Author Topic: Nostalgia - An Axe RPG  (Read 131759 times)

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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #450 on: August 31, 2011, 07:17:17 pm »
Still planning the environment system out, which leads to the next change in Nostalgia's game mechanics: your items are affected by the evironment!
I got the idea while I was playing Lunar Knights, because your perishables items (meat, fruit) spoils if not used in a certain amount of time.

So I came up with this plan:
Quote from: HP Healing Items
Jerky
Pork
Steak
Pork and Steak spoil after a few days (in game), turning them into Spoiled Meat, which harms you instead of healing you.
However, to prevent this, you can have your Pork and Steak cured in a town to prevent them from spoiling. Jerky won't ever spoil, since it was prepared that way.

Quote from: MP Healing Items
Water
Spring Water
Liquid Ether
In snowy weather, if you stay out long enough, your Water and Spring Water will freeze, halving their effects. Liquid Ether is unaffected by the weather.

Quote from: Status Healing Items
Holy Arcana
Tent
The Holy Arcana revives a fallen ally. However, if you spend too much time in the rain, the Arcana becomes soaked, and will only restore your ally to 1 HP instead of 1/4 their total HP.

Tent provides shelter for you, restoring your HP and MP in the field. But as you wander in the plains, or high in the mountains, you might run into a thunderstorm. If you are struck by lightning, you'll take damage, and there's a chance one of your Tents will be charred, causing it to randomly either heal a small bit of HP, a small bit of MP, or do nothing.

To accommodate for the items being affected by the weather, and therefore possibly changing types on the fly, your inventory will be limited to 64 item slots, each slot holding one item. It's not unlike Illusiat 13's iventory, but it only holds items. Key items and equipment are held elsewhere, as they don't need to change on the fly.


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 LincolnB

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Re: Nostalgia - An Axe RPG
« Reply #451 on: August 31, 2011, 11:15:41 pm »
This is going to be a fabulously epic game.
Completed Projects:
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My Current Projects:

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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #452 on: September 09, 2011, 04:04:01 pm »
Alright. Finally, I have a screenshot worthy bump!

I give you the fruits of a few hours work: the completion of the puzzle elements in the mapper!
* Jumping over small streams of water
* Chainblade (Hookshot type item, reach of about 4 blocks, can hook onto posts and only travels over open ground and water)
* Pushing blocks (pushing them into water turns the area into ground)

I've also done a bit of work on the weather system, so NPCs can now trigger rainfall during a conversation.

My next objective is to get the time system working. My plan for day is to be normal contrast, and for the contrast to get darker during dusk, then return to normal and have the screen invert during night, and the screen to return to normal and contrast lighten and gradually return to normal during dawn.



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 #453 on: September 10, 2011, 12:18:33 pm »
grappling hooks!  sweet.  The block pushing could go a little more smoothly though.  :P

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Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #454 on: September 10, 2011, 12:40:55 pm »
Nah, I think the pushed blocks are fine as long as you call it "kicking blocks" instead of "pushing blocks."  This looks incredible.  I'm blown away with how awesome this is.  You're doing a wonderful, wonderful job with this, Finale.  Keep it up! ;D

Edit:  Is it possible to animate the water tiles?  I think it could look even better if the water moved.
« Last Edit: September 10, 2011, 12:41:56 pm by ztrumpet »

Offline Wellen

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Re: Nostalgia - An Axe RPG
« Reply #455 on: September 10, 2011, 03:26:27 pm »
Yes I must say I didn't realize it was water actually ^^

Btw, this is looking very great !
-/...././/--./.-/--/.
I'm french, so please feel free to correct my bad english, it'd help me a lot ;)
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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #456 on: September 10, 2011, 06:33:23 pm »
Actually, the water does animate, though it's kinda slow. I can try messing with the delay,  see if it turns out better.

Oh, and thanks guys!
« Last Edit: September 10, 2011, 06:33:52 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.

Offline Yeong

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Re: Nostalgia - An Axe RPG
« Reply #457 on: September 10, 2011, 06:35:45 pm »

Quote
Pork and Steak spoil after a few days (in game), turning them into Spoiled Meat, which harms you instead of healing you.
However, to prevent this, you can have your Pork and Steak cured in a town to prevent them from spoiling. Jerky won't ever spoil, since it was prepared that way.

Just like survival kid XD
Sig wipe!

Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #458 on: September 10, 2011, 07:11:25 pm »
Actually, the water does animate, though it's kinda slow. I can try messing with the delay,  see if it turns out better.
Oh, I see it now! :D
I think it could change at every frame refresh, or at least every other refresh.  That'd make it look like it's moving more.

Offline Builderboy

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Re: Nostalgia - An Axe RPG
« Reply #459 on: September 10, 2011, 08:58:23 pm »
I really like the way this is looking :D Out of curiosity, how did you handle the rain effect?  Like code wise?  Is it implemented in a very general way or was a lot of custom code have to be written?

Offline LincolnB

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Re: Nostalgia - An Axe RPG
« Reply #460 on: September 10, 2011, 09:34:08 pm »
I like this. Especially the rain and the block-kicking. But I agree with ztrumpet, if the water were animated a little faster/more smoothly, that'd be great.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #461 on: September 10, 2011, 09:44:14 pm »
Out of curiosity, how did you handle the rain effect?  Like code wise?  Is it implemented in a very general way or was a lot of custom code have to be written?
It's actually just a loop than runs through a set of sprites that consist of the rain animation, drawing the current rain frame across the whole screen. I used to have a custom code that required less sprite data, but I settled on this method because I made it easier to do the snow as well, as well as allowing me to share virtually the same code for the two weather effects.
Spoiler For Snow, in case anyone missed it:
The plan is for rain to predominately show up in the southern province, snow to only fall in the northern province, to have thunderstorms show up on the world map, and occasionally in the mountainous areas of the western province, and possibly to have sandstorms affecting the eastern province. The central province would occasionally be stricken by rain and thunderstorms, but never snow or sandstorms.

And I'll play around with the water animation tonight.


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 shmibs

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Re: Nostalgia - An Axe RPG
« Reply #462 on: September 11, 2011, 04:42:40 am »
something you could do to make the rain look more realistic would be to have several different possible animations to be drawn in each tile and then apply a random matrix of the different values every time it runs through a full loop. that wouldn't be much more difficult, but would look a lot more rain-like.

i love the chainblade. that could definitely help in some interesting puzzles. i also love to see that old projects are still being worked on. keep it up, guys. =)

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #463 on: September 13, 2011, 05:31:32 pm »
Alright. I added a better rain effect, sprinting (for those of you who thought Roland moved a little slow), sped the water up, and added some subroutines to round some corners, in an effort to make the maps look less boxy without adding more sprites.

And it's beautiful.  ;D
« Last Edit: September 13, 2011, 05:31:49 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.

Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #464 on: September 13, 2011, 05:45:12 pm »
Alright, that is awesome.  Excellent job there, Finale.  Wow. :D