Omnimaga

Omnimaga => News => Topic started by: Builderboy on August 30, 2010, 06:18:49 pm

Title: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 06:18:49 pm
Aha i have been secretly working on this in my spare time and am releasing a Demo finally! Sector 1 is finished! ;D

So download the demo! And install the 30 programs and subprograms  :P heh its so big because i didnt bother to compile many of the subprograms.  It wont be nearly that big in the final version, but for now, you have to deal :P

So this thread is for discussing the game demo, what you like about it, what you didnt like about it, what i should change, and all the BUGS you find.  Im sure i wasnt able to find them all :P Its a complicated game after all! Oh and if the puzzles provide to be too puzzling, this is also the thread to get help ;D
(http://www.omnimaga.org/images/screenshots/DemoScreeeenie2.gif)
Demo link: http://www.omnimaga.org/index.php?action=dlattach;topic=4272.0;attach=3044
Title: Re: Serenity Demo release!
Post by: bwang on August 30, 2010, 06:21:31 pm
A demo! I'm so happy to see Serenity still lives :D
Title: Re: Serenity Demo release!
Post by: apcalc on August 30, 2010, 07:41:20 pm
Looks very nice!

I will try this the next time I put my 84 keypad in my Nspire. :D
Title: Re: Serenity Demo release!
Post by: shmibs on August 30, 2010, 08:15:00 pm
THIS IS DELICIOUS
i've always loved your basic games
im stuck in the very first room, though. either the jumping is weird on the emu or im just missing something
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 08:16:24 pm
Sweet! I will definitely give this a try soon ;D
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 08:19:11 pm
Jumping is hard on the emulator unfortunately :( Even I, who has been playing on the Serenity engine for over a year, had a hard time getting out of the first room on the emulator.
Title: Re: Serenity Demo release!
Post by: FinaleTI on August 30, 2010, 08:19:44 pm
Awesome! I'm so trying this after I finish my contest entry. ;D
Title: Re: Serenity Demo release!
Post by: _player1537 on August 30, 2010, 08:23:14 pm
Very very very nice!  I will play this as well when I put my 84 keypad in my Nspire :D
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 09:58:28 pm
Currently playing it and it is amazing! Only thing so far is a typo where you spelled "dont" instead of "don't" while I saw you were apostrophes.
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 10:15:21 pm
Ah, silly me ;D And thats great :) Where are you currently?
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 10:35:33 pm
I am currently in the room with four cargo barrels. Only thing I've found that is a bit of a nuisance is the jumping since it's really touchy :P
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on August 30, 2010, 10:44:38 pm
This goes to news section now.
/me is so happy this isn't dead. He was worried for a while
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 10:53:59 pm
Ok, so I can't figure out how to beat the first Serenity Stone boss ???
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 11:04:54 pm
Oh dear, i just remembered D: I forgot to turn down the Boss's difficulty.  I was so used to it i didn't even notice ;D I'll get a new version out soon.  For now, go to the program CROOM down to label I and you should find a 1->E.  Change it to a 6->E and re archive it.  That should fix it.  Meanwhile i will get that re uploaded, as well as another silly bug i discovered.  Dang i need to remember to turn these features back on :P
Title: Re: Serenity Demo release!
Post by: bwang on August 30, 2010, 11:10:45 pm
You spelled "transmission" wrong in the intro :P
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 11:11:54 pm
:O Oh blast.  Haha i 'fixed' that word once before too :P Haha well i fail at spelling
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 11:22:32 pm
I thought that looked wrong but wasn't paying to much attention. And ya, that change makes a big difference :P
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 11:26:32 pm
Heh, are you able to defeat it now?
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 11:28:32 pm
Ya, I just did :P I'm guessing if you leave that at variable at six you only have to hit it once to beat it?
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 11:34:57 pm
If you leave it at 1 you mean ;) And yes, E is the life variable for all enemies.  Its actually pretty neat, i have code set up so that in the platform engine, it can run an arbitrary enemy subprogram.  This means that i can have different types of enemies.  The Boss is actually just a very very complex enemy :) It uses all the same variables and initialization code.


So how did you like the game?  Good things?  Bad things?  Tell me what you're thinking :)
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 11:41:48 pm
Oh, haha, ya that's what I meant. So it just counts down to zero?

