Omnimaga

Omnimaga => Discontinued => Our Projects => Nostalgia => Topic started by: FinaleTI on June 05, 2010, 02:00:07 pm

Title: Nostalgia - An Axe RPG
Post by: FinaleTI on June 05, 2010, 02:00:07 pm
(http://img.removedfromgame.com/imgs/0-nostalgia.png)

(http://img.removedfromgame.com/imgs/prologue.png)
Quote
Long ago, there was naught.
Then, formed from the swirling void, two great beings appeared.
Their powers split the void into two elements, Light and Dark.
Combining their powers, they formed a small planet, which they named Alteria.
They filled the planet with beings made in their image, and named them Alterians.
For many years, Alteria flourished, and there was peace.
But it was not meant to last.
Just as quickly as harmony had formed, dischord followed.
The two great beings turned against each other, and war broke out in the heavens above Alteria.
As the world was torn asunder by the chaos, a hero rose.
A warrior by the name of Sky ascended to the heavens to calm the two great beings.
He was victorious, and the resulting flow of magic created the Star element to balance light and dark.
The great beings, ashamed of what had happened, gave control of these three elements to a pure soul on Alteria.
Afterward, they departed, vanishing among the many planets created during the war.
The people of Alteria recovered from the aftermath of the war with the help of their new guardian, the Creator.
And life went on...

(http://img.removedfromgame.com/imgs/about.png)
Nostalgia is an puzzle RPG that revolves around 2 young heroes from the shattered world of Alteria. Alteria has been shattered into several dimensions, though only 2 are featured in Nostalgia. These two dimensions are named the Nostalgia dimension and the Shadowed dimension.

The name Nostalgia stems from the fact that it aims to pay homage not only to classic RPGs, such as those of the SNES era, but also to classic calculator RPGs, celebrating both BASIC and ASM RPGs for the TI-83/84 family of calculators.
The Nostalgia dimension appears entirely in ASCII graphics as homage to classic BASIC RPGs, such as the Illusiat and Reign of Legends series.
The Shadowed dimension appears as 8x8 monochrome tiles in homage to classic ASM RPGs, such as Final Fantasy v1.198 and countless others.

(http://img.removedfromgame.com/imgs/characters.png)
Nostalgia revolves mainly around two heroes, each hailing from a different dimension.
Roland Ingnia, a Master Thief, hails from the Nostalgia Dimension.
(http://img.removedfromgame.com/imgs/Roland%20Portrait%20Updated.png)

Aria vi Amertia, a former Knight of the Black Lord Frey's elite military, hails from the Shadowed Dimension.
(http://img.removedfromgame.com/imgs/Aria%20Portrait%20Updated.png)

Their quest pits them against many formidable foes, such as the Black Lord Frey, and General Arc Tenshido, a former friend of Aria's.
Currently, in depth available info for all the major planned characters is available here (http://ourl.ca/9172). I will eventually get the info copied to another location for those who are unable to access Omnimaga.

(http://img.removedfromgame.com/imgs/environment.png)
Nostalgia will also feature an environmental system that can affect the items in your inventory, making managing it an important task. For example, if you don't consume any Beef or Pork in your inventory before a few days pass in game, they will spoil, and thus harm you instead of healing you.

Quote
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
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
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
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.
Well, that's the plan, at least. I'm aiming to implement this as much as I can. :wink:

(http://img.removedfromgame.com/imgs/screenies.png)
(http://www.omnimaga.org/index.php?action=dlattach;topic=3412.0;attach=9430;image)
Latest screenshot of the map engine in action, showing off sprinting, chainblading (essentially hookshotting), crate kicking, NPC interaction and the rain animation.

(http://www.omnimaga.org/index.php?action=dlattach;topic=3412.0;attach=13083;image)
(I accidentally had two instances of Wabbit running, hence the linked screenie.) Latest screenshot of the battle engine in action, showing turn order switching and the basic framework of the whole thing.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Silver Shadow on June 05, 2010, 02:44:49 pm
The concept seems quite interesting... Will you be able to change dimensions anytime you want, or will you have to use portals for that?

And could you possibly put that on YouTube? My iPod Touch can't read the video from the linked site...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 05, 2010, 02:56:31 pm
I don't have a Youtube account and photobucket is being stupid and won't accept my gifs. >:(

I noticed the attachments thing though, so here's a gif.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Silver Shadow on June 05, 2010, 02:58:32 pm
Yay, thanks!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: meishe91 on June 05, 2010, 03:23:45 pm
Seems interesting. Is it kind of like Link's Awakening (I think) where you can change between the normal world and when you're a bunny?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 05, 2010, 03:45:34 pm
In ways it would to A Link to the Past, but instead of the two worlds being seperate, you would have to swap worlds in the middle of a puzzle in order to be able to solve it.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: meishe91 on June 05, 2010, 04:07:28 pm
Oh, ya. That's the game I meant. My bad. Ah ok.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 05, 2010, 05:49:51 pm
Cool glad attachments works for you (for some people they fail, even if they got over 4 posts). Nice so far, I like the concept of being able to switch between a graphical world to an ASCII one. It reminds me a bit the Mario game where the world is in 2D then you can switch to 3D when some stuff that cannot be done in 2D is doable in 3D or vice-versa.

The ASCII maps might do a bit like Illusiat 13 and bring back people back in the past, back when most calc RPGs were ASCII :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 05, 2010, 07:00:57 pm
Yeah, older calc games like the Illusiat series and the Reign of Legends series are what really inspired this game and the Nostalgia dimension in particular. Actually, if you noticed, the mapping style is the same as that used in Illusiat 12 and all the Reign of Legends games.

Also, on a more project-related note:
Character Bios:
Roland (http://i893.photobucket.com/albums/ac139/FinaleTI/KainsPortrait.jpg)
Roland is a expert thief who currently resides in the Nostalgia dimension and knows little about his past aside from the fact he was orphaned at an early age. His next heist will be to nab the Shimmering Diamond from the Crystal Manor during the the Peace festival, which is to celebrate a century of peace between all the countries of the Nostalgia dimension.

Aria (http://i893.photobucket.com/albums/ac139/FinaleTI/AriaPortrait.jpg)
Aria is a former solider of the Black Claw, an elite military force that enforces the rule of a tyrannical general, the Black Lord Frey. She abandoned the military after beginning to question Frey's motives and means of enforcing them. She currently resides in the Shadowed dimension.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 05, 2010, 07:11:14 pm
yeah I noticed: the usual 3-tiles maps (floor, ceiling and walls). Sometimes with ASCII we can do some cool stuff. Illusiat 13 maps are a bit different since it used a different engine (altough they're much larger in file size)

Also I like the characters
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: meishe91 on June 05, 2010, 08:54:25 pm
It is looking really nice. Good luck on this :)

Did you create the art for your characters or did you just find the pixel art?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 06, 2010, 07:30:00 am
I used Charas to create the characters.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: TIfanx1999 on June 06, 2010, 10:09:32 am
This is an interesting concept. I can't wait to see how it develops! =)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 06, 2010, 01:24:30 pm
nice I didn't know Charas allowed us to create face sets. I was sure it was just for regular charsets (sprites). I prefer the offline Charas.EX, though, because Charas doesn't work in Opera browser
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 06, 2010, 04:22:19 pm
You apparently can use Charas for overworld map sprites, facesets and battle sprites, though the latter is a little limited.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 06, 2010, 04:44:58 pm
Yeah. I wish Charas.Ex was still updated or that the other tool was made cross-browser compatible. I think I tried it in Firefox too, before, and it didn't work either

Hot Dog uses the former for his calc games (he just converts the sprites in monochrome). I used it a lot when I worked on RPG Maker stuff.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 06, 2010, 04:46:11 pm
Charas works fine for me in Firefox, maybe it just had problems with an older version of it?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 06, 2010, 04:56:06 pm
I guess so. It might have been updated the second a new version came out or was actually for an older version at the time.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 10, 2010, 10:04:55 pm
Project Update!

There are three elements in Nostalgia:
Light, Dark, and Star.
They act in a rock-paper-scissors way:

Light trumps Dark, which trumps Star, which trumps Light.
There will also be a neutral element, which has no positive or negative bonus from any other element.

All magic will consist of these three elements.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on June 10, 2010, 10:16:16 pm
That sounds neat.  Good luck. :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 10, 2010, 10:24:58 pm
Nice, at least you didn't go with earth, wind, fire and water (or fire, ice and bolt) like most people including me ;D

Keep up the good work on this.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 15, 2010, 07:10:38 pm
On the origin of the universe:

Long ago, there was naught.
Then, two great beings appeared. One represented the power of light and one the power of dark.
Their powers formed the world of Alteria, but the two beings were thrown into an eternal struggle.
From the war-torn world, a hero chosen by the people ascended to the skies to calm the great beings.
Wielding the power of the universe, this hero calmed the two and from this, the three elements were formed and absolute control of them was entrusted to a pure soul on Alteria.
This being became the Creator and governed Alteria in a just and absolute manner.


Prologue:

Then, about 2 billion years ago, the ancient being of darkness created a being without a soul to become the new god, the god of destruction. Seeing this, the Creator knew something might happen to his people on Alteria, so he split it into several dimensions, so that it could not be corrupted as easily.
Unfortunately, one by one the dimensions began to fall and so the Creator isolated one from all the others. The appearance of this dimension shifted drastically, to that of how Alteria had once looked, so the Creator dubbed it the Nostalgia dimension.

In order to maintain contact with the residents of this dimension, the Creator gave them two gifts: the Dim-Cryst and Uni-Blade. The Dim-Cryst allowed the residents of the Nostalgia dimension to travel to another dimension, the Enlightened dimension; while the Uni-Blade was an ancient sword the Creator placed in a temple in the Nostalgia dimension that channeled the powers of all three elements, the sword the original hero used to bring peace to Alteria, should its power ever be required.

Then, the unthinkable happened. The Enlightened dimension, the final free dimension, aside from the Nostalgia dimension fell to the Black God's might. He corrupted a general of the Royal Alterian army and helped him rise to control the now Shadowed dimension. This man became the Black Lord Frey.

Now, more then ever, Alteria needs a hero.
But who can stand up to the Black God's might?
Has the Creator forsaken us?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on June 15, 2010, 08:22:24 pm
That sounds awesome!  Nice job! :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 15, 2010, 08:57:24 pm
I like that story intro. I can't wait to play :)

Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: calcdude84se on June 15, 2010, 09:48:50 pm
Cool intro. Too bad you can't release a demo :P
Can't wait!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 20, 2010, 05:27:04 pm
More characters!

General Arc:
(http://i893.photobucket.com/albums/ac139/FinaleTI/GeneralArc.png)
The general leading the Black Claw under Lord Frey's militaristic rule. He and Aria were once good friends before Frey took over. Because of his superior combat knowledge he was promoted to general of the Black Claw, while Aria stayed little more than a regular knight. He believes he is fighting for justice and will hunt down and dispose of Aria, as per orders, regardless of the fact they were once friends.

Lord Frey:
(http://i893.photobucket.com/albums/ac139/FinaleTI/FreyPortrait.jpg)
The tyrannical lord who rules the Shadowed dimension with an iron fist. He was once a general of the Royal Alterian Army, before Dākumeshia corrupted him.

Dākumeshia:
(http://i893.photobucket.com/albums/ac139/FinaleTI/DkumeshiaPortrait.jpg)
The 'Dark Messiah', a being created without a soul to serve the First Dark, one of the two original great beings who shaped Alteria. His purpose is to destroy the Creator, so that his master can take over Alteria.


Note: Dākumeshia is the romanization for a Japanese phrase meaning 'Dark Messiah'.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 20, 2010, 06:04:08 pm
nice :D

I am getting more and more interested in playing this :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on June 21, 2010, 02:52:04 pm
nice :D

I am getting more and more interested in playing this :D

Same here!  That's really cool. :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on June 21, 2010, 05:37:16 pm
More characters!

General Arc:
(http://i893.photobucket.com/albums/ac139/FinaleTI/GeneralArc.png)
The general leading the Black Claw under Lord Frey's militaristic rule. He and Aria were once good friends before Frey took over. Because of his superior combat knowledge he was promoted to general of the Black Claw, while Aria stayed little more than a regular knight. He believes he is fighting for justice and will hunt down and dispose of Aria, as per orders, regardless of the fact they were once friends.

Lord Frey:
(http://i893.photobucket.com/albums/ac139/FinaleTI/FreyPortrait.jpg)
The tyrannical lord who rules the Shadowed dimension with an iron fist. He was once a general of the Royal Alterian Army, before Dākumeshia corrupted him.

Dākumeshia:
(http://i893.photobucket.com/albums/ac139/FinaleTI/DkumeshiaPortrait.jpg)
The 'Dark Messiah', a being created without a soul to serve the First Dark, one of the two original great beings who shaped Alteria. His purpose is to destroy the Creator, so that his master can take over Alteria.


Note: Dākumeshia is the romanization for a Japanese phrase meaning 'Dark Messiah'.

