Author Topic: Nostalgia - An Axe RPG  (Read 132643 times)

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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #360 on: December 07, 2010, 04:49:47 pm »
oh, sorry, I was thinking this was sky's story...
* Ashbad does a facepalm

either way, cool! :D
No prob. But Sky's Story will support as many tiles as I want/have memory for, because of how I have the engine set up/can set the engine up.


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #361 on: December 08, 2010, 12:31:51 am »
Sounds neat!  So, how are you doing the maps?  Are you still determining the tiles with pxl-Test()?

It's nice to see an update. ;D
Yep, the maps are still pxl-Test()'ed, but instead of one pixel per tile, it's a 2x2 pixel block per tile.

12
48

That's how each block is read.
The first pixel adds one to the index, the second adds 2, the third 4 and the fourth 8.
So tiles can have the index number 0-15.
Now, 1 would look like this:
1
 

3 would look like this:
12
 

7 would look like this:
12
4

Etc...

I have a small tilemapping demo of this on my calc right now that just lets you scroll around a map, but I have to finish making my mapmaking tools before I make a test map and upload it.
Nice idea :D One thing that can be done if you decided to stick to 0 and 1s would be to have the map engine so it checks all surrounding pixels to determine which side of the wall is displayed. This would allow less blocky walls while still not taking too much space. Shmibs posted a topic showing such idea in action before. Here's the screenshot of what he did:



However in his case it's not just 0 and 1s, but you get the idea.

Glad to see more progress on this! ;D
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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #362 on: December 08, 2010, 07:19:17 pm »
Progress?

Here's a screenie of my new mapmaker and map engine in action.  :w00t:


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline squidgetx

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Re: Nostalgia - An Axe RPG
« Reply #363 on: December 08, 2010, 08:01:25 pm »
looking good ;) I like how you use the backbuffer for collision testing :)

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #364 on: December 08, 2010, 11:34:14 pm »
Nice! I wonder if the controls are a bit hard, though? Because it seems like there are no delays when you start holding down the key?
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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #365 on: December 10, 2010, 04:32:09 pm »
Update!


I got NPCs to appear and walk around without going through walls, as well as re-implementing animated water.
I still have to make sure you can't walk through NPCs and then implement NPC interaction, and that should be good.


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Ashbad

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Re: Nostalgia - An Axe RPG
« Reply #366 on: December 10, 2010, 04:34:57 pm »
Nice job! that looks really cool!  maybe in the future you can make them run so that their paths form the letters "thug aim" :D

jk :P


But really, great progress so far!  once you have the walking algorithms down, now all you have to do is make them talk right?
« Last Edit: December 10, 2010, 04:35:06 pm by Ashbad »

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #367 on: December 10, 2010, 04:41:03 pm »
Nice job! that looks really cool!  maybe in the future you can make them run so that their paths form the letters "thug aim" :D

jk :P


But really, great progress so far!  once you have the walking algorithms down, now all you have to do is make them talk right?
That and collision with them.
And about the algorithms... (There aren't any.) It's just random directions.

But I'm really happy that this whole thing runs at 6MHz in the screenshot.


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #368 on: December 11, 2010, 02:36:57 am »
Looks great! :D One suggestion, though: You should maybe add walls inside the water part, else it looks like the whole place is about to get flooded or something. X.x
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Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #369 on: December 11, 2010, 10:59:32 am »
Looks nice.  Keep up the great work. :D

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #370 on: December 25, 2010, 09:46:53 am »
Merry Christmas!

I don't have a beta of this ready, but I do have a present for ya.
Attached is a Flashbook of the prologue and first 2 chapters of Nostalgia.

Also, on a side note, I got a CASIO Prizm for Christmas!  :w00t: :w00t:


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline yunhua98

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Re: Nostalgia - An Axe RPG
« Reply #371 on: December 25, 2010, 12:58:31 pm »
Thank you!  also:
* yunhua98 grabs your Prizm and duplicates it with the duplicator on his calc and gives it back.  :P
« Last Edit: December 25, 2010, 12:58:46 pm by yunhua98 »

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Offline JosJuice

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Re: Nostalgia - An Axe RPG
« Reply #372 on: December 25, 2010, 04:10:20 pm »
I want a Prizm, too ;_;

Offline DJ Omnimaga

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Re: Nostalgia - An Axe RPG
« Reply #373 on: December 27, 2010, 12:41:50 am »
I'll have to check that flashbook. Also can't wait for beta of the game. :D

Also nice that you got a Prizm. :D I hope mine arrives soon.
« Last Edit: December 27, 2010, 12:42:08 am by DJ Omnimaga »
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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #374 on: December 27, 2010, 07:31:51 pm »
Well, as the my cage match still hasn't started up yet, I'm picking this up for a little bit.
I finished the shop mock-up and will be working on the NPC engine and its various events/actions.
The currency I decided on is Alters, shortened to A sometimes.

Btw, feel free to critque my writing in the Flashbook, as I know I'm not the best writer.
« Last Edit: December 27, 2010, 07:32:35 pm by FinaleTI »


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.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.