Author Topic: Ash: Phoenix  (Read 110128 times)

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Offline c.sprinkle

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Re: Ash: Phoenix
« Reply #210 on: December 24, 2010, 08:55:33 pm »
Wow. That's a lot of work. This looks really nice, too!  ;)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #211 on: December 27, 2010, 04:53:07 pm »
Thanks everyone :)

Ok, a little update before the demo:

I've FINISHED all the maps and tiles that I'm planning to go into the demo. This entails 7 different maps linked together, with 96 different tiles. The demo as of now will enclose the first village shown in the screenshot in the last page as well as the first dungeon/boss (the wastelands). If I have time, I will add a route out of the village (an Eastern Mountain Pass) and possibly the next city over (Maghada) (I have a world map laid out on paper, so I sort of have an idea of the order of events and such)

NPC's have lots of new abilities now, one of the coolest ones I think is one that enables them to write temporarily to the current map. For example, if I wanted to have a guard blocking a door, I could make it so that talking to him "unlocks" the door. Other ones that I've added are the capability to heal, shop, and start battles.

I've also finished the cutscene routine that will be used at the beginning of the game (and in some other places in the final game). Cutscenes are basically slideshows of 3 lvl gray pictures linked together by a nice fade animation, accompanied by text run from the NPC engine. I will be able to promise some reallly nice pixel art here (96x64 is a lot after spending hours drawing 12x12 tiles :D)

Also, I've optimized a lot. Remember when I said I was going to move the NPC engine out of the main program? The NPC engine took up about 2k then, and at that point I had 1200 bytes left in the app after moving it out. Currently, the NPC engine is BACK in the main app, and I have around 700 bytes left :)

And I finally added luck to the battle engine. If you're twice as lucky as your opponent, you have a chance of inflicting twice as much damage than usual, etc. ;)

Things left to do:
Move animations for at least the first few moves
Scrolls (a type of item) to teach moves
Allowing NPCs to teach moves
Finalize the opening cutscene (this means work on story a little bit XD)

Oh...and does anyone remember when my calc was having that weird ERR: LINK thing? When it would throw that error every time I turned on the calc? Well, heh heh, it's happened again ;) Fortunately I could still connect it to the computer so I didn't lose anything but...this makes it, what, twice now that this project has made me do a full mem clear? LOL
« Last Edit: December 27, 2010, 05:12:43 pm by squidgetx »

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #212 on: December 27, 2010, 05:26:57 pm »
Sounds awesome!

I can't wait to play.
(Boy, do I need to start kicking on Nostalgia again!)


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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Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #213 on: December 27, 2010, 10:06:44 pm »
Awesome! I'm glad this is coming along nicely, can't wait for the demo!

Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #214 on: December 28, 2010, 09:07:56 am »
Wow, nice progress! I'm looking forward to checking out the demo. =)

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #215 on: December 30, 2010, 02:28:41 pm »
Oh...and does anyone remember when my calc was having that weird ERR: LINK thing? When it would throw that error every time I turned on the calc? Well, heh heh, it's happened again ;) Fortunately I could still connect it to the computer so I didn't lose anything but...this makes it, what, twice now that this project has made me do a full mem clear? LOL
That's such a weird error.  I had it happen to me once too: http://ourl.ca/4109/75862

I can't wait for the demo! ;D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #216 on: December 30, 2010, 03:12:54 pm »
Just as a note, due to the Cage Match the demo MAY be postponed to 1/11/11. However, I am still going to do my best to get it out on New Year's Day. Since I've already finished the (very) basic framework of my cage match entry (it worked on the first compile ;D ) however, it is still more likely than not that the demo will be released on Saturday.

I've now basically finished almost everything that needs to be coded for the demo, but I haven't tested all of it. So now I'm going to see how easily everything can be debugged (hopefully it'll work on the first try)

EDIT: UPDATE: I *think* I've finally finished debugging all the important stuff. You can learn moves now without RAM clearing, hooray! Now on to battle animations and the cutscene script
« Last Edit: December 30, 2010, 06:24:19 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #217 on: December 31, 2010, 03:40:39 pm »
Ah ok, well try to not let other projects delay this too much, though, authors tend to lose interest on a project if they stay away from it for too long (example, if you started participating in every single cage matches and contests). Good luck whatever you decide, though. I'm really looking forward for a demo. :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #218 on: December 31, 2010, 03:45:44 pm »
Yeah, I noticed that too with the raycaster. It took me a few days before I started working on this again after I started the raycaster, and at that point progress was a little sluggish. However, I don't think the cage match will affect this too much since its only a week. Also since I'm only eligible for axe in the contests, theres only a small chance that I'll be participating in future ones

On another note, I finished all the level 1 move animations, which is (probably) all that you'll get to in the demo (since the monsters ingame are fairly low-level; it'll take a lot of grinding to get your char to learn higher level moves). The move animations are projected at 43kb, which is a lot smaller than I had expected, although I'm sure it's a bit larger than what some of you would prefer lol. Oh well, the whole project is like 200kb anyway, it's all relative, right ;)

Now I'm going to do some last cleanup stuff, fixing one last bug, etc. (which unfortunately involves sending axe .4.6 to my calc, compiling something, then sending back .4.7 :( ) The demo is going out tomorrow for sure.
« Last Edit: December 31, 2010, 03:58:44 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #219 on: December 31, 2010, 04:41:51 pm »
Ah right, I guess it should be fine if it's just one week, then.

Also I'm glad to hear the animations are done for level 1 moves. :D About grinding, try to not overdo it, though. It's not good if a game is 10 hours long, but 80% of the entire gameplay is just grinding.

What do you mean about Axe 0.46 and 7? Do you have stuff that only works on 4.6 and others on 4.7? Or are you converting code?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #220 on: December 31, 2010, 04:49:06 pm »
Axe .4.7 doesn't support lines that are drawn off screen, which I need for some of my transition effects (like the checkered diagonal fade). Luckily since those are contained within a separate program outside the app so I can use a different version to compile it.

All I meant regarding the grinding was that it doesn't matter if I don't finish other animations since it will take a lot of grinding before you can learn those because the demo only has low level monsters that don't give very much xp if you're at a high level. I mean like, maybe it will take 10 battles to go from level 5 to 6 fighting these monsters, but it would probably take 100 battles fighting these monsters to go from 15 to 16 for example.

Also, in the final game I think there will be not be very much excessive training required because of the 65535 xp cap

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Re: Ash: Phoenix
« Reply #221 on: December 31, 2010, 08:16:36 pm »
Ouch, I see now. Doesn't seem like something easy to deal with (The line issue). :/

Offline squidgetx

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Re: Ash: Phoenix
« Reply #222 on: January 07, 2011, 06:20:32 pm »
Development shall now continue.

To do list, sorted by priority:

  • Fix shop bug
  • Make walking speed faster/grayscale less crappy
  • Fix other minor bugs
  • Optimize a lot
  • Add scrolls to teach moves
  • Allow NPCs to check for certain items
  • Continue spriting and mapmaking
« Last Edit: January 07, 2011, 06:21:33 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #223 on: January 08, 2011, 09:23:36 pm »
Good luck!

On a semi-unrelated note, you might want to fix your forum signature, because I can barely read the Ash Phoenix 40% text it it ???

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #224 on: January 08, 2011, 11:27:50 pm »
Nice. :)  Good luck! ;D