I was just wondering, as I won't have much time, but do you need sprites for these?  Because I might be able to do a bit, I'm really getting bored here.  I need something to do.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 21, 2010, 05:53:16 pm
Yes, I would need sprites of them.
Dimensions 16x24, same as Aria and Roland for in battle, and 8x12 for map.

Lets see... For battle I'd need:
Standby
Hit
Casting Magic

That should do it.
Thanks for all your help.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 27, 2010, 01:25:42 pm
Just to let everyone know, starting July 2nd, I won't be on the forums for a week, because I'm going to a Scout camp and there won't be any computer access.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 27, 2010, 02:18:54 pm
Aaah ok, I hope to see some progress beforehand or afterward.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: _player1537 on June 27, 2010, 02:22:25 pm
w00t scout camps ftw ;)

Have fun on your trip if I happen to forget :)  (on my scout trip I brought pencil and graph paper to work on sprites and code :P)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 28, 2010, 12:13:36 pm
Did someone say progress?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on June 28, 2010, 12:30:02 pm
Nice progress!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 28, 2010, 01:01:26 pm
WOW I like how it looks like and how it scrolls up. It reminds me a bit of Final Fantasy X. Nice job on it
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 28, 2010, 01:05:08 pm
FFX is actually what inspired the turn order bar. Cuz I wanted to have a way to tell whose turn it would be next, but every time I've attempted ATB, it just came out messed up.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 28, 2010, 01:08:56 pm
I didn't have much issues with ATB, but because I used TI-BASIC or libs, it was usually rather slow and choppy when I had several chars.



Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 06:30:24 pm
I'd kinda like some opinions on skill names for use in battle.
Below are a list of skills which have alternate names. I'd like to see which ones everyone thinks sound better.

On the right is the name in English, to the left is the romanization of the Japanese translation.

Sutādoraibu  / Star drive
Sutāfōru / Starfall
Hebunrīsutā / Heavenly Star

Kiyoshi hanketsu / Holy Judgement
Naito no shōgō / Knight's Honor
Sōin surasshu / Sweeping Slash
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 06:43:52 pm
Star Fall and Holy Judgement sounds like good names
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 07:13:09 pm
What about the others?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 07:28:19 pm
Oh I thought you wanted us to choose between 3 of each groups, since they seemed grouped. The other seems fine to me.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 08:19:38 pm
Sorry for the confusion. I just grouped them by skill sets, but I can see why it was confusing.
Oh I thought you wanted us to choose between 3 of each groups, since they seemed grouped. The other seems fine to me.
Does this mean the English or Japanese versions?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 08:33:27 pm
the japanaeese names looks nice, but unfortunately I do not speak japaneese so I can't judge language-wise. I like the english names too.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 08:36:00 pm
I was wondering which names you thought were better for each skill.
For example, skill #1 might sound better in English, while skill #2 might sound cooler in Japanese.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 08:37:31 pm
Personally if you only want to keep one language for each names, I think it migth be best to keep english, so everyone can understand.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 08:39:45 pm
OK. I just wanted some input, because some games do that sort of thing.
Just look at the Megaman X series. Almost all of Zero's special attacks are named in Japanese, even in the English version of the game.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on June 29, 2010, 08:42:01 pm
I think they all sound good in English. if you want, you can give Arc all Japanese skills to give him that feel of him being different than the main characters.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 08:43:32 pm
That can work too. I personally don't know much about japaneese stuff so I can help much on that stuff.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 29, 2010, 08:47:33 pm
Actually, that sounds like a pretty good idea.
That can work too. I personally don't know much about japaneese stuff so I can help much on that stuff.
I don't know much Japanese either. That's why I'm learning and using Google Translate for this stuff.

Edit: You mean skills like this for Arc?
Hofuku / Retribution
Meiyo kodo / Honor Code
Kishi-do / Chivalry

English provided here so you know the names.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on June 29, 2010, 09:03:28 pm
Yeah, just leave his in Japanese while everyone else has English.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 29, 2010, 09:04:45 pm
Sounds good to me
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 30, 2010, 03:59:54 pm
Here's part of the tentative bestiary for Nostalgia:
1  - Footman
(http://i893.photobucket.com/albums/ac139/FinaleTI/Enemy.jpg)
2  - Undead Soldier
(http://i893.photobucket.com/albums/ac139/FinaleTI/Enemy2.jpg)
3  - Wolf
(http://i893.photobucket.com/albums/ac139/FinaleTI/Enemy3.jpg)
4  - Drake
(http://i893.photobucket.com/albums/ac139/FinaleTI/Enemy4.jpg)
5  - Daemon
(http://i893.photobucket.com/albums/ac139/FinaleTI/Enemy5.jpg)

And the first couple of bosses:
6  - Undead Knight
(http://i893.photobucket.com/albums/ac139/FinaleTI/Boss1.jpg)
7  - General Arc
(http://i893.photobucket.com/albums/ac139/FinaleTI/Boss2.jpg)
8  - Guardian Wyrm
(http://i893.photobucket.com/albums/ac139/FinaleTI/Boss3.jpg)
9  - Undead Priestess
(http://i893.photobucket.com/albums/ac139/FinaleTI/Boss4.jpg)
10 - General Arc
(http://i893.photobucket.com/albums/ac139/FinaleTI/Boss2.jpg)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on June 30, 2010, 10:24:08 pm
That Guardian Wyrm looks epic! :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 30, 2010, 11:42:21 pm
Pretty nice so far and make sure to make #8 be very hard :P

Will there be secret/optional battles, like Penance in the international version of FFX and Emerald/Ruby in FFVII?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 30, 2010, 11:50:07 pm
The Guardian Wyrm has to be tough, he is guarding the Uni- Blade after all!
I don't know about secret bosses.... I'll have to see.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on June 30, 2010, 11:51:31 pm
Make it kill the entire party in one hit regardless of your defense on the first turn if you didn't kill him :P

j/k not that bad lol
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on June 30, 2010, 11:57:37 pm
Like Lavos in the Ocean Palace in Chrono Trigger? Seriously, I had a well leveled up party, then he blasts everyone for 1000 damage almost as soon as the battle starts! And the max HP is 999... :(
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 01, 2010, 12:42:42 am
Ouch x.x

Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 01, 2010, 09:44:10 am
You are supposed to lose to advance the story, while winning (which is extremely hard!) nets you a very hard to get alternate ending, but that's still just ridiculous!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on July 01, 2010, 09:50:20 am
Those sprites look amazing!  Excellent job!
How long do you think this RPG will be? :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 01, 2010, 11:23:10 am
Thanks, I can't take all the credit for the enemy sprites, though as I got them from a Gameboy Color game on The Spriters Resource. It was called Quest RPG: Brian's Journey. They have a better enemies sheet at The Shyguy Kingdom, though.

As for length, I'm not entirely sure... I guess it would depend how hard I made the puzzles, as well as the amount of grinding you'll need to do. I'll make sure you won't have to do extremely excessive grinding, but you might need to do so a little here and there.

Also, for the magic system, what I'm planning to do is have each spell level up like in Illusiat 13. Each level would need progressively more and more experience, until it maxed out about level 5. Then, after mastering the spell for an element, you would gain a special ability related to that element.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 01, 2010, 07:19:36 pm
I like the idea for magic leveling up ^^

It's kinda like Secret Of Mana, which I inspired myself from for making Mana Force 2 magic system, then reused a similar system in Illusiat 13
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 13, 2010, 10:41:04 am
Current title-screen.
What do you guys think?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 13, 2010, 04:32:40 pm
Wow pretty nice. I think the entire bottom text should be black, though, because some parts are a lil hard to read. Otherwise, great job! :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 13, 2010, 07:57:38 pm
Fixed!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 13, 2010, 08:13:17 pm
Cool, looks better now! ^^
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 13, 2010, 08:55:38 pm
Updated with framework of main menu!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 13, 2010, 08:57:08 pm
It looks pretty nice :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Quigibo on July 13, 2010, 10:25:21 pm
Looks awesome!   Did you get the custom font working or is that just a picture?  Also, try "Game Gray" 4 if you're using wabbitemu, I think it will produce a nicer screenshot :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 13, 2010, 11:18:48 pm
It's just a picture for now, still trying to work out some bugs with the text display. I just finished menu selection, and will be working on making it a dynamic subroutine.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on July 14, 2010, 02:06:34 am
Hey, FinaleTI, it's been a while. Awesome job with the sprites. Good to see there are more people who enjoyed Brian's Journey. ;)

As for the title screen, looks great! However, the little thing that's bothering me is how the portraits just cut off in the middle, if you need any help with that, I'll be glad to help.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 14, 2010, 08:45:31 am
The portraits are cut off in the middle because that's how Charas generated them for me. I think I'm gonna leave that for now, and maybe come back to it after I finish some of the more vital functions.
On a side note, here's a screenie with a working menu!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on July 14, 2010, 02:35:36 pm
Is that DJ's Sandstorm effect in the frame or greyscale?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 14, 2010, 02:52:45 pm
Yeah, it's DJ's Sandstorm effect.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 17, 2010, 11:53:59 am
Yay! I just got my TI-83+ SE in the mail today! Now I has another 15mhz calc to use and test stuff with, plus it has the 128 kb of RAM! ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on July 17, 2010, 12:58:25 pm
what did you have before?  I seem to recall you mentioned somewhere that you already had a TI-83+ SE. ???
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 17, 2010, 01:22:10 pm
I had an 83+ BE and an 84+ SE.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on July 17, 2010, 08:49:33 pm
Woot! Go 83+SE!  ;D
It's really a great calc, so take care of it.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 17, 2010, 10:23:50 pm
For those who want to know about playing as Arc. (Please note this is tentative, and while it is unlikely is subject to change.)
Also, spoiler alert. This is just an outline of what happens, as I haven't finalized the dialogue for it yet, and don't want to spoil too much.

Spoiler For How to play with Arc:
After you beat Frey, Arc will come in and finish him off. Then Dakumeshia will appear and the scenario can go one of three ways.

If Aria or Roland have the Uni-Blade equipped:
If Aria has the Uni-Blade equipped, then Dakumeshia will attempt to kill Arc, but Roland will jump in front of the blast. He doesn't die, but he needs to recuperate for the next fight, so your party will be Aria and Arc for the fight against Dakumeshia's first form.

If Roland has the Uni-Blade equipped, then Dakumeshia will attempt to kill Arc, but Aria will jump in front of the blast. She doesn't die, but she needs to recuperate for the next fight, so your party will be Roland and Arc for the fight against Dakumeshia's first form.

After either of these scenarios, Arc will attempt to kill Dakumeshia, but is overpowered and dies. Your party then becomes Aria and Roland once again for the final battle.


If neither Aria or Roland have the Uni-Blade equipped:
Dakumeshia will attempt to kill Arc, and succeeds. You'll have to fight Dakumeshia as Aria and Roland.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on July 18, 2010, 05:25:10 pm
Would you change Arc's appearance to match his change in personality?  Because can't imagine his current form betraying his former evil master and working with the protagonists. ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 18, 2010, 07:20:33 pm
I had not considered that. I don't plan on doing this, unless I see a lot of requests for this.
Consider General Leo from FF6 and Beatrix from FF9. They both served evil (yet secondary, but Frey is a secondary villain as well, so...) villains in their respective games, but they decided to fight alongside the player at one point. Neither changed their appearance, which kinda made them that much more awesome, because you got to watch them be awesome before they joined you; then they joined as they had been, which was the awesome version of them you got to see.
That is kinda the reason I hadn't considered this.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 18, 2010, 09:39:36 pm
I assume it's a bit like Cecil in FFIV and the main foe in ROL2, right? In FFIV Cecil is dark knight when game starts and works for the bad guys, but he somehow wake up and decide that he doesn't want to steal the crystal and side with the good guys instead. In ROL2 case, some event involving an ally of the main game foe causes him to side with you at one point then help you defeat the ally that threatens the entire world for real. The plot twist is really random, though :P, because it happens at the very end of the game. I had some low quality video of the ROL2 final battle (spoilers) on Myspace, since the video exceeded the 10 mins 59 secs limit on Youtube, uploaded 3 years ago, that shows the Final sequence in action. You may be able to find it :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 20, 2010, 07:00:23 pm
Yeah, I guess it's kinda like Cecil, except that he changes appearance and is the main character. From what you said, though, it does sound similar to ROL2, but I never got that far, so...