As for the game. Ya, I really liked it. I didn't find any bugs, though I didn't search to extensively. I liked how you could speed past text if you didn't want to sit through it all again. An idea for that though would be to just be able to hit clear or something and then skip the cut scene, though I don't have any idea how feasible that is. Something else that would be cool is to have a auto-save when you enter a boss chamber. This is because it was just getting really annoying to do that four barrel puzzle each time I died to get back in. I know you can save in there but it was just a pain before you told how to slow the boss down. Ya. Other than that though I think the only thing I really had trouble with was the jumping. Sometimes it's too responsive, sometimes not responsive enough. Just can be difficult to control sometimes. Great job on it though :) I can't wait for more demos ;D
Title: Re: Serenity Demo release!
Post by: Builderboy on August 30, 2010, 11:50:56 pm
You can press clear to bypass phrases by the characters :) And the auto save thing is a good idea.  It auto saves when you get the first Serenity Stone, so auto saving when you visit the boss is also a good idea :).  How did you like the puzzles? Puzzling? How was the 4 puzzle one? (My favorite :)) and yeah, jumping is kinda laggy by nature of getkey.  All you can really do is get used to it unfortunately
Title: Re: Serenity Demo release!
Post by: meishe91 on August 30, 2010, 11:56:55 pm
Oh, you can! :P I didn't even see that even though I thought I tested it. Well then that's good enough for me :)

I liked the puzzles. For me they weren't to challenging but I also tend to be good at those kind of puzzles. The only thing I didn't like about the four cargo barrel one was that if you messed up once you had to start the whole room over but that's fine, not a big deal. As for the jumping thing, I figured as much.
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:00:38 am
Yay :) Thats actually good, i didn't want the first sector to be too difficult, or else gamers sometimes get discouraged from the game since its too difficult.  Thats why i put in the prison cell as a type of 'training' device to train the gamer on how the world works.

And yeah, the 4 crate box puzzle was designed to do exactly that >:D So that its very very easy to make a mistake and screw up, and makes you have to think ahead ;)
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:02:32 am
Ya, the only thing is when you're doing everything you want to do and then getKey decides to screw with you. That's when it really sucks :P
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:06:32 am
Yeah thats true.  The original Sector 1 was a lot harder to maneuver believe it or not. there were a lot of jumps that required you to move to the right every single frame.  And in the screen where there is the enemy and the trapdoor had no floor on the right side, it was hell x.x As it is i will probably do some tweaking to make it make it more logic and strategy than fast twitch
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:12:32 am
I kinda really wanna try this original Sector 1 now :P
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:14:23 am
Lol it wasn't any more puzzling :P Only harder to move around.  There was a lot of restarting rooms too x.x I could have a "Hard map" and an "easy map" if there is enough demand tho :D
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:17:42 am
Ya I know, just wanted to see how hard it actually was. That'd be cool though if you had a hard and easy :)
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:19:37 am
It would take up so much extra space tho x.x unless i found some way to make it smaller
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:24:42 am
Ya, that's one of the downsides :(
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:29:59 am
Maybe what i could do is have duplicate map programs with different difficulties on the computer, and have the user send different programs to the calc depending if they wanted hard gameplay or easier gameplay
Title: Re: Serenity Demo release!
Post by: Quigibo on August 31, 2010, 12:31:54 am
Wow this really is amazing!  Excellent use of double ascii sprites.
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:32:14 am
Oh, that could work. So basically everything is the same but when you are putting the programs on your computer you just choose the difficulty you want?
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:34:17 am
Thanks Quigibo :) I love the seamless double ascii tile method ^^ And yeah thats what i was thinking :)  Food for thought, but it would be only implemented after the whole game is finished :P
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:36:13 am
Ya I understand. What Quigibo said reminded me of a question  I was going to ask :P Are you using straight Dual Layers or shifted Dual Layers?
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 12:38:30 am
Shifted duel layers :) I dreampt up the idea more than a year and a half ago, and Serenity was the result of me deciding to make a platformer with the engine.  Before then i dont even know if shifted duel layer had ever been done before O.O
Title: Re: Serenity Demo release!
Post by: meishe91 on August 31, 2010, 12:39:39 am
I thought so! I always wondered why you had that shifted button on your tile finder program ;) Very cool :D
Title: Re: Serenity Demo release!
Post by: Hot_Dog on August 31, 2010, 12:43:47 am
BUILDERBOY, YOU ROCK!!  Excellent demo!  The only thing is, jumping diagonally takes some getting used to in terms of keypresses :)  +1 respect nonetheless
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on August 31, 2010, 12:45:36 am
So this thread is for discussing the game demo, what you like about it, what you didnt like about it, what i should change, and all the BUGS you find.  Im sure i wasnt able to find them all :P Its a complicated game after all!
Yeah I just lost it x.x

