Author Topic: Ash: Phoenix  (Read 106247 times)

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #255 on: February 01, 2011, 07:27:03 am »
Yeah, I'll add them if I can't think of any other tiles I want to add

Update: Thanks to Runer112's 1337 haxing skills, I now can use the latest version of Axe with this project. Hooray! Now onto fixing some more bugs, and adding EVs to the experience system lol.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #256 on: February 02, 2011, 03:50:50 pm »
Did he hack Axe parser app or did he make an axiom? O.O
« Last Edit: February 02, 2011, 03:51:06 pm by DJ Omnimaga »
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #257 on: February 02, 2011, 03:57:48 pm »
Nah, he just somehow rewrote the transition so that it worked (and also halved the size of the transitions' executable in the process O.O)

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #258 on: February 03, 2011, 12:42:17 am »
I see, that's cool to hear :D
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #259 on: February 06, 2011, 02:52:31 pm »
Now that the engine is practically finished (there's one last thing I have to add) all that stands in the way of this project's completion is the entering of a crapload of data. I've been putting it off, working on sandland, etc., but really this is very close to being finished. sort of.

So yeah...uh...I'm going to try and pick this back up and finish it. Heh heh.
* squidgetx goes back to making tiles

oh, and if there are any spriters around who'd like to help me get this done quicker, have a look at this thread and see what you can do. Thanks ;)
« Last Edit: February 06, 2011, 02:57:30 pm by squidgetx »

Offline Builderboy

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Re: Ash: Phoenix
« Reply #260 on: February 06, 2011, 02:53:36 pm »
Hah thats always the most grueling part ;D good luck!  Can't wait to see the finish line!

Offline NinjaKnight

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Re: Ash: Phoenix
« Reply #261 on: February 06, 2011, 09:08:38 pm »
This looks amazing :D. I bet it's going to be one of the front-runners for the POTY (if not the winner). Nice job!
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Re: Ash: Phoenix
« Reply #262 on: February 07, 2011, 02:49:17 pm »
I hope you keep being motivated to finish this. It will be great when this comes out. I hope you do not run into too many logic errors when entering data and events. That's one annoying part to debug because when fixing errors you introduce new ones, in-game events stop working, etc. X.x
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #263 on: February 08, 2011, 07:48:27 pm »
Thanks for the support ^^

Currently I'm working on adding lots of awesome features to my map editor to facilitate the ease of entering said data. Basically, the current process I have to go through to add a new map goes like this:
1)Create map entry in a program
2)Compile program and run to write in new data
3)Compile sprite editor
4)Make tiles, paste hex into another program
5)Compile program and run to write in new data
6)Make map and write out NPC convos
7)Compile and run 2 programs to update NPC data
8)Write down all the tile coordinates that are warp tiles and their destinations
9)Write down all the NPC tile coordinates
10)Enter all of this data into the map data program
11)Compile, run it.
12)Debugging requires repeats of entire parts of the process.

As you can see, this is not good for my flash chip nor my sanity, so my new mapmaker will hopefully be able to boil down the process to this:
1)Hit "Create New Map" and enter appropriate data (tileset, name, etc.)
2)Make map and tileset
3)Select warp tiles graphically (with the map viewing engine, to save hassle on writing down numbers and stuff)
4)Select NPC tiles the same way
5)Use old process for NPC convos, but that's ok i guess

Also, I posted a new release in the release thread, so check it out if you were having any bug issues before :)
« Last Edit: February 08, 2011, 07:58:42 pm by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #264 on: February 13, 2011, 12:46:33 pm »
*Bump*

Well, I got my new map editor up and running, imho, it's really nice :D. It probably improves my efficiency by >9000% XD

I can edit any and all of my tiles without annoying recalling of strings or recompiling any programs, I can edit a maps' name, tileset, enemies, etc. in addition to the actual map itself, and I can pick and choose trigger tiles (warp and npc convos) and where they lead to. Prepare for some epic progress soon >:D
« Last Edit: February 13, 2011, 02:47:14 pm by squidgetx »

Offline Builderboy

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Re: Ash: Phoenix
« Reply #265 on: February 13, 2011, 12:56:24 pm »
Wow O.O That is a mighty complicated map editor!  This sure looks like it could make some huge progress very quickly!  How do you manage to bypass recalling hex?

Offline Munchor

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Re: Ash: Phoenix
« Reply #266 on: February 13, 2011, 12:59:30 pm »
What is going on on that screenshot? Are you editing a map? (scrolling around it)?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #267 on: February 13, 2011, 12:59:51 pm »
The tile editor writes directly to the tile appvar :)

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #268 on: February 13, 2011, 01:02:09 pm »
Wow, that's incredible.  I'm amazed. ;D

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Re: Ash: Phoenix
« Reply #269 on: February 13, 2011, 01:04:21 pm »
The tile editor writes directly to the tile appvar :)

OOHH It's a tile editor, I can get it now, I thought those little images were part of the map (in fact they are but in another way).

Great!