On a more project-related note, here are some new screenies!  :D
The first is showcasing the beginning of the overworld for the Shadowed dimension. I still need to tweak the map.
The second is showcasing the puzzle engine in its current state. The best part about the puzzle engine is that I don't have to individually track the coordinates of each block.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 20, 2010, 07:16:42 pm
Glad to see new progress :)

I like the look so far, and nice to see you found some good use for some of my town sprites :)

Suggestion, though: You should maybe make movement slower, because it may be a bit hard to control. It reminds me the PS1 version of Final Fantasy 6 (III on the SNES) when you held down the run button while having spring shoes equipped. I had an hard time aiming through narrow paths x.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 20, 2010, 07:21:18 pm
It's a bit slower oncalc, plus this is just the bare-bone structure of it. I'll be adding in NPCs and the like and after all that I will adjust the speed.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on July 20, 2010, 07:25:42 pm
pretty cool!
animated walking would be a huge help appearance wise and it's not that hard to manage, but regardless i love how it's turning out

a question: do you have it set to display a particular tile automatically if the data for that point is out of the set range(like the trees outside the path in early pkmn) or do you have to define data for every point that may appear on screen? this is something i was trying to get work myself a while ago...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on July 21, 2010, 01:47:34 pm
Wow, that's wonderful!  Excellent job! ;D  I really like the title screen!  Also, congrats on getting an 83+se. :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on July 21, 2010, 04:18:56 pm
It's a bit slower oncalc, plus this is just the bare-bone structure of it. I'll be adding in NPCs and the like and after all that I will adjust the speed.
Aaah ok ^^

Generally the walking speed in RPGs varies from 2.5 to 5 tiles a second I think. Some games like Star Ocean 1 got it faster, though
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on July 21, 2010, 04:23:40 pm
Do you always control Roland and have Aria follow you, or can you switch?  Or does it not matter either way?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on July 21, 2010, 06:25:53 pm
I may make it so you can switch (shouldn't be too hard....) and I'm planning for you to only play as Aria or Roland in specific dungeons.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 01, 2010, 08:39:22 pm
/me pokes for moar progress
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 01, 2010, 08:42:24 pm
Working on battle engine and the menus. I don't know if the entire game will be finished in time for the deadline, but I'll definitly be submitting a demo with the first couple of bosses.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on August 01, 2010, 09:11:25 pm
What can we expect from the bosses?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 01, 2010, 09:20:38 pm
What do you mean? As in terms of difficulty, special skills, or what?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 01, 2010, 09:41:45 pm
Is your projects report in your sig up to date?
either way, I was wondering, When you beat the demo, what does it do?  As in does it say it's a demo and the journey ends here?  or wait till the next version, or something else entirely?

/me can't wait...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on August 01, 2010, 09:46:40 pm
Special skills more :) What makes these bosses more than just your average enemy?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 01, 2010, 10:05:59 pm
Sorry if this question was already asked: Are battles fought as turn-based, or real-time?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 01, 2010, 10:43:28 pm
@Hot_Dog: It's currently a turn based system inspired by that of Final Fantasy X.
@yunhua98: I'm not exactly sure what it would say. Also, I should probably update my sig, I just like to be cautious and not give people a false sense of where the project is at.
@Builderboy: The bosses will most definitly have special skills. Some of them even have animations.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 01, 2010, 10:47:17 pm
how long do you think it'll take you to finish it?
because I'm really running out of good RPGs to play on-calc.
except for the Illuisiat series, but I play that on emulators becase my calc is already cluttered as it is.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 02, 2010, 07:18:51 pm
It's pretty tough to gauge that right now. The menus shouldn't be a problem, but the battle engine and handling stats will be a bit of a challenge. I gotta work on that, as well as an inventory system.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 02, 2010, 07:52:30 pm
oh, ok.  ;D
I look forward to it!  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on August 02, 2010, 07:57:43 pm
I am looking forward to this. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 04, 2010, 06:47:06 pm
Working on battle engine and the menus. I don't know if the entire game will be finished in time for the deadline, but I'll definitly be submitting a demo with the first couple of bosses.
A demo should probably be fine, providing it's not like 3 rooms, the boss then the end or barely anything working at all such as battles. I'm glad this is still progressing :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 04, 2010, 07:32:14 pm
 I was planning for at least the first 2 or 3 bosses, with all the story and stuff that would be in the full game for those bosses.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 04, 2010, 08:10:11 pm
Aaah cool :D, sounds promising :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 07, 2010, 08:22:25 pm
Skill List!

To add originality to Nostalgia, instead of saying the name of the skill or spell at the top of the screen like Final Fantasy, the character will say something that appears at the top of the screen.

The list is separated by category it would be under, or character it belongs to, skill name, caption.

Skills:

Roland - Steal - Let me take that!

Aria - Aura - Holy light, heal our wounds!

Star   - Star drive - Stars above, give me the strength to strike like a meteor!
        - Starfall - This is the culmination of our efforts! I won't let it end here!
        - Heavenly Star - Heavenly stars above, you remind us we are never alone. Grant me your power, so that I might be there for those who need me!

Holy   - Holy Judgment - Creator, let me mete out your judgement to those before me!
        - Knight's Honor - On my honor as a knight of Alteria, I will not falter!
        - Excalibur - For Alteriaaaaaaaa!

Arc    - Hofuku - Retribution - For all the sins I've wrought!
        - Meiyo kodo - Honor Code - To regain my honor...
        - Kishi-do - Chivalry - I won't let you harm anyone else!

MASTER - Star - Starlight - Stars above, protect me!
            - Holy - Sacred Light  - Light, protect me!
            - Dark - Dark Shield - Darkness, protect me!

Magick - Star - I shall rain down the heavens upon you!
          - Holy - Holy light, strike down my foes!
          - Dark - Let the black winds howl!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: TIfanx1999 on August 07, 2010, 10:41:17 pm
Cool stuff. It's nice to have little personal touches like this added into games.
Quote
Heavenly Star - Heavenly stars above, you remind us we are never alone. Grant me your power, so that I might be there for those who need me!
Are you sure you didn't steal this line from Sailor moon? :P j/k
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 07, 2010, 11:06:39 pm
No, I just randomly came up with it...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 07, 2010, 11:31:14 pm
Wow I like how the chars will say something when casting the spell. Nice touch! Just make sure we can go through the text faster if we want, though, else for Heavenly Star, it will take quite a while x.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 10, 2010, 10:35:02 am
Progress!

I just finished the dynamic menu routine for the battle system!
I now have to start working on turn order and the like.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 10, 2010, 02:25:31 pm
is steal like taking items?  Kinda like the move whirlwind in Pokemon?
this is getting a lot of attention, I miss this for a while and a page is written.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 10, 2010, 03:54:23 pm
Yep. That's gonna be Roland's signature tech. After all, he is a master thief! The reason it shows it for Aria is because I had the menus saved as bitmaps, because this was to test the menu routine.

Edit:
Here's a proof of concept of an infinitely scrolling turn order bar. It's order can be completely dynamic and it's a pretty small chunk of code, too. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 12, 2010, 12:43:27 am
Nice, I love how you use custom fonts in the menu and the look in overall. I also like the steal command. Very few calc RPG goes further than fight, magic, tech and items
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on August 12, 2010, 12:46:21 am
I also like the font :) It looks really neat, and also cool work on those new updates ^^
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 12, 2010, 01:16:32 pm
Yeah, great font and great progress!  Keep it up!  Does your font allow lowercase letters, out of curiosity?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 12, 2010, 03:57:05 pm
Thanks!
@Hot_Dog: No, it doesn't allow for lowercase letters.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 15, 2010, 03:43:39 pm
Bump!
I applied the infinitely scrolling proof of concept to the turn gauge, and it works perfectly! I'll be working on tracking stats next, then throwing it together for turn recognition, and then adding in attacks and items, etc.
Barring any unforeseen complications, this is actually a lot easier then I expected! :D


Edit: I think it's about time I made a story related update, yes?
(http://i893.photobucket.com/albums/ac139/FinaleTI/TheCreator-Intro.jpg)
Kurieita - The Creator. It is said Sky is the only human to human to have seen him walk the realm of the living.

(http://i893.photobucket.com/albums/ac139/FinaleTI/SkyPortrait.jpg)
Sky - The Original Hero. Because of Sky's actions, the war between the First Dark and the First Light ended and the Star element was created to balance the flow of magic through Alteria.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 16, 2010, 07:37:50 pm
New screenie says it all.  ;D

Also, I've decided to make the stats like Chrono Trigger. Max HP is 999 instead of 9999 and MP and all other stats max out at 99.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 16, 2010, 07:58:02 pm
Nice screenshot!  It's great to see new progress.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 16, 2010, 10:10:16 pm
i love the scrollbar!
the top tile being inverted is a little weird, though(he looks like either a jawa or one of those little guys from the underground world in oracle of seasons)

im looking forward to something executable. gl!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 17, 2010, 11:14:11 am
Very nice so far, can't wait to see battle sequences in action ^^
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 19, 2010, 01:45:03 pm
I managed to finish the text routine for the most part! I just need to do a little debugging with 'page breaks', but line breaks and ending a string work. I also converted the main battle menu from a bitmap to be drawn and then typed out with the text routine.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 20, 2010, 11:24:24 pm
Nice, you mean for NPC convos, right?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 12:22:45 am
Well that, and everything else text related involving the custom font. I've also got a seperate routine for numbers.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 21, 2010, 09:25:57 am
Is Sky actually going to play a part in the game or is he like a source of motivation for Roland and Aria?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 10:13:51 am
Sky will have a part near the end, but mainly he was the hero who saved Alteria when it was young, which was thousands of years before the stories of Roland and Aria. I will say though, that his role is integral to the story of Nostalgia, even though he doesn't appear for most of it.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 21, 2010, 10:19:14 am
I managed to finish the text routine for the most part! I just need to do a little debugging with 'page breaks', but line breaks and ending a string work. I also converted the main battle menu from a bitmap to be drawn and then typed out with the text routine.

By page break, do you mean when the user has to scroll to see more text?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 10:38:17 am
@Hot_Dog: Pretty much, like in most RPGs when you hit a button to see the next page of text in a conversation.

Well, I've hit a problem with the battle engine. The code is getting kinda confusing and I have to heavily rely on saferam areas, so I'm gonna have to print out the code to see where it's going wrong.... Once I can layout all the code, though, I should be able to pinpoint the problem(s) fairly easily.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 21, 2010, 10:44:31 am
So do Alterians have a longer lifespan than we do?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 11:04:24 am
Their normal lifespan is very similar to ours, but if an Alterian is blessed by the Creator, they can live for hundreds of years past their normal lifespan.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 21, 2010, 11:26:33 am
Their normal lifespan is very similar to ours, but if an Alterian is blessed by the Creator, they can live for hundreds of years past their normal lifespan.

How about immortality? Khe - he - he
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 11:45:48 am
If the Creator so chooses, then yes.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 21, 2010, 11:50:14 am
Is sky immortal?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 11:53:34 am
Technically speaking, yes.

On a different note, could someone please help me with my latest sprite request (http://ourl.ca/6030/110863#new)? It's pretty vital.

Edit: I got a text box.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 04:37:50 pm
Still working....
I did manage to mock up what the menu will look like when you start the game.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 21, 2010, 05:22:34 pm
Still working....
I did manage to mock up what the menu will look like when you start the game.

Wow!  That's a pretty sweet menu!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 21, 2010, 08:11:11 pm
ascii for the win!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 21, 2010, 10:30:11 pm
Thanks guys! I just figured out what went wrong with the battle engine, so its development is no longer in a slump!
In fact, I may be able to post some more screenies tomorrow!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 21, 2010, 10:42:52 pm
Thanks guys! I just figured out what went wrong with the battle engine, so its development is no longer in a slump!
In fact, I may be able to post some more screenies tomorrow!

I is looking forward to it!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 21, 2010, 11:14:18 pm
so is I!  I have marked by calendar for Sept. 16 already!  :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 12:10:51 am
Yeah, I have the date marked too, since I need to have it playable by then.
And just my luck, I get to start school tomorrow! :'(
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 22, 2010, 03:16:09 am
WOW Awesome! I hope you finish a demo for the contest! (and some screenies of battle in action with enemies and attacks ^^ for the possible Omnimaga 9th anniversary video :P)

I really love the menus you got there, though. I love how the borders are made. :)

(Also if this gets more progress in overall, this project is an easy candidate for a sub-forum in Major TI community projects)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 10:08:46 am
Thanks everyone!
@DJ: That'd be epic!

I still have some work to do before I reveal any screenies.
I also did some other work yesterday and I managed to make a map maker that exports the final product to Pic3. Should be helpful in the long run!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 12:48:43 pm
Here are the screenies I promised! I would have had them up sooner, but I got distracted playing Megaman 10.
First one is battle engine progress.
Second is my mapmaker.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 22, 2010, 12:53:19 pm
Thanks for the screenies!  The game is looking better and better all the time!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 22, 2010, 04:19:15 pm
wow awesome!

Btw for your maps do you use the same technique as the old Illusiat games: having each tile take one bit? I notice when you add a wall it also draws the ceiling in your map editor. In Illusiat 12, when pxl testing the mini map, if the pxl below the one you checked was OFF as well as the one checked, it showed a ceiling tile, if the one below was ON and the one checked was OFF, it showed a wall and otherwise it would show the floor.

Also nice magic animation so far :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: patriotsfan on August 22, 2010, 05:36:42 pm
Nice game so far! :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 06:28:51 pm
Thanks! ;D
@DJ: Yeah, each tile takes one bit(or pixel). The reason it draws a ceiling and tile together is because the way my engine reads it is, if the tile checked is ON and the one below is ON, it draws a ceiling. If the tile checked is ON and the one below is OFF, it draws a wall. If the tile checked is OFF, it draws the floor.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 22, 2010, 07:19:53 pm
lookin sweet

can your engine actually handle 96*63 maps?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 07:29:09 pm
It can handle maps 96*63, although the area you can walk around is about 4 pixels less on each side.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 08:08:20 pm
Update!
I managed to create a routine to let me scroll text across the top of the screen for when attacks are performed!