So how did you like the game?
I haven't tried yet, but I already lost :(

As for the game
Not again x.x

I really need to give this a try when I have some time tomorrow or wednesday, but darn, I already lost the game THREE TIMES in this thread. x.x
Title: Re: Serenity Demo release!
Post by: Builderboy on August 31, 2010, 01:01:04 am
So this thread is for discussing the game demo, what you like about it, what you didnt like about it, what i should change, and all the BUGS you find.  Im sure i wasnt able to find them all :P Its a complicated game after all!
Yeah I just lost it x.x

So how did you like the game?
I haven't tried yet, but I already lost :(

As for the game
Not again x.x
Ahahaha i laughed so hard when i read this ;D

Yeah, i hope you like it :) Im glad to finally finally get it out ^^
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on August 31, 2010, 01:05:03 am
Yes, and now I lost 3 more times. Right. Laugh at my expense. :P

Anyway I really need to try this asap, I waited for this for so long o.o
Title: Re: Serenity Demo release!
Post by: Hot_Dog on September 01, 2010, 11:59:04 am
I don't know if someone else noticed this before, but did you purposely spell "prison" as "prisson?"
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 01, 2010, 12:08:15 pm
Strange, I swear I saw "prison" most of the time
Title: Re: Serenity Demo release!
Post by: Deep Toaster on September 01, 2010, 12:54:14 pm
That is amazing! I have to try that as soon as I get Wabbit working...

I don't know if someone else noticed this before, but did you purposely spell "prison" as "prisson?"

Yeah, saw that too... And "business" became "buisness" (in the second screenie).

* Builderboy puts on tip-less gloves and takes out his calc as he plans to type at 23 tokens per second *

^ Can't really blame you if you're typing at 23 tokens a sec ;)

EDIT: Wow...
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 01, 2010, 12:56:00 pm
O.o lol 23, I sure hope you mean per minute :P
Title: Re: Serenity Demo release!
Post by: Builderboy on September 01, 2010, 01:53:58 pm
Nah its just because i suck horribly at spelling ;D
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 01, 2010, 03:43:13 pm
lol ok :P
Title: Re: Serenity Demo release!
Post by: meishe91 on September 01, 2010, 05:41:30 pm
Nah its just because i suck horribly at spelling ;D

You and I both :P
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 01, 2010, 05:46:19 pm
And me, although generally I tend to re-read my posts whenever possible to seek for spelling mistakes and typos. YAY for spell-checkers :P (although I don't recommend enabling automatic correction)
Title: Re: Serenity Demo release!
Post by: Deep Toaster on September 01, 2010, 05:48:46 pm
And me, although generally I tend to re-read my posts whenever possible to seek for spelling mistakes and typos. YAY for spell-checkers :P (although I don't recommend enabling automatic correction)

Especially not for British English when you use US English :P
Title: Re: Serenity Demo release!
Post by: meishe91 on September 01, 2010, 05:54:44 pm
Ya, that's what I like about Chrome. It comes with a spell checker and gives the little red squiggly line under words like in Microsoft Word. Anywho, back on topic :P
Title: Re: Serenity Demo release!
Post by: Builderboy on September 01, 2010, 06:02:15 pm
So anybody else try this yet?
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 01, 2010, 06:04:28 pm
And me, although generally I tend to re-read my posts whenever possible to seek for spelling mistakes and typos. YAY for spell-checkers :P (although I don't recommend enabling automatic correction)

Especially not for British English when you use US English :P
Well the issue with auto-check is that sometimes, especially on an iPod Touch, it changes stuff to extremly stupid retarded things that makes no sense, even some of the most basic words.

So anybody else try this yet?
Sadly not yet, as I was working on that Omni video (which now includes your screenshots, btw :P)
Title: Re: Serenity Demo release!
Post by: Builderboy on September 01, 2010, 06:06:53 pm
:D Yay Omni video!  I love love love those ^^ Cant wait to see it :)
Title: Re: Serenity Demo release!
Post by: Ranman on September 04, 2010, 04:00:25 pm
Now this is a cool looking puzzle/platformer game.
Title: Re: Serenity Demo release!
Post by: Builderboy on September 04, 2010, 04:23:54 pm
Why thank you very much :) Have you tried it out?
Title: Re: Serenity Demo release!
Post by: Ranman on September 04, 2010, 04:46:47 pm
Why thank you very much :) Have you tried it out?

