a bit and here are my notes so far:

In the intro text it says: sometime later, you awake. I believe it should be "awaken".
A delay could be added in name entering menu. It moves kind of quickly. Other menus seem the same as well.
I don't care for the non-uniform text spacing in in-game text and menus. It seems really odd to me.
Verified that Ram still clears when you talk to the shop owner.
The intro sequence looks really nice. =) The graphics are pretty and detailed as well. However; as good as the grayscale looks when still, it blurs a lot when in motion and is kind of distracting. It also seems that the character moves a bit slowly. Maybe updating the screen less would help?
I talked to the Sage in town and choose the tranquilize spell, but I can't seem to get it to work. Is there a way to equip it/ does it need to be equipped? I can't seem to do any damage in battle either. =(
This test was done on my TI-83+ SE. I'll load it on my old Black one later and try as well. Grayscale seems to act a bit better on my old model too, so I'll give you my input on that when I test it later too.
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« Reply #10 on: 02 January, 2011, 17:07:43 »
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I did notice that if you try to unequip something when you don't have anything equipped there, the game freezes.
Woops.
In the intro text it says: sometime later, you awake. I believe it should be "awaken".
A delay could be added in name entering menu. It moves kind of quickly. Other menus seem the same as well.
I don't care for the non-uniform text spacing in in-game text and menus. It seems really odd to me.
Verified that Ram still clears when you talk to the shop owner.
The intro sequence looks really nice. =) The graphics are pretty and detailed as well. However; as good as the grayscale looks when still, it blurs a lot when in motion and is kind of distracting. It also seems that the character moves a bit slowly. Maybe updating the screen less would help?
I talked to the Sage in town and choose the tranquilize spell, but I can't seem to get it to work. Is there a way to equip it/ does it need to be equipped? I can't seem to do any damage in battle either. =(
This test was done on my TI-83+ SE. I'll load it on my old Black one later and try as well. Grayscale seems to act a bit better on my old model too, so I'll give you my input on that when I test it later too.
Delays and stuff can be added, ok.

Yeah, grayscale is kind of annoying. I think I'm going to have to mess with the map engine a little bit to get that to work.
And, dammit, the shop still doesn't work >.>

What do you mean by non-uniform text spacing? The menus are drawn with the normal TI-OS text routines (non-uniform spacing), but the NPC engine uses uniform spacing (4px per character)

Did you equip your weapon? You can't use moves until you have the corresponding weapon for it. I probably should've made that a bit clearer...

@Qwerty...that's really weird. I can't figure out why that might be...Does anyone else have this issue (maybe make sure you have the latest build? I noticed it was updated on Friday)

Thanks for your input guys, I really appreciate it Smiley
« Last Edit: 02 January, 2011, 17:09:43 by squidgetx » Logged

Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
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« Reply #11 on: 02 January, 2011, 18:21:22 »
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This is awesome!  I can't wait to put it on my calc.  Thanks squidgetx! Grin
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« Reply #12 on: 02 January, 2011, 23:30:47 »
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Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.

Also, when I chose 'Stab' in the tower it presented me with the take this spell (yes or no) dialogue a second time.
« Last Edit: 02 January, 2011, 23:33:09 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.
squidgetx
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« Reply #13 on: 02 January, 2011, 23:43:15 »
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Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Also, when I chose 'Stab' in the tower it presented me with the take this spell (yes or no) dialogue a second time.
O.o
that shouldn't be happening but I can't think of...wait...
stab is move #1...and the npc command for yes/no box is 01....aaaaahhhh...i think that is a minor bug in the npc engine..I must not be compensating for the offset of the "learn move" command....although I feel like I had....

Does anyone else have this problem with any of the other weapons/moves?
« Last Edit: 02 January, 2011, 23:45:28 by squidgetx » Logged

Read my webcomic! | My SoundCloud
Projects:

Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
FinaleTI
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« Reply #14 on: 02 January, 2011, 23:44:59 »
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Well I'm reloading the beta onto my calc to see if that was a fluke or not.

Edit: Yep, same thing happens.
« Last Edit: 02 January, 2011, 23:48:07 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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