Unfortunately, I start school tomorrow, so I'll do my best to keep progress steady, but who knows... On the bright side, I usually don't get as much homework the first week, plus I don't have English this semester (it's my worst class...).

Regardless, I won't let Nostalgia die!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 22, 2010, 08:17:03 pm
i love the way it looks
the screenie is a little slow, though...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 22, 2010, 09:11:42 pm
It seems fine to me. It must be because you are using Internet Explorer or an outdated version of Opera. I think Chrome has this problem, too. They cap screenshots framerate at 10 FPS, while this screenshot runs at 25-30 FPS, meaning you see it run 3x slower.

I think the text is a bit slow, though. It should probably be made so it scrolls faster or have the attack occurs exactly at the same time, else battles are gonna be slow paced kinda. Nice otherwise, though.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: meishe91 on August 22, 2010, 09:17:34 pm
i love the way it looks
the screenie is a little slow, though...

Ya, it runs fine in Firefox. Chrome and IE have the problem of running them slowly like DJ said.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 22, 2010, 09:17:35 pm
I'll probably include an option to change the speed to your own preference.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 22, 2010, 09:20:17 pm
Aaah sounds good :)
/me hopes monsters are implemented soon (as well as HP/MP stats) so he can include it in the Sept 1st video ^^
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 22, 2010, 09:29:48 pm
im running firefox, im just used to text scrolling more quickly as i always set it to the fastest setting in every game

that speed coupled with the sprite animation at the same time would look wonderful, though!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 22, 2010, 09:31:40 pm
Wow, that was a quick update
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: tloz128 on August 22, 2010, 10:45:23 pm
This is going to be some tough competition for my entry (that is, if I finish it :P).
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 23, 2010, 02:51:10 am
I hope you finish it tloz128 (or at least a demo)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: tloz128 on August 23, 2010, 02:02:43 pm
thanks DJ :D
</offtopic>
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 23, 2010, 07:28:21 pm
Moar screenie! ;D It flickers better on calc.
I gotta implement this into the battle engine now, to replace the "Enemy 1's Turn". ;)

Also, I have to figure out a way to sort the turn order by speed (shouldn't be too hard), adjust the turn order bar and order reference if someone dies (maybe a little harder, hopefully not), and I gotta start throwing stats into the engine (I foresee this as being a major pain :(. Hopefully I'm wrong.)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: patriotsfan on August 23, 2010, 08:14:30 pm
^ Nice! ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 23, 2010, 08:19:02 pm
those sprites look really sweet!
the first two should be easy, but the last will definitely be a pain(anything involving making battle engines work is). good luck

oh, and qq: how do you export data to a pic var?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 23, 2010, 08:34:43 pm
To export data to a pic:

Code: [Select]
"Pic3"→Str1
GetCalc(Str1,768)→P
.Draw to the buffer
Copy(L6,P,768)

You can actually make pictures bigger than normally allowed. ;D I accidentally made a Pic once that was 791 bytes in the memory menu.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 23, 2010, 08:40:44 pm
To export data to a pic:

Code: [Select]
"Pic3"→Str1
GetCalc(Str1,768)→P
.Draw to the buffer
Copy(L6,P,768)

You can actually make pictures bigger than normally allowed. ;D I accidentally made a Pic once that was 791 bytes in the memory menu.

Interesting...but then again, I guess that the pictures aren't fixed in size, because when you save pictures that use the extra 64th row, 12 bytes are added.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 23, 2010, 09:55:44 pm
To export data to a pic:

Code: [Select]
"Pic3"→Str1
GetCalc(Str1,768)→P
.Draw to the buffer
Copy(L6,P,768)

You can actually make pictures bigger than normally allowed. ;D I accidentally made a Pic once that was 791 bytes in the memory menu.
does that require pic3 to be already existing in ram, or does it create the var if it cant find it(and can it find it in arch now? i think there was an update about that...)
oh, and sorry about going off topic in your thread. i tend to do that fairly often it seems =[
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 23, 2010, 10:27:46 pm
It creates Pic3.
You could use another set of commands to see if it is in the archive.
Don't worry about getting offtopic. It was a good question.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 24, 2010, 03:43:08 am
Nice. I assume it's when the enemy attack he flashes? I used something like that in ROL3. At first, I wanted a different sprite for the animation, but I realized it would take too much space or look crappy (since I was mostly using 8x8) then I just made a square flash on him.

Another idea I got is to make the sprite move a few pixels closer to you when it's their turn.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 24, 2010, 10:18:17 am
Quote
Another idea I got is to make the sprite move a few pixels closer to you when it's their turn.

I concur.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 24, 2010, 08:20:53 pm
I will be adding stuff like that.

I apologize for the lack of updates today. I wanted to make an update when I'd done more than throw the enemy flashing animation into the battle program.
There might be an update later tonight, but I can't guarantee screenies since it might be from my iPod.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 24, 2010, 09:34:38 pm
Aaah ok, good luck!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 25, 2010, 08:46:39 pm
Here's that progress I promised! And it has a spiffy 4-level greyscale slash! ;D

For the final entry, I'll need to save the maps and other data in appvars probably, because the battle engine's code size is almost >9000 bytes!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 25, 2010, 08:50:53 pm
Great progress!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on August 25, 2010, 10:50:18 pm
size is irrelevant; this would be worth 60k
...im still a bit put off by the top tile in the battle line-up being inverted, though.

thanks for such prompt updates and good luck on having a demo together for the contest ending!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 26, 2010, 03:14:38 pm
WHAT???? 9000???? That's impossible!!

j/k nice progress. I love the animations, especially the sandstorm attack ;D

Good thing we got APP support, though o.o. Pulling a RPG in 8 KB code seems like an hectic task.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on August 26, 2010, 03:25:21 pm
Pulling a RPG in 8 KB code seems like an hectic task.

To say the least :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on August 26, 2010, 04:50:09 pm
Yeah.  Nice job Finale!  It looks great! ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 26, 2010, 07:49:59 pm
Thanks everyone!
@shimbs: I'll see if I can find a different way of putting emphasis on the turn order.

The battle engine is now officially >9000 bytes large! ;D
On another note, I've almost got HP/MP display implemented, so I should have some more screenies coming in the near future. ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 26, 2010, 08:29:24 pm
Nice :). Btw I hope you were not the other person to have troubles compiling apps on his calc. In my case, if I get into large Axe prog development, I can't use my 83+ because APP compiling doesn't work on it :(

Can't wait for the other screenshots :)

(as I see more progress it will most likely make it into major TI projects eventually)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 26, 2010, 09:07:23 pm
APP compiling is no problem because I mainly use my TI-84+ SE to test and compile. I did recently back-up my stuff on to my TI-83+ BE.
Worse comes to worse, I can always try APP compiling on my TI-83+ SE, then send it straight to the computer, as my 83+ SE is buggy. :'(
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 26, 2010, 09:15:01 pm
Yeah I remember about that. I sometimes worry your ROM got hit by some bad ASM stuff or your hardware is dying
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 26, 2010, 09:19:51 pm
Yeah, that's why I'm very careful with my TI-84+ SE. If that fails, that'd be bad. I should look into getting another 15 mHz calc that isn't buggy like my 83+ SE.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 26, 2010, 10:03:48 pm
Yeah I need to do that too, one day. My 83+SE is defect, too (battery draining issue). Besides that I got a Nspire, but ASM stuff runs slower most of the time. A TI-84+ seems expensive on Ebay, though (if we only include sellers who ship internationally).
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 27, 2010, 06:51:01 pm
I managed to fix the HP/MP display and I plan on posting a screenie when I get the damage formula and damage display implemented. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 27, 2010, 08:08:15 pm
Cool to hear :D

Btw have you got much success so far with damage formulas? I wonder how hard it is in Axe with 2 byte integers and all? In old RPGs, there were overflow glitches and all, like Final Fantasy Mystic Quest final boss cure glitch. You need to make sure that when calculating your attack, the attack power and random added damage that you won't end up above 32767, looping back to -32768, curing the enemy by extreme high amounts of HP ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 27, 2010, 09:37:59 pm
I don't see any problems like that, since I'll put in checks for that. As for getting the formulas to work, I managed to convert the Chrono Trigger damage formula pretty well. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 28, 2010, 12:16:13 am
Ah ok :)

In a RPG where, for example, your magic power can be from 5 to 255 and the magic attack you want to use is the ultimate spell, which is 100 in power. This makes 25500 damage. Now imagine if the enemy is weak against this element and damages are doubled, but the enemy got no defense against magic, and that you used a spell to double your magic power. That goes beyond the 65535 limit. Fortunately you can get around that by not using too many multipliers or lower attack powers, but you get the idea. I guess this is why a lot of console and calc RPGs won't go above 999.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 28, 2010, 09:11:29 am
I don't think that'll be a problem, since stats max out at 99, but I'll keep that in mind. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 28, 2010, 08:39:39 pm
I got the beginnings of damage implemented into the battle engine. :)

On a side note:
At least most of the items in this list (http://project-apollo.net/text/rpg.html) don't apply to Nostalgia. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 28, 2010, 09:41:20 pm
cool!
/me thinks this will get featured when it is done.   ;D

btw, you need 1000 more posts...

EDIT:  you know, most of those things in the list are true...
the first one reminded me of Pokemon instantly.  :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 28, 2010, 10:01:17 pm
Can't wait to see battles in action ^^ and I mean a full battle :P

Also this guide can be nice sometimes, although of course it's not to be taken seriously as a whole :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 29, 2010, 09:35:39 pm
Major breakthrough!
The player can now damage and kill the enemy, though the enemy can't kill you yet. I still have to implement magic damage, but that should be a snap.

I decided to be iPod friendly and post up a second screenie with a lower framerate. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on August 29, 2010, 09:47:58 pm
Thank you, because my brother used the comp too much lately and landed me with a filter that won't even let you use the Internet without a password.  So iPod touh Ftw!
That said, very nice job.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 30, 2010, 01:12:53 am
I hate when parents punish everyone for the action of one x.x

Nice FinaleTI. I think the damages should probably be white fonts surrounded by black border, though, or maybe show up below, above or besides the enemy
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on August 30, 2010, 08:17:20 pm
The enemy can now harm the player! Here's an actual battle. :)
Only physical attacks inflict damage currently, but hey, it works. ;D

I actually needed the ability to draw sprites to arbitrary buffers, or my life would have been horrible trying to figure out a different way of doing it. I'm so glad this was implemented, because I use up to 4 buffers currently (counting L6 and L3), for the battle engine alone.

Once I add magic damage, I can work on putting multiple members in both parties, as well as exporting alot of the data to appvars to save space in the app.
I need all the space for executable code I need, since the battle engine with all the data currently sits at >10,000 bytes!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on August 31, 2010, 03:58:46 am
More progress being done! Keep up the good work :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 03, 2010, 02:51:45 pm
Well, I have some bad news.  :'( My Axe backup of ABATTEST (the battle engine) was mysteriously corrupted today. The code is perfectly intact until the casting animation subroutine, then it replaces everything between it and the enemy's damage formula with a copy of the data I defined at the beginning of ABATTEST.

I should be able to recreate the sub-routines, as I'm estimating I only lost 5-6 and most of them were animations. The only core things I lost were drawing stats and numbers.

I think I can fix it, given I have a 3-day weekend now and that I don't have a full week of school in September; I'm just not sure how much this sets me back.

Edit: A glimmer of hope shines! I found a back-up on my computer I forgot I had that is really only lacking the stats! I hope to have the stats fixed by tonight, but we'll see.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on September 03, 2010, 03:15:15 pm
Ahhhh yuk :( Axe backups failed you?? thats no good at all :( I hope you can recover your lost work!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 03, 2010, 06:24:13 pm
Darn sorry to hear :/. I hope the lost work isn't too major :/. I hate when this happen, especially so close before deadline. You should probably report this to Quigibo, in case. Personally I would also backup on the computer or another calc, in case, for now.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 03, 2010, 06:51:27 pm
The work isn't that bad. In fact, a lot of what I lost was based on the original HP drawing sub, which I've almost reconstructed. :)

I've also managed to mock-up the status screen. ;D What do you guys think?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on September 03, 2010, 06:52:38 pm
Oh, too bad. Definitely report it :-\ Good luck, though.

EDIT: Ninja'd with good news :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 03, 2010, 06:52:43 pm
Wow looks great! Much better than anything I ever did before and it reminds me a bit the stuff Zera did in terms of quality. Nice job :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 03, 2010, 06:53:38 pm
I still feel like that text is a bit hard to read...
That may just be me getting old...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 03, 2010, 06:55:03 pm
For some reasons it seems fine to me actually... maybe the D is a bit hard to read, but otherwise, it seems quite good to me.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on September 03, 2010, 07:35:55 pm
perfect!  I'll load this to my bro's calc on 9/16 and say its his present.  :P  His bday is 9/16.  and of course, I'll tell him who made it.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 03, 2010, 09:13:17 pm
I still feel like that text is a bit hard to read...
That may just be me getting old...
It does look clearer on calc in my opinion.
perfect!  I'll load this to my bro's calc on 9/16 and say its his present.  :P  His bday is 9/16.  and of course, I'll tell him who made it.  ;)
I have to reconstruct my battle engine, of course. But after all that, I'd consider that an honor to be recognized like that. Don't forget you'd be in the credits too, though. ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 03, 2010, 09:59:19 pm
A sad Raylin appears.

