Author Topic: Ash: Phoenix  (Read 106273 times)

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Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #45 on: October 31, 2010, 02:22:55 am »
Lol yeah. In Illusiat 2, the final boss casts Ultima and does heavy damage before dying. IN the original version the game is completly broken, though, so it's easily manageable. I don't remember if any other game I made for calcs got such attacks. I know some bosses changes forms after a while, though, then start doing insane attacks. There's a boss in one of my game who increases in strenght and defense every turn and if you don't kill him fast enough, he eventually can kill you in one hit. I think that's in Illusiat 12.
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #46 on: October 31, 2010, 10:34:55 am »
@shmibs: it looks even better on hardware. Scrolling gray is a huge PITA which I solved by doubling the frame scroll speed but changing the Dispgraphr command to For(E,0,6) : Dispgraphr : End

Also minor update: adding HP bars made the battle engine break AGAIN, but it got fixed. AI wise, all I'm gonna do is make sure they don't pick moves that are half-damage-effectiveness, and that's it. Battle engine still needs some finetuning though, before I can call it finished (it is very close to done though :D- i know in sig it only says ~50% but that's because the other stuff is just sprites/animations--but those aren't too hard to code)
« Last Edit: October 31, 2010, 10:35:29 am by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #47 on: October 31, 2010, 11:32:14 pm »
Yeah scrolling grayscakle was always an issue on the 83/84 calcs. It just blurs so much that it looks horrible. Even experienced ASM coders got troubles with that. Nothing much can be done aside from lowering the framerate and increasing the scrolling speed. I'M sure it's still gonna look great, though. Good luck on finishing the battle engine! :)
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Offline ztrumpet

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Re: Ash: Phoenix
« Reply #48 on: October 31, 2010, 11:37:29 pm »
Wonderful.  Great progress squidgetx. ;D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #49 on: November 04, 2010, 06:59:33 pm »
Well. Ran into a few issues with the battle engine--not because of coding issues, but because I realized that it makes absolutely no sense for a player to be able to shoot arrows while he has a sword equipped. However, due to the fact that I had no time with my calc today (college tours yay), and got to spend the travel time thinking about it, I've figured out a solution to this problem that will not add much to the battle engine. So you guys will still be able to expect a more official update announcing the pseudo-completion of the battle engine (hooray!) this weekend.

On another note, I've also started brainstorming NPC interaction, and I've come up with a really cool idea (that probably has been already thought of somewhere but oh well). Besides not only storing the NPC text as data, I've decided that I can use other ASCII characters to signify certain actions; the NPC interaction will be a type of code in and of itself, and the NPC interaction engine will parse it. For example, this data
Code: [Select]
:"Hi, I am an NPC ↓ Would you like an item?"
:[03] [01]
:"i" //this is the imaginary i
:[01][01]
:"Here you go"
:[01]
:[02]
:"Ok then"
:[02]
:[00]

would have the NPC say "Hello I am an NPC", pause, then ask for an item and a yes/no box prompt would appear. If the player selects yes, then he will receive 1 of item #1 and the NPC would say "Here you go" and pause. If the player selects No, the the NPC would say "Ok then" and pause. Then the conversation would be over. Hopefully, through this method, NPC interaction will take less than 1000 bytes in the executable
« Last Edit: November 04, 2010, 07:01:15 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #50 on: November 04, 2010, 10:20:56 pm »
Oh! That will be great! I didn't thought about that one but I thought about having NPC movement patterns stored as data once. This should keep your data much smaller :)
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #51 on: November 07, 2010, 05:15:55 pm »
*drumrolls*
THE BATTLE ENGINE IS FINISHED
 ;D

Featuring...
-Your character sprite changes depending on what weapon you have
-Unique enemy 'hit' sprites
-Moves that have recoil, heal, and change stats of you or your enemy
-Moves with varying class-associations; super effective and half-effective damage
-unique and complex damage formula
-armor, shields, weapons, necklaces, boots, and hats
-fully functional item use
-running away
-....and some other stuff.

random changes:
-your bag now holds 50 items instead of 25
-you only get 6 moves instead of 8. however, the first 2 (which I call 'skills') change with what weapon you have. You can level up weapon types and gain better and more powerful skills with your weapon.


Current Specs: 10500 byte app ; ~15000 in archived appvars, requires 4000 free RAM to run.
* squidgetx breathes.

I know some of the sprites look a little wonky (especially the slashing animation), but those are just for demonstration purposes; they won't look as crappy upon release.

I need to optimize a little bit (already used up 63% of my app space), but otherwise, I am ready to move on! Battle Engine 0, squidgetx 1 ;D
« Last Edit: November 08, 2010, 04:40:07 pm by squidgetx »

Offline Aichi

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Re: Ash: Phoenix
« Reply #52 on: November 07, 2010, 05:22:12 pm »
Oh my god, this looks so fantastic! Cant wait for a release.

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Re: Ash: Phoenix
« Reply #53 on: November 07, 2010, 05:23:34 pm »
Oooohh....

This looks really nice :D

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #54 on: November 07, 2010, 05:44:34 pm »
Wonderful!  Great job squidgetx.  It looks awesome. ;D

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Re: Ash: Phoenix
« Reply #55 on: November 07, 2010, 05:49:55 pm »
Woah, so great looking, especially the animations and layout (I like the HP/MP bars). You really did a great job so far and I am glad you finished the engine. I hope you made a backup because it would really suck if your calc RAM/Arc cleared on you X.x

I can't wait to play it when it comes out :)
« Last Edit: November 07, 2010, 05:50:27 pm by DJ Omnimaga »
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Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #56 on: November 07, 2010, 05:55:18 pm »
Looks nice! I can definitely see the pokemon influence. =)
*edit* I missed the animation for the character taking damage at first glance. I REALLY like it.
*edit2*I can't shake the feeling that the character looks like Harry Potter... Did you "borrow" the sprite from a Harry Potter game? :D
« Last Edit: November 07, 2010, 05:58:45 pm by Art_of_camelot »

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Re: Ash: Phoenix
« Reply #57 on: November 07, 2010, 05:59:02 pm »
Holy graphics batman, that game is amazing!
Want demo!

Offline squidgetx

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Re: Ash: Phoenix
« Reply #58 on: November 07, 2010, 06:08:57 pm »
Looks nice! I can definitely see the pokemon influence. =)
*edit* I missed the animation for the character taking damage at first glance. I REALLY like it.
*edit2*I can't shake the feeling that the character looks like Harry Potter... Did you "borrow" the sprite from a Harry Potter game? :D

Actually the sprite came out of when I was raging at my sprite editor and drew random lines. Then he ended up with a cape type of apparel that I thought looked cool.
Woah, so great looking, especially the animations and layout (I like the HP/MP bars). You really did a great job so far and I am glad you finished the engine. I hope you made a backup because it would really suck if your calc RAM/Arc cleared on you X.x

I can't wait to play it when it comes out :)

made a backup today on PC :)

Hopefully I should be able to get out an engine demo in a month or so, then an alpha with a bit of real storyline after that. Glad to see everyone likes it so far :)

Offline yunhua98

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Re: Ash: Phoenix
« Reply #59 on: November 07, 2010, 06:10:48 pm »
THIS.  IS.  EPIC.
* yunhua98 can't wait.  ;D
I'm seeing another feature in the future.  :o

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