I am unable to try it out :(  I do not own a working TI-83/84. I have a TI-89 & TI-92+ though.
Title: Re: Serenity Demo release!
Post by: Builderboy on September 04, 2010, 04:52:23 pm
Aww, what about an emulator?  Im sure you could find an 84 rom somewhere on the internet ;)
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 04, 2010, 07:50:50 pm
Also I recommend Wabbitemu as emulator since it has the most features of all. http://wabbit.codeplex.com
Title: Re: Serenity Demo release!
Post by: Jonius7 on September 11, 2010, 09:35:48 pm
it's hard to get out of the first room on the emulator

might be easier for jump to be up
Title: Re: Serenity Demo release!
Post by: Builderboy on September 11, 2010, 09:37:34 pm
The control system is a bit difficult to get used to unfortunately :( It might have something to do with using an nspire?  Unfortunately there isnt anything at all i can do to better the controls though, since its an artifact of the Basic Getkey command :(
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 11, 2010, 11:45:11 pm
I generally prefer using 2nd for jumping, but as long as there's no button to press to run. Otherwise, I prefer jump to be 2nd. I find it hard to run around when running uses ALPHA and jumping 2nd, because I am used to horizontal/diagonal controls for mario games. (Like the NES). In Metroid II: Evolution, the only reason why I used up to jump is because xLIB getkey only multi keypress support was up-rigth, up-left, down-right and down-left, nothing else.
Title: Re: Serenity Demo release!
Post by: ztrumpet on September 13, 2010, 04:49:54 pm
This is a great game!  I just got a chance to try it (and beat it), and I must admit that it's easily in the top 5 best basic games I've ever played.  You did a great job Builderboy! ;D

I'm going for a second play-through later today! ;D
Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 05:05:46 pm
Yayy :D I knew you were waiting for a demo ^^

What were some of the things you liked about it?  What were some of the things you didn't like about it?  What was your favorite part?  What was your least favorite part?  And did you find any bugs? :D
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 05:20:31 pm
I definitively think that when the final version comes out tomorrow, it should get featured on ticalc.org :)
Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 05:30:18 pm
Tomorow? O.O
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 05:39:38 pm
Oh, it was not for tomorrow? :(
Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 05:41:35 pm
Wait wait wait wait when did i say anything about a final version? D:
Title: Re: Serenity Demo release!
Post by: meishe91 on September 13, 2010, 05:42:31 pm
Well I think the shock is coming from that you said final version, as in the end product, not a final demo version (if that's what you meant).
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 05:43:24 pm
But... but... I was sure it was tomorrow D:

Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 05:44:02 pm
Wait do you mean final version or final demo?
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 05:50:06 pm
I was kidding Builderboy :P. I was talking about final version :P
Title: Re: Serenity Demo release!
Post by: meishe91 on September 13, 2010, 05:51:20 pm
I was kidding Builderboy :P. I was talking about final version :P

Ah ok :P I was about to say Builder is fast at programming, just not that fast :P
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 05:54:26 pm
You never know! I managed to release 2 entire calc RPG in one month once :P (and 7 in half a year)
Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 05:57:12 pm
haha but did you ever design, implement, code, test, and finalize over 50 rooms, 20 events, 2 items, and 2 bosses in a single week? :D Neither did I ;D Haha yeeeah final version wont be out quite that fast :P
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 06:06:23 pm
Well there were about 300-400 rooms per game I believe :P (and about 12-20 events in each)

That month of coding both games also included designing them :P

/me runs :P
Title: Re: Serenity Demo release!
Post by: Builderboy on September 13, 2010, 06:08:27 pm
:O Hey no fair :P Heh well you are the master of RPG's, i am but a merely apprentice * Builderboy Bows *
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 13, 2010, 06:51:15 pm
Lol. Keep in mind it was Summertime, I failed to find a better job at that time (mine only had 10 hours a week) and I had lots of free time. Normally, with school it took me about a month to code a RPG when I was on a roll
Title: Re: Serenity Demo release!
Post by: ztrumpet on September 14, 2010, 06:27:55 pm
* ZTrumpet bows to both Builderboy and DJ. :)

