Author Topic: Ash: Phoenix  (Read 106050 times)

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Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #90 on: November 10, 2010, 12:36:39 pm »
Nice! Glad to hear! :)


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Re: Ash: Phoenix
« Reply #91 on: November 10, 2010, 05:04:04 pm »
Yeah Axe backup feature is still not very safe. However, CalcUtil or not, still do some PC backups. I heard someone had CalcUtil crash his calc before. Maybe CalcUtil is 99.5% reliable, but bad luck happens. What if you're in the 0.5%?
The thing is, if it crashes your calc, all your stuff is archived anyway.

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #92 on: November 10, 2010, 07:47:22 pm »
Yeah Axe backup feature is still not very safe. However, CalcUtil or not, still do some PC backups. I heard someone had CalcUtil crash his calc before. Maybe CalcUtil is 99.5% reliable, but bad luck happens. What if you're in the 0.5%?
The thing is, if it crashes your calc, all your stuff is archived anyway.
That's not entirely true. If CalcUtil crashes when you are at the Save Changes? screen, you can lose the program you where just working on, because it gets unarchived to update the code.
One way around this would be to use this. I love the Archive Undeleter. ;D


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...

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

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Offline calcdude84se

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Re: Ash: Phoenix
« Reply #93 on: November 10, 2010, 08:39:44 pm »
I prefer its predecessor Archive Utility, but I agree they can be very useful programs :). Gives you another chance if you really didn't want to delete that program/appvar.
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Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #94 on: November 11, 2010, 03:23:36 am »
Yeah Axe backup feature is still not very safe. However, CalcUtil or not, still do some PC backups. I heard someone had CalcUtil crash his calc before. Maybe CalcUtil is 99.5% reliable, but bad luck happens. What if you're in the 0.5%?
The thing is, if it crashes your calc, all your stuff is archived anyway.
I think his archive corrupted too.

Yeah, extremly super mega bad luck can happen, too. I guess it's good to maybe backup in different ways. Example: Omnimaga site and database have a recent backup on my two hard drives, 1and1 (this one will not be as updated), an older one on my old computer and I plan to get an USB jumpdrive for that purpose too.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #95 on: November 12, 2010, 07:18:28 am »
Returning to the map engine now and working on interactive tiles. Turns out that inData() can't look for 2 byte numbers so I think I'll just write my own routine for it. This should be the last major part of the engine. After this, I just have to add shops/inns, and the level up system and the engine is finished :)

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #96 on: November 12, 2010, 09:46:46 am »
Ah good to hear it's coming along pretty well. Keep up the good work! :)

Offline Munchor

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Re: Ash: Phoenix
« Reply #97 on: November 12, 2010, 10:35:07 am »
Returning to the map engine now and working on interactive tiles. Turns out that inData() can't look for 2 byte numbers so I think I'll just write my own routine for it. This should be the last major part of the engine. After this, I just have to add shops/inns, and the level up system and the engine is finished :)

Write a routine to change the number of byes allowed by Data?

Is that possible?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #98 on: November 12, 2010, 03:33:23 pm »
Write a routine to change the number of byes allowed by Data?
Is that possible?


No, I meant that I would just hardcode it with a For() loop or something

Also, screenshot of current progress :P When stepping onto the fence tile, you are supposed to warp inside of the brick square
« Last Edit: November 12, 2010, 03:34:22 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #99 on: November 13, 2010, 03:07:23 am »
Looks nice, although the grayscale seems a bit flickery when walking. Is it just due to Wabbitemu misconfiguration?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #100 on: November 13, 2010, 09:09:44 am »
It's a little flickery but is also due to wabbit (looks way better oncalc). Anyway, I have now fixed the problem with the RAM clears and so now warp tiles are pretty functional ;D. Now I have to add inter-mapfile warp tiles (they can handle warping to any map in one appvar, but I suspect I will have two map appvars, so I have to add switching)

edit: 400th post and 100th reply ;D
« Last Edit: November 13, 2010, 09:10:02 am by squidgetx »

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Re: Ash: Phoenix
« Reply #101 on: November 13, 2010, 12:39:57 pm »
Looks great!  I recommend messing with Pt-Mask() or masking sprites. :)  Other than that, it looks great! ;D

Offline squidgetx

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Re: Ash: Phoenix
« Reply #102 on: November 13, 2010, 01:13:32 pm »
Looks great!  I recommend messing with Pt-Mask() or masking sprites. :)  Other than that, it looks great! ;D
I *only* use Pt-Mask. however, the sprite's white outline is the result of a temporary bugfix that I will address later.

Btw, the map engine screenshot has no discernible changes from the first post lol :P

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #103 on: November 14, 2010, 04:33:26 am »
It's a little flickery but is also due to wabbit (looks way better oncalc). Anyway, I have now fixed the problem with the RAM clears and so now warp tiles are pretty functional ;D. Now I have to add inter-mapfile warp tiles (they can handle warping to any map in one appvar, but I suspect I will have two map appvars, so I have to add switching)

edit: 400th post and 100th reply ;D
Cool to hear. Keep up the good work. :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #104 on: November 14, 2010, 11:50:39 am »
Small update showing engine capacity:

Map sizes: I will have support for about 42kb of map. Can you say 84000 tiles? ;D
Tilesets: 256 unique tiles: 16 'themes'
NPCs: 200 unique NPC convos averaging 20 words each
Around 100 moves with about 40 unique animations
7 classes that you can play as
~50 enemies
~200 items
20 NPCs per map and 20 warp tiles per map
up to 256 unique maps (although total tile count can't go over 84000)
and maybe some other stuff that i'm forgetting :P


Alpha of the first part of the game hopefully will be released sometime early next year :P
« Last Edit: November 14, 2010, 12:01:32 pm by squidgetx »