Was Raylin going to be mentioned in those credits? :c
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 03, 2010, 10:02:04 pm
/me hopes, lol since you did some sprites :P

Else, you can cooliojazz Finale TI at the end of the contest :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 03, 2010, 10:19:45 pm
Don't be a sad Raylin. Of course you'll be in the credits, too; along with others like nemo and Magic Banana.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 06, 2010, 10:44:02 am
This should be the rest of how the menu screens will look.
(http://img.removedfromgame.com/imgs/1283783440-Equip Screen Mock-up 2.bmp)
Equip Screen

(http://img.removedfromgame.com/imgs/1283783546-Inventory Screen Mock-up.bmp)
Inventory Screen

(http://img.removedfromgame.com/imgs/1283783604-Status Screen Mock-up 2.bmp)
Reworked Status Screen

What do you guys think?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: apcalc on September 06, 2010, 10:52:53 am
Looks very nice! :D

Good job!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 07, 2010, 02:35:22 am
This is very nice!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: meishe91 on September 07, 2010, 03:01:05 am
That's looking great!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: patriotsfan on September 07, 2010, 08:10:58 pm
Lovin' it! ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 10, 2010, 08:18:40 pm
Thanks everyone!

I managed to get the basics of the menu up and running. Here's a screenie (plus another in an Ipod Friendly framerate).
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on September 10, 2010, 08:20:37 pm
/me bows to the awesome programming power of FinaleTI  :o
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 10, 2010, 08:36:12 pm
Really nice! I assume instead of grayscale we will see the area where you are? Nice to see this project is still going strong :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 10, 2010, 08:41:35 pm
Yeah, the greyscale screen is just a placeholder, in the final version the current screen in grey will be in the background.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on September 10, 2010, 08:48:22 pm
looks delicious!
dont listen to the old fogeys; that font is wonderful
and would it be possible maybe to have gray in the menu's player icon? everything looks great already(especially the parchment texture. im just wondering...)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 10, 2010, 08:58:26 pm
The player icons are going to be used for conversations and dialogues too, so it being monochrome makes those a little quicker and such.
I also did manage to find a different way to put emphasis on the current player in the turn order bar in battle.
I will say I'm planning a greyscale game after this.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 10, 2010, 09:22:32 pm
@shmibs: Who you callin' an old fogey? o_O
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 10, 2010, 09:28:59 pm
Well, you are 81 years old (although you mistyped your age in your forum profile), so... yeah ;D

I will say I'm planning a greyscale game after this.
That would rule! :O But yeah focus on Nostalgia first, lol :P. I can't wait to try it :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Jonius7 on September 11, 2010, 01:32:48 am
whoah!!! mind blowing and graphical... nice face picture on the stats screen.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on September 11, 2010, 02:15:02 am
Those screenshots are awesome! and i ESPECIALY like the font :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Netham45 on September 11, 2010, 04:09:37 am
Holy crap, how had I not seen this thread before?


This looks phenomenal, that menu is beautiful.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on September 11, 2010, 06:28:10 am
Whew, finally have some free time to catch up on everything I've missed. This is looking great by the way. I really love that font and those menus. Can't wait until this gets released! (actually, it's only about 5 days, so I guess I could wait)  ;D

whoah!!! mind blowing and graphical... nice face picture on the stats screen.
Yeah, I hear that the guy who did that is a really cool guy and everyone gives him high fives whenever he finishes a sprite, but you didn't hear that from me.   8)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on September 11, 2010, 07:43:19 pm
Wow, grayed out maps would look awesome. Great shots, by the way, and especially the font :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 11, 2010, 11:53:23 pm
Whew, finally have some free time to catch up on everything I've missed. This is looking great by the way. I really love that font and those menus. Can't wait until this gets released! (actually, it's only about 5 days, so I guess I could wait)  ;D

whoah!!! mind blowing and graphical... nice face picture on the stats screen.
Yeah, I hear that the guy who did that is a really cool guy and everyone gives him high fives whenever he finishes a sprite, but you didn't hear that from me.   8)
Lol :P

Nice to see you still around. I hope you get more free time in the near future x.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 12, 2010, 03:48:58 pm
Whew, finally have some free time to catch up on everything I've missed. This is looking great by the way. I really love that font and those menus. Can't wait until this gets released! (actually, it's only about 5 days, so I guess I could wait)  ;D

whoah!!! mind blowing and graphical... nice face picture on the stats screen.
Yeah, I hear that the guy who did that is a really cool guy and everyone gives him high fives whenever he finishes a sprite, but you didn't hear that from me.   8)
Lol. Thanks for that portrait again.


Moar story update:

Approximately 1000 years before the fall of Alteria, the Creator created a line of knights. These knights, know was the Sentinels, were divided into several disciplines. Each discipline was the guardian of the one of the three elements (Holy, Dark, and Star) or one of the three virtues (Justice, Courage, and Hope). Each of these guardians also possessed a supernatural ability. The Star Knights possessed unparalleled speed; the Paladins, uncanny defense; the Dark Knights, unmatched strength; the Magisters (guardians of Justice), unequaled magic; the Virtus (guardians of Courage), unsurpassed skill; the Fidelis (guardians of Hope), unrivaled magical resistance.

For nearly a millennium, they protected Alteria from many evils. Then, Dakumeshia arrived. He began to destroy these great guardians, and before long, they fell to his might. Their descendants were wiped out and the Sentinels were no more. Alteria was defenseless... And so, the Creator decided to split the dimensions.

Edit: Major breakthrough! I just got the equipment system to work! I already had the status screen done, so after applying the equipment system to armor, I just have to do items (shouldn't be too hard) and saving (incredibly easy). Then, the menu will be done and I'll be able to focus on the battle engine alot more.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 12, 2010, 04:09:12 pm
Wow great story so far, can't wait to play the game to see more :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Madskillz on September 12, 2010, 04:21:31 pm
Looks great, love the font and the story thus far. Can't wait to see what you have in store!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 12, 2010, 09:02:18 pm
Thanks guys! I managed to get the equipment system done. ;D
I just realized I have to add magic level and info to the status. I managed to mock-up that screen for that, and here it is. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 12, 2010, 09:25:09 pm
Looks great. I like the icons too :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Hot_Dog on September 13, 2010, 11:06:45 am
Dude, awesome "Mock-up" :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on September 13, 2010, 03:44:58 pm
Wow, this is looking great!  And the best news is we get a demo this week!  Yea! ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on September 13, 2010, 05:19:39 pm
* Builderboy can't wait :D *
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 08:47:14 am
Menu's close to being done. Working on some maps right now. I finished debugging the text routine, so I'll be importing the rest of the portraits and the text box.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 14, 2010, 08:48:05 am
Do you think you'll finish by the deadline?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 08:49:42 am
I'm really hoping so. I don't have school today, so I'll be working on this for the next couple hours.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 14, 2010, 08:56:15 am
Nice. Good luck. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 09:00:05 am
Thanks.
I might as well post the maps I've finished. The demo will probably only be up to the first boss, but you have to go through a maze in the Crystal Manor, plus solving some puzzles in the dungeons of Frey's Castle to get to him.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 14, 2010, 12:22:38 pm
Darn I hope you manage to finish the demo. How far is it so far? I like the maps, btw.
/me wishes Finale TI good luck in not getting any bug and hopes he is taking precautions to prevent broken code/data loss.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 12:33:49 pm
I got one bug with the menu, but I should be able to resolve it quickly. I need to add two more item effects, then put all the subroutines into an include file. Then, I can finish up the battle engine and *hopefully* start tying everything together.

Rest of the maps for the demo below.

Edit: Menu bug is fixed! Now to finish the items...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 14, 2010, 12:42:57 pm
Aaah cool! Looks nice! Those dungeons looks fun to explore and looking at those pic-based maps sure brings me LOTS of old memories ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 03:08:22 pm
I finally finished the menu!!!!!
Now to tackle the battle engine! YAR!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 14, 2010, 03:11:24 pm
Nuuuu! Battle engine first! Always! TT_TT
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 03:13:55 pm
It's a little late for it to be first, plus I'm rebuilding it, cuz I lost most of the code from before.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 14, 2010, 03:25:04 pm
Okay then. Well, protip.

Plan out your algorithms and crunch numbers first.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 14, 2010, 03:26:14 pm
Darn I hope you did not lose everything x.x

Do you still have progress from up to the battle screenshots you showed last time or is it all to restart from scratch?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 14, 2010, 03:34:03 pm
It's what I was able to recover from my data corruption earlier. So, it's mainly the stuff from the earlier screenies, meaning most of the animations, and Aria's HP and MP. Since I have stats done, implementing them should be really easy. Plus, I put all the subroutines from the menu into an include file, so it makes it easier to build stuff in separate programs for testing.

@Raylin: I already had the damage formulas and stuff, so for the most part I'm good with that.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 14, 2010, 03:39:55 pm
Good good. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 14, 2010, 03:58:29 pm
Ok. I hope you maange to finish the demo in time and not get hit by another data loss x.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 15, 2010, 02:59:44 pm
Oh Lamentations! The world is sheathed in a darkness like no other, for the light, my contest entry is no more! (http://www.nuklearpower.com/2004/11/09/episode-480-grief/)
[/lamentations]

The sad fact I won't have this done in time aside, I won't be stopping Nostalgia. I just won't be able to enter it into the contest. :(
I didn't lose any data between yesterday and now, but I merely did not have enough time to finish the battle engine, and even if I did, tying everything together and working out the bugs could have taken a while.

I'll keep working on Nostalgia, though, so don't worry. It hasn't died yet. (And I intend to keep it that way.)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on September 15, 2010, 03:05:34 pm
do you have a playable portion?

and next time, don't scare me like that, I though you lost the whole project.  :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 15, 2010, 03:09:01 pm
I don't have any fully playable portions yet, mostly just core engines. I'm considering posting them for optimization help, since it's not a contest entry anymore.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 15, 2010, 03:11:04 pm
Sorry to hear, I hope the project won't die, though :(
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on September 15, 2010, 03:13:48 pm
I have no intentions of letting this die, so don't worry.
I just gotta remember to back-up frequently. I did remember to back-up the menu work I did yesterday though, so I won't lose that.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on September 15, 2010, 03:16:19 pm
now I don't know what to vote for...
/me goes off to look at the other projects...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Raylin on September 15, 2010, 03:17:36 pm
Warnsauce tried to warn. :c

Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on September 15, 2010, 03:18:26 pm
Yeah backups are essential for such project development, else we end up with surprises and getting discouraged x.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on September 15, 2010, 04:59:15 pm
:(
That's too bad.  I wish you luck on making a demo, though. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Builderboy on September 15, 2010, 05:17:49 pm
:( Oh nooooooooo this makes me sad :(
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on September 16, 2010, 07:56:23 pm
and next time, don't scare me like that, I though you lost the whole project.  :P

Me too :-\ Good to know it's still alive, though. And at least you did enter the contest :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on October 01, 2010, 03:26:29 pm
It's been a while since I posted here...

Anyway, would anyone be willing to help me optimize Nostalgia? If so, I'll post up some of the code.

On a story related update (probably the last new character):
(http://i893.photobucket.com/albums/ac139/FinaleTI/LeoPortrait.jpg)
Leo

A lone mercenary protecting a village in the Shadowed Dimension. He keeps his past to himself, and with good reason.
He is Arc's son, but refuses to acknowledge that, stating his father is dead.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 01, 2010, 05:32:53 pm
I'm glad this is not dead. I was a bit worried after the contest ended that you kinda lost interest. You should probably post the source so people can find optimizations and hopefully give you much more executable code space.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 01, 2010, 06:23:51 pm
Yeah. I've just been working on Pokemon, so this has been on hold for a little.

Attached is a zip containing the menu program in its current state. The subroutines are separate in prgmNOSSUBS. Send all the appvars to the RAM. Archive NosMenus.


