Author Topic: Ash: Phoenix  (Read 59336 times)

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Offline squidgetx

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Ash: Phoenix
« on: October 25, 2010, 03:42:21 pm »
Well, this is what I've been working on since Cuberunner: Ash:Phoenix--an RPG

Storywise, I won't reveal too much, since I'd like the story to unfold as you play through the game. I will say that the main objective driving the storyline is to find the legendary bird of fire: the pheonix. You'll only have 1 character throughout (differing from other RPGS) , and all the battles will be 1 on 1 (like pokemon). Also, instead of having a list of spells, you'll have a list of (up to 8 ) different 'techniques,' some of which will be regular attacks, and others will be spells. There will be about 40 different total techniques, some of which are unlearnable depending on what class you choose to be at the beginning of the game. (There will be 6 classes: warrior (melee based), archer (melee based), mage (magic based), spirit (magic based), undead (mix), and shadows (mix) ) Techniques will have varying effects including boosts/drops to stats, recoil/healing, and regular damage

The map engine uses 12x12 tiles and your character is masked. All of the sprites I'm using right now are just temp ones that I threw together...(except for equipment ones: those turned out nice): the others will probably be redone sometime.

So far the map engine is partially done, and the item and stat screens are pretty much wrapped up.
The battle engine I have on paper, but coding it on calc is turning out to be...difficult.

Updates to follow throughout! I won't let this die (hopefully) ;D

« Last Edit: November 09, 2010, 04:05:43 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #1 on: October 25, 2010, 03:44:49 pm »
Wow I had Touhou Judgment in the Sixtieth Year ~ Fate of Sixty Years SSH cover playing at the same time as I opened this thread and it seemed to fit well.

Nice job so far, I love the look of it and the idea. But make sure to not make it too complex, especially the battle engine, because a RPG is a bit project and the battle engine is what most people seem to have the most trouble with.

Good luck!
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline FinaleTI

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Re: Ash: Phoenix
« Reply #2 on: October 25, 2010, 03:49:11 pm »
Looks nice. I really need to get back to Nostalgia... ;D
I know how hard an RPG battle engine can be in Axe, at least you only have one character to deal with, though. For mine it requires a dynamic party of up to 2 players and up to 2 enemies... Plus, I had that back-up corruption during the contest...
« Last Edit: October 25, 2010, 03:49:29 pm by FinaleTI »


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...

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

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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
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Prequel to Nostalgia. On hold, especially while the story is re-worked.

ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #3 on: October 25, 2010, 03:55:50 pm »
well, looks very nice!  A project worthy of a programmer of your high caliber ;D
« Last Edit: October 25, 2010, 03:55:59 pm by ASHBAD_ALVIN »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #4 on: October 25, 2010, 04:12:04 pm »
@Finale TI: yeah, that's one of the reasons why I decided to only have 1 character ^^ (although I give most credit to pokemon/dying eyes for the battle engine scheme)

Offline Hot_Dog

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Re: Ash: Phoenix
« Reply #5 on: October 25, 2010, 04:16:47 pm »
This is looking very awesome!
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Offline yunhua98

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Re: Ash: Phoenix
« Reply #6 on: October 25, 2010, 04:28:28 pm »
This is really cool!  , does anyone else think that when furthur, it should be in the Major Projects section?  ;)

I really like how many Nethams appear in this year's games, blue lobsters are taking over!  :P

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #7 on: October 25, 2010, 04:30:24 pm »
lol thanks. Yeah, the netham was just a temp item I threw in the database really quick for testing purposes (btw, it heals 9000Hp, 255 MP and costs 9000 gold) . Maybe I'll keep it there though...;)

Btw, your bag has a limit cap of 25 items, old school style. This means that you can have 25 different items, but it doesn't matter how many of each you have (proabably a limit of 99 each). Does this sound reasonable?
« Last Edit: October 27, 2010, 03:50:49 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #8 on: October 25, 2010, 04:31:48 pm »
This is really cool!  , does anyone else think that when furthur, it should be in the Major Projects section?  ;)

I really like how many Nethams appear in this year's games, blue lobsters are taking over!  :P
Indeed. If this gets more progress it will certainly land there. :) (same for Nostalgia)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #9 on: October 25, 2010, 04:33:30 pm »
lol thanks. Yeah, the nehtham was just a temp item I threw in the database really quick for testing purposes (btw, it heals 9000Hp, 255 MP and costs 9000 gold) . Maybe I'll keep it there though...;)

Btw, your bag has a limit cap of 25 items, old school style. This means that you can have 25 different items, but it doesn't matter how many of each you have (proabably a limit of 99 each). Does this sound reasonable?

25 items is a bit small... maybe 50 would be better (becasue typical RPGs have like <9000 different items...)

Offline yunhua98

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Re: Ash: Phoenix
« Reply #10 on: October 25, 2010, 04:33:57 pm »
lol thanks. Yeah, the nehtham was just a temp item I threw in the database really quick for testing purposes (btw, it heals 9000Hp, 255 MP and costs 9000 gold) . Maybe I'll keep it there though...;)

Btw, your bag has a limit cap of 25 items, old school style. This means that you can have 25 different items, but it doesn't matter how many of each you have (proabably a limit of 99 each). Does this sound reasonable?

yes, but you must keep Netham!
have like a cheat code that would let "Omnimagans" get >9000 Nthans saying the Game while playing Never AGonna Give You Up.  :P

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #11 on: October 25, 2010, 04:40:24 pm »
Hm, I was just about to ask if you can delete external variables, then just before I posted I decided to check the docu just in case even though I was 99% sure you couldn't...and then I found out you can ;D. This will make things much easier (ie creating temp appvars for extra storage and then deleting them.)

I'll think about changing the limit: there'll be plenty of cushion time to decide since the only data in the save file following item data are quest flags (which I can use bits for if I want to lol)

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #12 on: October 25, 2010, 05:27:18 pm »
Nice looking game!  I can't wait for more progress.  Good luck. ;D

* ZTrumpet uses one (1) Netham... :D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #13 on: October 26, 2010, 03:59:24 pm »
Minor update showing what I have done with the battle engine so far. I literally had to code this 3 times over because of some unexpected clears (ie, calc wouldn't turn on in physics until i took out all the batteries: I sit right in the front and my teacher kept looking at me weirdly. She can't say anything though, since I just averaged 99 on the last two tests lol ; and then later the game crashed when Axe forgot to tell me that I was missing a label)

Anyway, I put the stat screen in a window, and you can only use items (as opposed to equip/toss them) in battle. I also added a 'window' routine that wasn't that hard, but that I am proud of. It looks nice ;D So far all I have left to do in the engine is the actual battling part....

If you notice that I have duplicate items and moves, this is because the save file I'm using was written manually with a bunch of random moves/items...it's not a bug and it (hopefully) won't be happening in the real game
« Last Edit: October 27, 2010, 03:51:38 pm by squidgetx »

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #14 on: October 26, 2010, 06:01:44 pm »
Nice job.  It looks great. ;D
I sit right in the front and my teacher kept looking at me weirdly. She can't say anything though, since I just averaged 99 on the last two tests lol
lol :P