Author Topic: Casio RPG: The age of Slime (beta 0.2)  (Read 24960 times)

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Offline sjasogun1

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Re: Casio RPG
« Reply #15 on: March 09, 2011, 09:51:22 am »
@DJ_O: Yes there will be stuff like dungeons, a storyline and maybe side quests later on. And thanks for the feedback, I'll nerf the formula's for the first few monsters. Did you get to the boss yet?

Also, I've thought of a title of my RPG: The age of Slime
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Re: Casio RPG: The age of Slime
« Reply #16 on: March 09, 2011, 05:01:24 pm »
This looks really really good! I wish I could play it but I don't have a Casio calc. Maybe I'll get one if I ever have some extra money. Just so I can try this :P

Offline m1ac4

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Re: Casio RPG: The age of Slime
« Reply #17 on: March 10, 2011, 07:45:29 am »
I spent some time playing with this on my Prizm and it looks very good indeed.
It looks like you don't need the Default.g1s file on the Prizm (unknown file type and all, at least on a Prizm anyways).
I started experimenting with color commands with the attack functions as an example.  It doesn't look good for now due to the locate glitch but I would imagine that adding color to the Prizm version of the game should be relatively easy.

Offline DJ Omnimaga

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Re: Casio RPG: The age of Slime
« Reply #18 on: March 11, 2011, 12:42:07 am »
@DJ_O: Yes there will be stuff like dungeons, a storyline and maybe side quests later on. And thanks for the feedback, I'll nerf the formula's for the first few monsters. Did you get to the boss yet?

Also, I've thought of a title of my RPG: The age of Slime
Cool to hear, and nope I didn't get to the boss. I die against the 2nd or 3rd slime. D:
I spent some time playing with this on my Prizm and it looks very good indeed.
It looks like you don't need the Default.g1s file on the Prizm (unknown file type and all, at least on a Prizm anyways).
I started experimenting with color commands with the attack functions as an example.  It doesn't look good for now due to the locate glitch but I would imagine that adding color to the Prizm version of the game should be relatively easy.
Actually for the Prizm the trick is to not use any character located in the CHAR menu, same for Theta and a few others, then you should be fine. And color commands are really gonna be useful in such games, for example when the enemy is attacking you could make it blink to another color. :D

Offline m1ac4

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Re: Casio RPG: The age of Slime
« Reply #19 on: March 11, 2011, 07:45:31 am »
There might be a few tricks that you can use to get around the Locate glitch with special chars, I'm going to do some experimenting with one today.
Pity that we're limited to 8 colors in Basic for now.
* m1ac4 dreams of when the Locate glitch is fixed so people can make amazing basic RPGs with color too.

Offline DJ Omnimaga

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Re: Casio RPG: The age of Slime
« Reply #20 on: March 11, 2011, 09:55:16 pm »
Yeah true. That said, in some cases it might be possible to do quite good looking ASCII stuff with only 8 colors, though. ANd yeah I hope the glitch gets fixed or that someone creates an ASM utility to use sprites in BASIC.

Offline Hot_Dog

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Re: Casio RPG: The age of Slime
« Reply #21 on: March 11, 2011, 10:16:05 pm »
Wow, those screenies are slick!  I can't wait for this one

Offline sjasogun1

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Re: Casio RPG: The age of Slime
« Reply #22 on: March 12, 2011, 09:47:40 am »
Cheat in spoiler:
Spoiler For CHEAT:
Press 5 before pressing EXE to open up the menu in battle to win instantly

@DJ_O: Dying at the 2nd or 3rd slime shouldn't be that bad; I believe it takes a quarter of your EXP and 5% of your gold... And besides, you start out with some potions (three apples and three oranges)

@Hot_Dog and jkag: Thanks guys! I'm not working on it right now (having vacation), but I'll start working on it again once school starts in two days since I usually work during lessons that don't happen (sorry I don't know the word for when you have a free hour instead of a lesson where you had a lesson before)
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Offline DJ Omnimaga

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Re: Casio RPG: The age of Slime
« Reply #23 on: March 13, 2011, 04:06:02 am »
Ok, I thought it took out all my exp. Does enemies get stronger as I level up by the way?

Also why don't you work on the game during vacations? To be fair, IMHO when someone don't work on a calc game just because he's out of school for a while means he is not really interested that much about calculator programming and could care less about it. No offense. I personally coded more during summer vacations than at school. :/

Offline sjasogun1

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Re: Casio RPG: The age of Slime
« Reply #24 on: March 14, 2011, 02:55:53 am »
Enemies do level up as you get stronger, there are new area's with stronger monsters at level 3 and level 6, and at level 10 you can battle the boss. You can use the arrow keys (left and right, that is, not up and down) to go there on the map once you've reached the appropriate level.

Yeah, I understand what you're saying, I should've worked on it. Oh well, it can't be helped.
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Offline DJ Omnimaga

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Re: Casio RPG: The age of Slime
« Reply #25 on: March 14, 2011, 03:14:00 am »
Ah ok, I thought in every location they got stronger. I guess it's fine either way, I just worried that if in the 1st area they were always the same lv as me that I would have big troubles beating them for ages, making grinding a pain. X.x

Offline m1ac4

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Re: Casio RPG: The age of Slime
« Reply #26 on: March 14, 2011, 10:03:02 am »
Made it to the boss and beat it sometime over the weekend.  I anticipate having to replace my batteries sometime this week.  ;D
This is a great start, I hope you can keep working on it!
[offtopic] @DJ_O: Most excellent timing on your last post here :w00t: [/offtopic]

Offline sjasogun1

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Re: Casio RPG: The age of Slime
« Reply #27 on: March 14, 2011, 10:16:36 am »
Oh, so you beat the boss? IT'S HARD EH? You basically need to bring enough potions to last until it runs out of MP for it's Heal and Spark spells.

Also, a quick preview of what's coming in version 0.2 (current is 0.1)

-A storyline introduction
-Instructions
-1/3rd damage reduction for monsters
-An improved MP curve

Sorry, no new area's coming yet, I first want this one to work perfectly.
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Offline DJ Omnimaga

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Re: Casio RPG: The age of Slime (beta 0.1)
« Reply #28 on: March 23, 2011, 01:39:29 pm »
Nice. Make sure the story isn't too long, though. Text can fill up memory pretty fast so you might hit a wall later in production.

Hopefully the enemy balancing should also make the game a bit easier.

Offline sjasogun1

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Re: Casio RPG: The age of Slime (beta 0.1)
« Reply #29 on: March 23, 2011, 03:14:32 pm »
A little surprise: There is a new area coming, the desert area!

That's not the reason it took me so long on this update though, I tried to create an equipment system but it just ate away my memory so quickly I decided against it. I just got to undoing all of the changes I had made to implement the equips a few days ago; adding the new area has taken one-and-a-half-hour so far. I should be able to finish it this week.

Also, I've added two new spells: Summon Knives and Tri-Attack. I removed the unused spell Venom from the list, as I'll implement the status and elemental weakness system in version 0.3 (Venom's main purpose is to poison the enemy, the damage is only equal to that of Spark, 150%)
« Last Edit: March 23, 2011, 03:16:24 pm by sjasogun1 »
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