Here's the code for the menu with the subroutines as part of the program:
WARNING! Large chunk of code is large. VERY large.
Code: [Select]
:.NOSMENU
:.[Pic1]→Pic1
:.[Pic3]→Pic2
:.[Pic2]→Pic3
:.[Pic6]→Pic4
:.[Pic5]→Pic5
:[10A040A00000000060F0909000000000F09090600000000000A040A000000000→Pic1I
:"vNOSBUFF"→Str1D
:"IRON SWORD*"→Str1E
:"STEEL SWORD*"→Str2E
:"ARBITER'S BLADE*"→Str3E
:"IRON ARMOR*"→Str1A
:"STEEL ARMOR*"→Str2A
:"GUARDIAN MAIL*"→Str3A
:"IRON SHIELD*"→Str1S
:"STEEL SHIELD*"→Str2S
:"ROUND SHIELD*"→Str3S
:DiagnosticOff
:0→r1
:GetCalc(Str1D,768)→J
:DeltaList(8,20,42,60,48,99)→GDB1E
:DeltaList(12,23,33,50,60)→GDB1A
:DeltaList(6,10,15,26,39)→GDB2A
:DeltaList(5,25,125,625,0)→GDB1EX
:GetCalc("vNosStats")→K
:GetCalc("vNosPorts")→I
:GetCalc("vNosMenus",Y1)
:ClrDrawr
:DrawInv r
:Full
:For(θ,0,767
:{Y1+1536+θ} and {L3+θ}→{L3+θ}
:End
:Lbl MS
:If r1=‾1 or (getKey(48)
:0→r1
:Return
:End
:Full
:conj(Y1,L6,768
:For(θ,0,1
:If {θ+70+K}=1
:sub(TX,63,θ*15+4,"ROLAND*"
:sub(DN,{K+38}r,76,θ*15+9,2
:sub(DN,{K+40},76,θ*15+14,1
:End
:If {θ+70+K}=2
:sub(TX,63,θ*15+4,"ARIA*"
:sub(DN,{K}r,76,θ*15+9,2
:sub(DN,{K+2},76,θ*15+14,1
:End
:If {θ+70+K}
:sub(TX,63,θ*15+9,"HP*"
:sub(TX,63,θ*15+14,"MP*"
:End
:End
:conj(L6,J,768
:Lbl MM
:ClrDraw
:conj(J,L6,768
:Normal
:For(θ,0,10
:DispGraphr
:End
:sub(BMG,3,30,7,3,6)
:r1→θ
:If r1=‾1 or θ>15
:DelVar Str1D
:ClrHome
:Goto EXT
:End
:If θ≤15
:Goto CS
:End
:Lbl EXT
:DelVar Str1D
:ClrHome
:Return
:
:.Item Screen
:Lbl IT
:Full
:conj(Y1+768,L6,768
:For(θ,0,7
:!If {θ+58+K}
:ref(4,θ*5+10,81,5
:rref(4,θ*5+10,81,5
:Else
:sub(DN,{θ+58+K},82,θ*5+11,1
:End
:End
:DispGraph
:Normal
:Pause 200
:0→S
:Repeat r1=‾1 or (S≠0) or (r1=‾3
:sub(BM,10,74,8,3,6,1)
:r1/5→S
:{S+58+K}→S
:End
:If r1=‾1
:Goto MM
:End
:If r1≥0
:sub(ITM,r1/5
:End
:If r1>200
:conj(Y1+4608,L6,768
:DispGraph
:Pause 200
:0→r1
:sub(BM,10,74,2,3,6,2)
:If r1≠65534 or (r1=‾1
:0→r1
:Goto MM
:End
:Goto IT
:End
:Goto MS
:
:.Character Select
:Lbl CS
:θ→V
:For(θ,0,10
:DispGraphr
:End
:0→r1
:If V≠15 and ({K+71}≠0
:sub(BMG,3,31,2,62,16
:End
:If r1=‾1
:Goto MM
:End
:If V=5
:0→r6
:If {r1/15+70+K}=1
:38→r6
:End
:Goto ST
:End
:If V=0
:0→V
:If {r1/15+70+K}=1
:32→V
:End
:Goto EQ
:End
:If V=10
:0→V
:If {r1/15+70+K}=1
:38→V
:End
:Goto IT
:End
:If V=15 and ({K+71}≠0
:expr(K+70,K+71,1
:Goto MS
:End
:Goto MM
:
:.Status Screen
:Lbl ST
:conj(Y1+3072,L6,768
:If r6=38
:Fix 9
:Tangent(4,4,I)
:Fix 8
:ref(37,4,33,10
:rref(37,4,33,10
:sub(TX,37,4,"ROLAND*"
:sub(TX,37,9,"THIEF*"
:End
:sub(DN,{K+r6}r,49,15,2
:sub(DN,{r6+3+K}r,68,15,2
:sub(DN,{K+r6+2},49,20,1
:sub(DN,{K+r6+5},63,20,1
:sub(LN,{31*(r6=38)+23+K}r
:sub(DN,{31*(r6=38)+23+K}r,57,26,Y
:sub(LN,{31*(r6=38)+25+K}r
:sub(DN,{31*(r6=38)+25+K}r,57,31,Y
:sub(DN,{K+r6+6},21,38,1
:sub(DN,100-{K+r6+7},74,38,1
:sub(DN,{K+r6+8},21,43,1
:sub(DN,{K+r6+9},74,43,1
:sub(DN,{K+r6+10},21,48,1
:sub(DN,{K+r6+11},21,53,1
:sub(DN,{K+r6+12},74,48,1
:sub(LN,{29*(r6=38)+37+K}
:sub(DN,{29*(r6=38)+37+K},84,4,Y
:sub(LN,{{32*(r6=38)+19+K}-13+GDB1E}
:sub(DN,{{32*(r6=38)+19+K}-13+GDB1E},44,38,Y
:{{32*(r6=38)+20+K}-27+GDB1A}→V
:{{32*(r6=38)+21+K}-32+GDB2A}+V→A
:sub(LN,A
:sub(DN,A,44,48,Y
:DispGraph
:Pause 200
:Repeat getKey(48) or getKey(1)
:End
:If getKey(1)
:conj(Y1+4272,L6+432,336
:Pxl-Off(8,40
:For(θ,0,2
:sub(DN,{9*(r6=38)+74+θ+K},26,θ*8+39,0
:End
:sub(LN,{{9*(r6=38)+74+K}-1+GDB1EX}-{9*(r6=38)+77+K}r
:sub(DN,{{9*(r6=38)+74+K}-1+GDB1EX}-{9*(r6=38)+77+K}r,54,39,Y
:sub(LN,{{9*(r6=38)+75+K}-1+GDB1EX}-{9*(r6=38)+79+K}r
:sub(DN,{{9*(r6=38)+75+K}-1+GDB1EX}-{9*(r6=38)+79+K}r,54,47,Y
:sub(LN,{{9*(r6=38)+76+K}-1+GDB1EX}-{8*(r6=38)+81+K}r
:sub(DN,{{9*(r6=38)+76+K}-1+GDB1EX}-{8*(r6=38)+81+K}r,54,55,Y
:DispGraph
:Pause 200
:Repeat getKey(48) or getKey(4)
:End
:If getKey(4)
:Goto ST
:End
:End
:Goto MM
:
:.Equip Screen
:Lbl EQ
:conj(Y1+2304,L6,768
:ref(62,4,20,5
:rref(62,4,20,5
:If V=32
:GetCalc("vNosPorts")→I
:Fix 8
:Tangent(4,4,I
:Fix 9
:ref(36,4,8,32
:rref(36,4,8,32
:sub(TX,37,4,"ROLAND*"
:sub(TX,37,9,"THIEF*"
:Else
:sub(TX,37,4,"ARIA*"
:sub(TX,37,9,"KNIGHT*"
:End
:sub(TX,72,4,"LV*"
:sub(LN,{29*(V=32)+37+K}
:sub(DN,{29*(V=32)+37+K},84,4,Y
:ref(87,37,5,25
:rref(87,37,5,25
:ref(4,37,83,24
:rref(4,37,83,24
:If {K+V+19}=13
:sub(TX,37,15,Str1E
:End
:If {K+V+19}=14
:sub(TX,37,15,Str2E
:End
:If {K+V+19}=15
:sub(TX,37,15,Str3E
:End
:If {K+V+20}=27
:sub(TX,37,20,Str1A
:End
:If {K+V+20}=28
:sub(TX,37,20,Str2A
:End
:If {K+V+20}=29
:sub(TX,37,20,Str3A
:End
:If {K+V+21}=32
:sub(TX,37,25,Str1S
:End
:If {K+V+21}=33
:sub(TX,37,25,Str2S
:End
:If {K+V+21}=34
:sub(TX,37,25,Str3S
:End
:sub(TX,37,30,"BACK*"
:DispGraph
:Pause 200
:sub(BM,14,56,4,36,6,0)
:If r1=15
:Goto MM
:End
:If r1=‾1
:Goto MM
:End
:r1→θ
:If θ=0
:If {K+13}
:Pt-On(4,37,Pic1I
:sub(TX,9,37,Str1E
:Pt-On(83,37,Pic1I+24
:sub(DN,{K+13},87,37,0
:End
:If {K+14}
:Pt-On(4,42,Pic1I
:sub(TX,9,42,Str2E
:Pt-On(83,42,Pic1I+24
:sub(DN,{K+14},87,42,0
:End
:If {K+15}
:Pt-On(4,47,Pic1I
:sub(TX,9,47,Str3E
:Pt-On(83,47,Pic1I+24
:sub(DN,{K+15},87,47,0
:End
:13→U
:19→S
:End
:If θ=5
:If {K+27}
:Pt-On(4,37,Pic1I+8
:sub(TX,9,37,Str1A
:Pt-On(83,37,Pic1I+24
:sub(DN,{K+27},87,37,0
:End
:If {K+28}
:Pt-On(4,42,Pic1I+8
:sub(TX,9,42,Str2A
:Pt-On(83,42,Pic1I+24
:sub(DN,{K+28},87,42,0
:End
:If {K+29}
:Pt-On(4,47,Pic1I+8
:sub(TX,9,47,Str3A
:Pt-On(83,47,Pic1I+24
:sub(DN,{K+29},87,47,0
:End
:27→U
:20→S
:End
:If θ=10
:If {K+32}
:Pt-On(4,37,Pic1I+16
:sub(TX,9,37,Str1S
:Pt-On(83,37,Pic1I+24
:sub(DN,{K+32},87,37,0
:End
:If {K+33}
:Pt-On(4,42,Pic1I+16
:sub(TX,9,42,Str2S
:Pt-On(83,42,Pic1I+24
:sub(DN,{K+33},87,42,0
:End
:If {K+34}
:Pt-On(4,47,Pic1I+16
:sub(TX,9,47,Str3S
:Pt-On(83,47,Pic1I+24
:sub(DN,{K+34},87,47,0
:End
:32→U
:21→S
:End
:Pause 200
:Repeat r1=‾1
:0→r1
:sub(BM,36,79,5,3,6,0)
:If r1=‾1
:Goto EQ
:End
:If pxl-Test(4,r1+38) or (pxl-Test(4,r1+40
:{{V+S+K}+K}+1→{{V+S+K}+K}
:r1/5+U→{V+S+K}
:{r1/5+U+K}-1→{r1/5+U+K}
:‾1→r1
:End
:End
:Goto EQ
:Return
:Lbl BM
:r6→F
:r5→θ
:r4→r5
:r3-1*(θ-1)+r1→r3
:r1→r4
:Repeat getKey(54) or (getKey(48)) or (r1=‾3) or (r1=‾2)
:rref(r5,r1,r2,θ
:DispGraph
:rref(r5,r1,r2,θ
:Repeat getKey
:End
:If getKey(3) and (F≠0
:‾3→r1
:End
:If getKey(2) and (F=2
:‾2→r1
:End
:If getKey(4) and (r1≠r4
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:DispGraph
:Pause 20
:rref(r5,r1,r2,θ
:r1-1→r1
:End
:End
:If getKey(1) and (r1≠r3
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:DispGraph
:Pause 20
:rref(r5,r1,r2,θ
:r1+1→r1
:End
:End
:End
:If r1<<0
:Return
:End
:r1-r4→r1
:If getKey(48)
:‾1→r1
:End
:While getKey(0)
:End
:Return
:
:.Menu - Grey
:Lbl BMG
:r5→θ
:r4→r5
:r3-1*(θ-1)+r1→r3
:r1→r4
:Repeat getKey(54) or (getKey(48)
:rref(r5,r1,r2,θ
:Normal
:Repeat getKey
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:If getKey(4) and (r1≠r4
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:Normal
:For(Z,0,2
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:r1-1→r1
:End
:End
:If getKey(1) and (r1≠r3
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:Normal
:For(Z,0,2
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:r1+1→r1
:End
:End
:End
:r1-r4→r1
:If getKey(48)
:‾1→r1
:End
:Normal
:While getKey(0)
:DispGraphr
:End
:Return
:
:.Text
:Lbl TX
:[6050709000000000E0605070000000006080906000000000E05050B0000000006080C0E000000000F0406040000000007080B07000000000C878484800000000E04040F000000000F028A06000000000D060505800000000C040507000000000D0A8A8A8000000008060909000000000609090E000000000E0507040000000006090B06800000000E05060D000000000E0C060E00000000070A02020000000009890906000000000989050200000000088A8A85800000000502050D0000000009070202000000000F01060F00000000040C040E000000000709060F000000000609030F00000000020A0F02000000000E08060E0000000006080E0E000000000F09020200000000070F090F000000000E0E020C000000000E09090700000000000000080000000000000C04000000000604000800000000060A0004000000000C040000000000000A0A00000000000000000F8000000000020404080000000000000000000000000→Str1
:r1→X→F
:r2→Y→G
:0→C
:r3→S
:Repeat getKey(15) or ({S+C}=42
:If {S+C}=41
:Y+5→Y
:F→X
:C+1→C
:End
:If {S+C}=43
:Repeat getKey(54)
:End
:conj(L3,L6,756
:F→X:G→Y
:C+1→C
:End
:While {S+C}=32
:X+2→X
:C+1→C
:End
:If {S+C}=42
:Goto RT
:End
:If {S+C}=41
:Y+5→Y
:F→X
:C+1→C
:End
:{S+C}→D
:D-65→B
:If D<65
:(D-48)+25→B
:If D=48
:35→B
:End
:If D=46
:36→B
:End
:If D=44
:37→B
:End
:End
:5→A
:If (D=72) or (D=74) or (D=75) or (D=77) or (D=81) or (D=85) or (D=86) or (D=87
:6→A
:End
:If (D=69) or (D=83) or (D=49) or (D=53) or (D=54) or (D=57) or (D=33
:4→A
:End
:If D=33
:38→B
:End
:If D=39
:40→B
:3→A
:End
:Pt-On(X,Y,8*B+Str1
:X+A→X
:C+1→C
:End
:Lbl RT
:Return
:
:.Draw Numbers
:Lbl DN
:[E09090700000000040C040E000000000709060F000000000609030F00000000020A0F02000000000E08060E0000000006080E0E000000000F09020200000000070F090F000000000E0E020C000000000→Str1N
:DeltaList(5,4,5,5,5,4,4,5,5,4)→GDB3
:For(X,0,2
:0→{L1+X}
:5→{L5+X}
:End
:r1→Z
:r4→X
:While Z
:sub(CN,Z^10)
:Z/10→Z
:End
:sub(DRN)
:Return
:
:.Calculate Numbers
:Lbl CN
:{GDB3+r1}→{L5+X}
:r1→{L1+X}
:X-1→X
:Return
:
:.Draw Numbers
:Lbl DRN
:r2→Y
:For(X,0,r4)
:Pt-On(Y,r3,8*{L1+X}+Str1N
:Y+{L5+X}→Y
:End
:Return
:
:.Length of Numbers
:Lbl LN
:0→Y
:If r1>9
:1→Y
:End
:If r1>99
:2→Y
:End
:If r1>999
:3→Y
:End
:If r1>9999
:4→Y
:End
:Return
:
:.Item Usage
:Lbl ITM
:If r1=0 and ({K+V}r≠0) and ({K+V}r≠{V+3+K}r) and ({K+58}≠0
:{K+V}r+100→{K+V}r
:If {K+V}r≥{V+3+K}r
:{V+3+K}r→{K+V}r
:End
:{K+58}-1→{K+58}
:End
:If r1=3 and ({V+2+K}≠0) and ({V+2+K}≠{V+5+K}) and ({K+61}≠0
:{V+2+K}+10→{V+2+K}
:If {V+2+K}≥{V+5+K}
:{V+5+K}→{V+2+K}
:End
:{K+61}-1→{K+61}
:End
:If r1=6 and ({K+V}r=0) and ({K+61}≠0
:1→{K+V}r
:{V+5+K}→{V+2+K}
:{K+61}-1→{K+61}
:End
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 01, 2010, 06:46:49 pm
Darn Opera browser sucks so bad at rendering CODE tags on SMF boards x.x