Alright, here's what I think of each section:
Intro: Excellent, but a bit long.  My friends at school don't like some of the text (it gets a little wordy in spots).  Other than that, it's wonderful.  I still haven't figured out how you made the big ship go across the screen so fast.  I'm dissecting the code later today, so I hope I can find it then. :)  I also like the "You don't know how to jump!" part. ;D
1st part of Sector: Wonderful.  The even that says something like "There's an elevator and switch here" only works if you restart the room (or maybe it was if you picked up from a save there).  Elevators are really shiny - Nice job on them.  The first puzzle is easy (which is good), and the second is medium.  It took me two tries. :)
2nd part of Sector: Everything looks great and moves well.  I don't like how the speed doubles after killing an enemy, as it makes the jumps quite hard.  Maybe keep the speed constant?  I really like the extremely tall elevator! ;D  The last puzzle is hard, but I got it on the first try. :)  It took me two tries on the boss, but he's done very well.  This brings me to the worst bug - If you try to Restart Room on the Boss, it glitches.  Still, an excellent boss fight. :D
Overall: Awesome.  I enjoyed it immensely.
Now, on to the cheats: Start a new game in file 1, and save as soon as you can.  After exiting the program, unarchive list S, and stare 3 to the 3rd spot.  Have fun with the awesome light-rope! ;D
2 more small bugs: Help on the title screen says "Move Left and and Right".  Easy fix, and saves 4 bytes. :P  Also, if you have Light-Rope enabled, and ride the elevator up a room.  There the Light-Rope doesn't work (Err:Archived).

Wonderful game! ;D
Title: Re: Serenity Demo release!
Post by: Builderboy on September 14, 2010, 07:12:08 pm
Intro: Excellent, but a bit long.  My friends at school don't like some of the text (it gets a little wordy in spots).  Other than that, it's wonderful.  I still haven't figured out how you made the big ship go across the screen so fast.  I'm dissecting the code later today, so I hope I can find it then. :)  I also like the "You don't know how to jump!" part. ;D

Thank you :D And thanks for the suggestions too :) Just so you know, you can skip all text by pressing clear if you don't want to listen to it.  As for the ship, its a shifted duel text sprite that is moved across the screen :) It gets tricky when it goes off the left of the screen though.  All cutscene data is in Program Event just so you know :)  And yeah, the jump part was part of the game training, used in a humorous manner ;D

1st part of Sector: Wonderful.  The even that says something like "There's an elevator and switch here" only works if you restart the room (or maybe it was if you picked up from a save there).  Elevators are really shiny - Nice job on them.  The first puzzle is easy (which is good), and the second is medium.  It took me two tries. :)

Yay :) Thats exactly what i wanted with the prison cell, a nice easy environment to train the player.

2nd part of Sector: Everything looks great and moves well.  I don't like how the speed doubles after killing an enemy, as it makes the jumps quite hard.  Maybe keep the speed constant?  I really like the extremely tall elevator! ;D  The last puzzle is hard, but I got it on the first try. :)  It took me two tries on the boss, but he's done very well.  This brings me to the worst bug - If you try to Restart Room on the Boss, it glitches.  Still, an excellent boss fight. :D

That is actually a great idea! Maybe the problem everybody has been having with the jumping is because its a bit *too* fast and getKey cant respond well enough.  I will definetaly test this out :)  And nice to know you liked the elevators and puzzles so much :D Arrrg thanks for pointing out that bug, that will definetaly be fixed in the new demo version i will be releasing in a bit

Now, on to the cheats: Start a new game in file 1, and save as soon as you can.  After exiting the program, unarchive list S, and store 3 to the 3rd spot.  Have fun with the awesome light-rope! ;D
2 more small bugs: Help on the title screen says "Move Left and and Right".  Easy fix, and saves 4 bytes. :P  Also, if you have Light-Rope enabled, and ride the elevator up a room.  There the Light-Rope doesn't work (Err:Archived).

Oh im so silly, i forgot to re-enable anti cheat protection!  Haha its supposed to erase all of your save files if they get modified :P And yeah, the Light Rope item hasn't been integrated with the enemy system so any room with an enemy will produce an error archived.  And thanks for the grammar check too  :-X there seem to be a lot of those! ;D

Overall: Awesome.  I enjoyed it immensely.
Wonderful game! ;D

Thank you so much! :D Im so happy i finally finished the demo ^^ And thank you so much for taking the time out to review it and critique it :)
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 14, 2010, 10:53:29 pm
If the game speed is higher than 8 FPS on the SE calcs, getkey won't be able to detect keypresses every frame. Same thing happens with Axe getkey routine. It seems the calc cannot keep up. THis could explain why jumping is less responsive at times.
Title: Re: Serenity Demo release!
Post by: whitevalkery on September 17, 2010, 01:08:25 pm
hmm... this looks like a pretty cool game judging from the screenshots :)
i think i am going to try it when i have LOTS free time!

