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Ash: Phoenix
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Ash: Phoenix
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Topic: Ash: Phoenix (Read 119784 times)
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squidgetx
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Re: Ash: Phoenix
«
Reply #195 on:
December 18, 2010, 03:21:34 pm »
Well the only way you can tell they are dollars is because I use the dollar symbol. Otherwise, there's absolutely no relation, all the prices I have aren't very realistic at all. I just didn't feel like inventing a name/symbol for the currency, and the $ symbol is all ready and easy to access in the built in ASCII set
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Re: Ash: Phoenix
«
Reply #196 on:
December 18, 2010, 04:59:46 pm »
Sounds great! I can't wait for the demo.
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Re: Ash: Phoenix
«
Reply #197 on:
December 18, 2010, 07:38:03 pm »
I see squidgetx. What is the currency name actually? You could maybe use the first letter but modify it a little by adding a strikethrough or something.
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squidgetx
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Re: Ash: Phoenix
«
Reply #198 on:
December 18, 2010, 08:03:02 pm »
I really don't know
I think the $ symbol is ok though, because I don't think I will ever reference the actual currency name in game, I will always use the symbol $ which is easier to do than creating my own symbol (unless there are any good candidates in the ASCII set...I don't know)
Also I have another smallish update: Obtaining items randomly after battle works now, and I've finished the second tileset and other misc stuff.
«
Last Edit: December 18, 2010, 08:03:10 pm by squidgetx
»
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Re: Ash: Phoenix
«
Reply #199 on:
December 18, 2010, 08:09:44 pm »
If for example the currency is Nethams, you could use pi symbol, like what I did in Omnimaga on-calc logo (the one in the banner is the same but the pi symbol is one pixel longer). And cool to hear about the small update. I remember I had this in some of my Illusiat RPGs and ROL series, I think, but I removed it in Illusiat 13 because the amount of item slots was capped and I didn't feel like forcing you to trash items after every battle.
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squidgetx
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Re: Ash: Phoenix
«
Reply #200 on:
December 18, 2010, 08:12:46 pm »
Hmmm...I'll try and think of some unique currency, because you're right, the $ symbol is a bit boring
Also yeah the items have a cap here too (50 of them) but this cap only applies to the amount of different items you have, not how many total so I think it should be fine (ie you can have 200 steaks and you'll have room for 49 more different items
)
I am excited since the engine is practically finished now (The only major thing left to program are scrolls; items that let you learn moves)
and I have about 1200 bytes left in the app for that. The source is now total 76kb O_o
«
Last Edit: December 18, 2010, 08:17:26 pm by squidgetx
»
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Re: Ash: Phoenix
«
Reply #201 on:
December 18, 2010, 08:24:40 pm »
Ah ok. In my older games there was no real cap. Each slot were for an item in particular. Example, potions always went in slot 1, so you could have 99 of each. In Illlusiat 13, each magic orb or item take one slot. I did that to add some sort of challenge to the game.
And wow I'm glad you almost finished. By 76 KB of source this include data too, of course, right?
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Re: Ash: Phoenix
«
Reply #202 on:
December 18, 2010, 09:38:18 pm »
Quote from: squidgetx on December 18, 2010, 08:12:46 pm
The source is now total 76kb O_o
Wow.
Progress sounds awesome, squidgetx!
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Re: Ash: Phoenix
«
Reply #203 on:
December 18, 2010, 10:51:53 pm »
How long does it takes to compile, by the way?
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squidgetx
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Re: Ash: Phoenix
«
Reply #204 on:
December 19, 2010, 08:01:24 pm »
It takes around 30-40 seconds to compile
I'm around halfway done with the "indoors" tileset now, drawing tiles takes much longer than I thought
The NPC engine suddenly broke on me today, but I've made some headway in fixing it. The NPC part works again now, but for some reason though, it likes to corrupt all the tile data, making the game's graphics glitch severely after any NPC convo >.>
«
Last Edit: December 19, 2010, 08:04:40 pm by squidgetx
»
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Re: Ash: Phoenix
«
Reply #205 on:
December 19, 2010, 10:37:54 pm »
X.x, I hope it isn't too hectic when debugging/adjusting something like text centering and you have to use trial and error
. And yeah drawing tiles can take a while. X.x
I would backup your tile data outside the calc, IMHO, in case. X.x
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squidgetx
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Re: Ash: Phoenix
«
Reply #206 on:
December 21, 2010, 05:50:51 pm »
Hm, I should probably post some screenies
Showing off here my new map-linking routines and new tiles
Also, as a note, there are 16 files you will have to send to your calc. They all go into archive though, so it should make the installation process relatively easy. The total size is around 140k, but I'm anticipating at least 50k more data that needs to go in. However, there's currently no compression, so hopefully the filesize will go down.
How much archive does the 83+ get again? I forget X.x
«
Last Edit: December 21, 2010, 08:10:26 pm by squidgetx
»
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[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
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SpaceDash
|
The Psyche
|
XXEdit
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AxeSynth
|
StickNinja
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Gravity Guy
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Embers:Phoenix
|
Zombie Gun
Axe: Need help optimizing?
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TIfanx1999
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Re: Ash: Phoenix
«
Reply #207 on:
December 21, 2010, 06:06:28 pm »
Wow, that looks fantastic! Very nice work! =)
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DJ Omnimaga
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Re: Ash: Phoenix
«
Reply #208 on:
December 21, 2010, 11:26:21 pm »
Looks nice! I like the house and village layout so far. For some reasons, the village reminds me of Illusion of Gaia. Only suggestion would probably be to add outlines for the houses outside, but I assume this would increase the size of the sprite data too much, right?
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Re: Ash: Phoenix
«
Reply #209 on:
December 22, 2010, 01:39:04 am »
Wonderful! That looks great squidgetx!
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Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
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Nibbler
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Boost
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Homescreen Map Editor
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Key Group Check
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Oasis
Print
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Go Up
« previous
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Omnimaga
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Ash: Phoenix
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squidgetx
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Ash: Phoenix