ANyway gonna give this a try later :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 01, 2010, 06:48:50 pm
Ok. I did comment out some stuff that got replaced with data from the appvars or was from an older version, just in case you're wondering why I commented out grabbing 5 pictures at the beginning of the program.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on October 01, 2010, 10:29:05 pm
Darn Opera browser sucks so bad at rendering CODE tags on SMF boards x.x

ANyway gonna give this a try later :D

Oh, was that the really, really long line problem? :P

And wow, that is a lot of code. I'll try to help if I can.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 01, 2010, 10:33:53 pm
Yeah it was that problem, which Opera have yet to fix despite my bug reports...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on October 01, 2010, 10:37:00 pm
What causes the problem? Maybe it was meant to do that? :?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 01, 2010, 11:29:54 pm
Not sure. It started doing that starting on Opera 10.6x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Quigibo on October 02, 2010, 04:54:49 am
The main optimization I see you should do here is subroutine-ize more of your code.  Even simple operations like adding 2 variables together can become subroutines if they're used really often.  For instance, I see a lot of reference to K+V in the code.  Loading a variable takes 3 bytes and adding is another byte so that's 7 bytes each time you use it.  A subroutine however is always 3 bytes.  So if you used the expression K+V in your code 50 times (which seems like the case here) you save 4 bytes for each call which saves almost 200 bytes from your program with this simple one:

Code: [Select]
:Lbl KV
:Return K+V

^ By the way, this is valid syntax now to put a return before an expression.  It was something I added in 0.4.5 so that you can do it all on one line instead of having the return on the next line.

You can do similar optimizations to other often-used expressions.  The cost of using a subroutine is 1 byte for the extra "return" and then a savings of original size minus 3 each subsequent time its used.  It turns out that if a routine is more than 7 bytes and used even just twice, you still get a size optimization to subroutine it.  7 breaks even (but of course is more optimized if it were used 3 or more times instead of just twice):

Original: 7 bytes used 2 times = 14 bytes
Subed: 3 bytes for each call to subroutine, called 2 times = 6 bytes + subroutine itself (7 bytes) = 13 bytes + return (1 bytes) = 14 bytes

Also, here is a more optimized "Length of Numbers"
Code: [Select]
:.Length of Numbers
:Lbl LN
:r1>=10+(r1>=100)+(r1>=1000)+(r1>=10000)→Y
:Return
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 02, 2010, 09:52:13 am
Mhmm nice, Quigibo. Your language does a bit like the TI-81 when it comes to sub-routines, except with the 81 it was with sub-programs ;D

On the 81, just using an additional program took zero space so you could use a sub-program to save space just with Disp "" in them and you still managed to save 2 bytes.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 26, 2010, 02:58:56 pm
* FinaleTI casts Arise on this topic

Well, I decided to pick this up again, since I've gotten some work done on Pokemon and I'll be finishing Collision Course soon (hopefully).
There probably won't be any new screenies and such for a little bit, because I'm busy optimizing. With a little work I just managed to shave about 195 bytes off the menu, and I haven't even fully implemented one of the sub() optimizations I started. (See Quigibo's post if you're wondering what I mean)
I'm sure I can find some more optimizations, and when I finish, I'll probably post the code again, in case I missed something that someone else might catch.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ASHBAD_ALVIN on October 26, 2010, 03:03:27 pm
Looking cool so far from the earlier screenshots!  I saw this many months ago when I signed up for Omnimaga, but didn't ever post.  Keep up the good work!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 26, 2010, 03:10:47 pm
GLad to see this is not dead :)

Just make sure to not fall into the "Endless loop of rewriting code" though, that some coders felt into in the past, killing their project. Optimizing is good, though.

I hope this gets finished because I've been looking forward for this since the start. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 26, 2010, 03:18:36 pm
Yeah, I don't plan on rewriting the code right now, unless there's a way to do something in a much smaller size.

I just noticed another good optimization, too. Hurrah for inData()!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 26, 2010, 04:05:00 pm
Nice :D. I heard that this command had a bug, though, according to Nemo. You might want to check the IRC logs, though, because I forgot what it was...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 26, 2010, 04:37:31 pm
I checked, but he never specified what was wrong with it. I just implemented it according to Quigibo's examples and it seems to work perfectly for me. But to be on the safe side, I only commented out the old Ifs.  ;)

Edit: I just checked, and the two lines I changed shaved off about 206 more bytes. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on October 26, 2010, 05:57:08 pm
Well, I decided to pick this up again
YES! ;D
I'm so glad this is being worked on again.  I can't wait for more progress. :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on October 26, 2010, 06:02:01 pm
/me is excited.  \o/  ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 26, 2010, 07:27:02 pm
Optimization is going smoothly. I managed to cut the size from 10416 bytes to 9910! That's 506 bytes saved! And I'm pretty sure there are still several things I can optimize.  :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on October 26, 2010, 08:49:33 pm
Optimization is going smoothly. I managed to cut the size from 10416 bytes to 9910! That's 506 bytes saved! And I'm pretty sure there are still several things I can optimize.  :D