although it is a bit huge... lol

p.s. it might not stay on my calc too long because of that though... (i like to have my calc organized... :P)
Title: Re: Serenity Demo release!
Post by: Builderboy on September 17, 2010, 01:44:37 pm
Yeah it is really large :D each room takes about 256 bytes, so thats a lot of room data right there, plus the engine and all the item/boss/enemy/cutscene makes it a pretty large game :)

To tell the truth, i wouldn't keep it on my calculator for very long in its current state, its got way too many sub's to be a permanent addition.  I would most likely download it, play it, beat it, then get rid of it or group it.  I really like to have a clean program list.  The good news is that the final version of Serenity will have a lot less subprograms, because they will all be compiled and stuff :)
Title: Re: Serenity Demo release!
Post by: MRide on September 17, 2010, 01:52:16 pm
So, Builderboy, since you have smooth maps in all four directions, how are you erasing the character when it moves?  If you use a space, the buffer will overwrite pixels.
Title: Re: Serenity Demo release!
Post by: Builderboy on September 17, 2010, 01:54:09 pm
I use a space but then i recalPic the room back so nothing is erased :) This is also why the character can move behind wires and other things without destroying them.
Title: Re: Serenity Demo release!
Post by: DJ Omnimaga on September 17, 2010, 05:47:24 pm
Yeah it is really large :D each room takes about 256 bytes, so thats a lot of room data right there, plus the engine and all the item/boss/enemy/cutscene makes it a pretty large game :)

To tell the truth, i wouldn't keep it on my calculator for very long in its current state, its got way too many sub's to be a permanent addition.  I would most likely download it, play it, beat it, then get rid of it or group it.  I really like to have a clean program list.  The good news is that the final version of Serenity will have a lot less subprograms, because they will all be compiled and stuff :)
Are you sure each room takes 256 bytes, though? Do you use any 2-byte tokens in your map? Some Illusiat maps are larger than 128 bytes because of that (and boolean logic in some of them)
Title: Re: Serenity Demo release!
Post by: Builderboy on September 17, 2010, 06:35:53 pm
Yeah the sizes are not constant, since there might be 2 byte tokens, and also data for events and stuff, so its not an exact number.
Title: Re: Serenity Demo release!
Post by: MRide on September 17, 2010, 10:55:23 pm
Also, Builderboy, didn't I read somewhere that you use pxl-test for hit detection?  Do all of your tiles have a common pixel or something?
Title: Re: Serenity Demo release!
Post by: ztrumpet on September 17, 2010, 11:02:52 pm
Yup. :)  I believe that it's the 3 from left, 3rd from top pixel.  It's a really nice system.  That's how Elmgon works too. ;D
Title: Re: Serenity Demo release!
Post by: Builderboy on September 17, 2010, 11:03:53 pm
Yeah zTrumpet has it right :) Every tile that is solid has a pixel set at +3,+3 form the top left corner, and every tile that is not solid is not :)
Title: Re: Serenity Demo release!
Post by: meishe91 on September 17, 2010, 11:07:29 pm
So is it either or either not solid? Or do you have checks that maybe trigger other things?
Title: Re: Serenity Demo release!
Post by: Builderboy on September 17, 2010, 11:13:39 pm
Well as far as collision goes, its either solid or not solid.  Then when you press the action key it actually momentarily jumps out of the movement code and reads the strings representing the character to determine the exact type of tile you are standing on or next to, and performs actions based on those tiles.
Title: Re: Serenity Demo release!
Post by: MRide on September 17, 2010, 11:25:52 pm
OK, thanks.  I'm really intrigued by the shifted sprites.  It looks really cool. (that's why I'm asking questions)
Title: Re: Serenity Demo release!
Post by: meishe91 on September 17, 2010, 11:26:23 pm
Oh ok. I gotcha. Thanks.
Title: Re: Serenity Demo release!
Post by: ztrumpet on September 18, 2010, 09:59:01 pm
OK, thanks.  I'm really intrigued by the shifted sprites.  It looks really cool. (that's why I'm asking questions)

I was too.  As soon as I saw the gifs when he first posted them I sent him a long chain of PMs wondering how it looked so amazing! ;D