Wow, nice! Any chance you could get it under 8811? ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 26, 2010, 09:33:03 pm
Keep in mind this is just the menu, but if I could, that would be awesome. I did get it down to 9883 now, though. Only about 1000 bytes to go. :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: shmibs on October 26, 2010, 09:33:22 pm
i don't even have to say that you working on this makes me ridiculously happy. good luck with optimizations!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 27, 2010, 03:03:26 am
I assume this this an APP, btw, right? In app form you have 16 KB executable code limit instead of 8. However, this includes data, unlike in program form, so most of your data might need to be stored in external programs or appvars.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 27, 2010, 11:00:39 am
Yeah, it's an app. I don't think it would be possible for me to make it in a program, even if it was for Mirage or DCS, just because I need all the code space I can.
I did shave off a few more bytes last night, though. The menu now sits at 9883 bytes. I believe I can still 'sub-routinize' more code, so that should be helpful. Plus, with a little modification to some of my picture data, I can cut back on the number of rectangles I use to erase stuff.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Runer112 on October 27, 2010, 11:18:44 am
Darn, how did I miss this before? I love trying to optimize code :P If you post an updated version of the source, because I'm guessing you've made numerous changes since your post a few pages ago, I can work on optimizing it.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 27, 2010, 11:42:27 am
Ok. Here's the code. And it's still pretty large.
Code: [Select]
:.NOSMENU
:.[Pic1]→Pic1
:.[Pic3]→Pic2
:.[Pic2]→Pic3
:.[Pic6]→Pic4
:.[Pic5]→Pic5
:[10A040A00000000060F0909000000000F09090600000000000A040A000000000→Pic1I
:"vNOSBUFF"→Str1D
:"IRON SWORD*"→Str1E
:"STEEL SWORD*"→Str2E
:"ARBITER'S BLADE*"→Str3E
:"IRON ARMOR*"→Str1A
:"STEEL ARMOR*"→Str2A
:"GUARDIAN MAIL*"→Str3A
:"IRON SHIELD*"→Str1S
:"STEEL SHIELD*"→Str2S
:"ROUND SHIELD*"→Str3S
:DiagnosticOff
:0→r1
:GetCalc(Str1D,768)→J
:DeltaList(8,20,42,60,48,99)→GDB1E
:DeltaList(12,23,33,50,60)→GDB1A
:DeltaList(6,10,15,26,39)→GDB2A
:DeltaList(5,25,125,625,0)→GDB1EX
:GetCalc("vNosStats")→K
:GetCalc("vNosPorts")→I
:GetCalc("vNosMenus",Y1)
:ClrDrawr
:DrawInv r
:Full
:For(θ,0,767
:{Y1+1536+θ} and {L3+θ}→{L3+θ}
:End
:Lbl MS
:If ‾1sub(R1) or (getKey(48)
:0→r1
:Return
:End
:Full
:conj(Y1,L6,768
:For(θ,0,1
:If {θ+K+70}=1
:sub(TX,63,θ*15+4,"ROLAND*"
:sub(DN,{38sub(K)}r,76,θ*15+9,2
:sub(DN,{40sub(K)},76,θ*15+14,1
:End
:If {θ+K+70}=2
:sub(TX,63,θ*15+4,"ARIA*"
:sub(DN,{0sub(K)}r,76,θ*15+9,2
:sub(DN,{2sub(K)},76,θ*15+14,1
:End
:If {θ+70+K}
:sub(TX,63,θ*15+9,"HP*"
:sub(TX,63,θ*15+14,"MP*"
:End
:End
:conj(L6,J,768
:Lbl MM
:ClrDraw
:conj(J,L6,768
:Normal
:For(θ,0,10
:DispGraphr
:End
:sub(BMG,3,30,7,3,6)
:r1→θ
:If ‾1sub(R1) or (θ>15
:DelVar Str1D
:ClrHome
:Goto EXT
:End
:If θ≤15
:Goto CS
:End
:Lbl EXT
:DelVar Str1D
:ClrHome
:Return
:
:.Item Screen
:Lbl IT
:Full
:conj(Y1+768,L6,768
:For(θ,0,7
:!If {θ+58+K}
:ref(4,θ*5+10,81,5
:rref(4,θ*5+10,81,5
:Else
:sub(DN,{θ+58+K},82,θ*5+11,1
:End
:End
:DispGraph
:Normal
:Pause 200
:0→S
:Repeat ‾1sub(R1) or (S≠0) or (‾3sub(R1)
:sub(BM,10,74,8,3,6,1)
:r1/5→S
:{S+58+K}→S
:End
:If ‾1sub(R1)
:Goto MM
:End
:If r1≥0
:sub(ITM,r1/5
:End
:If r1>200
:conj(Y1+4608,L6,768
:DispGraph
:Pause 200
:0→r1
:sub(BM,10,74,2,3,6,2)
:If r1≠65534 or (‾1sub(R1)
:0→r1
:Goto MM
:End
:Goto IT
:End
:Goto MS
:
:.Character Select
:Lbl CS
:θ→V
:For(θ,0,10
:DispGraphr
:End
:0→r1
:If V≠15 and ({71sub(K)}≠0
:sub(BMG,3,31,2,62,16
:End
:If ‾1sub(R1)
:Goto MM
:End
:If V=5
:0→r6
:If {r1/15+70+K}=1
:38→r6
:End
:Goto ST
:End
:If V=0
:0→V
:If {r1/15+70+K}=1
:32→V
:End
:Goto EQ
:End
:If V=10
:0→V
:If {r1/15+70+K}=1
:38→V
:End
:Goto IT
:End
:If V=15 and ({71sub(K)}≠0
:expr(K+70,K+71,1
:Goto MS
:End
:Goto MM
:
:.Status Screen
:Lbl ST
:conj(Y1+3072,L6,768
:If r6=38
:Fix 9
:Tangent(4,4,I)
:Fix 8
:ref(37,4,33,10
:rref(37,4,33,10
:sub(TX,37,4,"ROLAND*"
:sub(TX,37,9,"THIEF*"
:End
:sub(DN,{r6sub(K)}r,49,15,2
:sub(DN,{r6+3+K}r,68,15,2
:sub(DN,{K+r6+2},49,20,1
:sub(DN,{K+r6+5},63,20,1
:sub(LN,{31*(r6=38)+23+K}r
:sub(DN,{31*(r6=38)+23+K}r,57,26,Y
:sub(LN,{31*(r6=38)+25+K}r
:sub(DN,{31*(r6=38)+25+K}r,57,31,Y
:sub(DN,{K+r6+6},21,38,1
:sub(DN,100-{K+r6+7},74,38,1
:sub(DN,{K+r6+8},21,43,1
:sub(DN,{K+r6+9},74,43,1
:sub(DN,{K+r6+10},21,48,1
:sub(DN,{K+r6+11},21,53,1
:sub(DN,{K+r6+12},74,48,1
:sub(LN,{29*(r6=38)+37+K}
:sub(DN,{29*(r6=38)+37+K},84,4,Y
:sub(LN,{{32*(r6=38)+19+K}-13+GDB1E}
:sub(DN,{{32*(r6=38)+19+K}-13+GDB1E},44,38,Y
:{{32*(r6=38)+20+K}-27+GDB1A}→V
:{{32*(r6=38)+21+K}-32+GDB2A}+V→A
:sub(LN,A
:sub(DN,A,44,48,Y
:DispGraph
:Pause 200
:Repeat getKey(48) or getKey(1)
:End
:If getKey(1)
:conj(Y1+4272,L6+432,336
:Pxl-Off(8,40
:For(θ,0,2
:sub(DN,{9*(r6=38)+74+θ+K},26,θ*8+39,0
:End
:sub(LN,{{9*(r6=38)+74+K}-1+GDB1EX}-{9*(r6=38)+77+K}r
:sub(DN,{{9*(r6=38)+74+K}-1+GDB1EX}-{9*(r6=38)+77+K}r,54,39,Y
:sub(LN,{{9*(r6=38)+75+K}-1+GDB1EX}-{9*(r6=38)+79+K}r
:sub(DN,{{9*(r6=38)+75+K}-1+GDB1EX}-{9*(r6=38)+79+K}r,54,47,Y
:sub(LN,{{9*(r6=38)+76+K}-1+GDB1EX}-{8*(r6=38)+81+K}r
:sub(DN,{{9*(r6=38)+76+K}-1+GDB1EX}-{8*(r6=38)+81+K}r,54,55,Y
:DispGraph
:Pause 200
:Repeat getKey(48) or getKey(4)
:End
:If getKey(4)
:Goto ST
:End
:End
:Goto MM
:
:.Equip Screen
:Lbl EQ
:conj(Y1+2304,L6,768
:ref(36,4,52,10
:rref(36,4,52,10
:If V=32
:GetCalc("vNosPorts")→I
:Fix 8
:Tangent(4,4,I
:Fix 9
:ref(36,4,8,32
:rref(36,4,8,32
:sub(TX,37,4,"ROLAND*"
:sub(TX,37,9,"THIEF*"
:Else
:sub(TX,37,4,"ARIA*"
:sub(TX,37,9,"KNIGHT*"
:End
:sub(TX,72,4,"LV*"
:sub(LN,{29*(V=32)+37+K}
:sub(DN,{29*(V=32)+37+K},84,4,Y
:ref(87,37,5,25
:rref(87,37,5,25
:ref(4,37,83,24
:rref(4,37,83,24
:If {sub(KV)+19}=13
:sub(TX,37,15,Str1E
:End
:If {sub(KV)+19}=14
:sub(TX,37,15,Str2E
:End
:If {sub(KV)+19}=15
:sub(TX,37,15,Str3E
:End
:If {sub(KV)+20}=27
:sub(TX,37,20,Str1A
:End
:If {sub(KV)+20}=28
:sub(TX,37,20,Str2A
:End
:If {sub(KV)+20}=29
:sub(TX,37,20,Str3A
:End
:If {sub(KV)+21}=32
:sub(TX,37,25,Str1S
:End
:If {sub(KV)+21}=33
:sub(TX,37,25,Str2S
:End
:If {sub(KV)+21}=34
:sub(TX,37,25,Str3S
:End
:sub(TX,37,30,"BACK*"
:DispGraph
:Pause 200
:sub(BM,14,56,4,36,6,0)
:If 15sub(R1)
:Goto MM
:End
:If ‾1sub(R1)
:Goto MM
:End
:r1→θ
:If θ=0
:If {13sub(K)}
:Pt-On(4,37,Pic1I
:sub(TX,9,37,Str1E
:Pt-On(83,37,Pic1I+24
:sub(DN,{13sub(K)},87,37,0
:End
:If {14sub(K)}
:Pt-On(4,42,Pic1I
:sub(TX,9,42,Str2E
:Pt-On(83,42,Pic1I+24
:sub(DN,{14sub(K)},87,42,0
:End
:If {15sub(K)}
:Pt-On(4,47,Pic1I
:sub(TX,9,47,Str3E
:Pt-On(83,47,Pic1I+24
:sub(DN,{15sub(K)},87,47,0
:End
:13→U
:19→S
:End
:If θ=5
:If {27sub(K)}
:Pt-On(4,37,Pic1I+8
:sub(TX,9,37,Str1A
:Pt-On(83,37,Pic1I+24
:sub(DN,{27sub(K)},87,37,0
:End
:If {28sub(K)}
:Pt-On(4,42,Pic1I+8
:sub(TX,9,42,Str2A
:Pt-On(83,42,Pic1I+24
:sub(DN,{28sub(K)},87,42,0
:End
:If {29sub(K)}
:Pt-On(4,47,Pic1I+8
:sub(TX,9,47,Str3A
:Pt-On(83,47,Pic1I+24
:sub(DN,{29sub(K)},87,47,0
:End
:27→U
:20→S
:End
:If θ=10
:If {32sub(K)}
:Pt-On(4,37,Pic1I+16
:sub(TX,9,37,Str1S
:Pt-On(83,37,Pic1I+24
:sub(DN,{32sub(K)},87,37,0
:End
:If {33sub(K)}
:Pt-On(4,42,Pic1I+16
:sub(TX,9,42,Str2S
:Pt-On(83,42,Pic1I+24
:sub(DN,{33sub(K)},87,42,0
:End
:If {34sub(K)}
:Pt-On(4,47,Pic1I+16
:sub(TX,9,47,Str3S
:Pt-On(83,47,Pic1I+24
:sub(DN,{34sub(K)},87,47,0
:End
:32→U
:21→S
:End
:Pause 200
:Repeat ‾1sub(R1)
:0→r1
:sub(BM,36,79,5,3,6,0)
:If ‾1sub(R1)
:Goto EQ
:End
:If pxl-Test(4,r1+38) or (pxl-Test(4,r1+40
:{{sub(KV)+S}sub(K)}+1→{{sub(KV)+S}sub(K)}
:r1/5+U→{sub(KV)+S}
:{r1/5+U+K}-1→{r1/5+U+K}
:‾1→r1
:End
:End
:Goto EQ
:Return
:Lbl BM
:r6→F
:r5→θ
:r4→r5
:r3-1*(θ-1)+r1→r3
:r1→r4
:Repeat getKey(54) or (getKey(48)) or (‾3sub(R1)) or (‾2sub(R1)
:rref(r5,r1,r2,θ
:DispGraph
:rref(r5,r1,r2,θ
:Repeat getKey
:End
:If getKey(3) and (F≠0
:‾3→r1
:End
:If getKey(2) and (F=2
:‾2→r1
:End
:If getKey(4) and (r1≠r4
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:DispGraph
:Pause 20
:rref(r5,r1,r2,θ
:r1-1→r1
:End
:End
:If getKey(1) and (r1≠r3
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:DispGraph
:Pause 20
:rref(r5,r1,r2,θ
:r1+1→r1
:End
:End
:End
:If r1<<0
:Return
:End
:r1-r4→r1
:If getKey(48)
:‾1→r1
:End
:While getKey(0)
:End
:Return
:
:.Menu - Grey
:Lbl BMG
:r5→θ
:r4→r5
:r3-1*(θ-1)+r1→r3
:r1→r4
:Repeat getKey(54) or (getKey(48)
:rref(r5,r1,r2,θ
:Normal
:Repeat getKey
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:If getKey(4) and (r1≠r4
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:Normal
:For(Z,0,2
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:r1-1→r1
:End
:End
:If getKey(1) and (r1≠r3
:For(r6,1,θ-1
:rref(r5,r1,r2,θ
:Normal
:For(Z,0,2
:DispGraphr
:End
:Full
:rref(r5,r1,r2,θ
:r1+1→r1
:End
:End
:End
:r1-r4→r1
:If getKey(48)
:‾1→r1
:End
:Normal
:While getKey(0)
:DispGraphr
:End
:Return
:
:.Text
:Lbl TX
:[6050709000000000E0605070000000006080906000000000E05050B0000000006080C0E000000000F0406040000000007080B07000000000C878484800000000E04040F000000000F028A06000000000D060505800000000C040507000000000D0A8A8A8000000008060909000000000609090E000000000E0507040000000006090B06800000000E05060D000000000E0C060E00000000070A02020000000009890906000000000989050200000000088A8A85800000000502050D0000000009070202000000000F01060F00000000040C040E000000000709060F000000000609030F00000000020A0F02000000000E08060E0000000006080E0E000000000F09020200000000070F090F000000000E0E020C000000000E09090700000000000000080000000000000C04000000000604000800000000060A0004000000000C040000000000000A0A00000000000000000F8000000000020404080000000000000000000000000→Str1
:r1→X→F
:r2→Y→G
:0→C
:r3→S
:Repeat getKey(15) or ({S+C}=42
:If {S+C}=41
:Y+5→Y
:F→X
:C+1→C
:End
:If {S+C}=43
:Repeat getKey(54)
:End
:conj(L3,L6,756
:F→X:G→Y
:C+1→C
:End
:While {S+C}=32
:X+2→X
:C+1→C
:End
:If {S+C}=42
:Goto RT
:End
:If {S+C}=41
:Y+5→Y
:F→X
:C+1→C
:End
:{S+C}→D
:D-65→B
:If D<65
:(D-48)+25→B
:If D=48
:35→B
:End
:If D=46
:36→B
:End
:If D=44
:37→B
:End
:End
:5→A
:.If (D=72) or (D=74) or (D=75) or (D=77) or (D=81) or (D=85) or (D=86) or (D=87
:If inString(D,DeltaList(72,74,75,77,81,85,86,87,0))
:6→A
:End
:.If (D=69) or (D=83) or (D=49) or (D=53) or (D=54) or (D=57) or (D=33
:If inString(D,DeltaList(69,83,49,53,54,57,33,0))
:4→A
:End
:If D=33
:38→B
:End
:If D=39
:40→B
:3→A
:End
:Pt-On(X,Y,8*B+Str1
:X+A→X
:C+1→C
:End
:Lbl RT
:Return
:
:.Draw Numbers
:Lbl DN
:[E09090700000000040C040E000000000709060F000000000609030F00000000020A0F02000000000E08060E0000000006080E0E000000000F09020200000000070F090F000000000E0E020C000000000→Str1N
:DeltaList(5,4,5,5,5,4,4,5,5,4)→GDB3
:For(X,0,2
:0→{L1+X}
:5→{L5+X}
:End
:r1→Z
:r4→X
:While Z
:sub(CN,Z^10)
:Z/10→Z
:End
:sub(DRN)
:Return
:
:.Calculate Numbers
:Lbl CN
:{GDB3+r1}→{L5+X}
:r1→{L1+X}
:X-1→X
:Return
:
:.Draw Numbers
:Lbl DRN
:r2→Y
:For(X,0,r4)
:Pt-On(Y,r3,8*{L1+X}+Str1N
:Y+{L5+X}→Y
:End
:Return
:
:.Length of Numbers
:Lbl LN
:0+(r1≥10)+(r1≥100)+(r1≥1000)+(r1≥10000)→Y
:Return
:
:.Item Usage
:Lbl ITM
:If 0sub(R1) and ({sub(KV)}r≠0) and ({sub(KV)}r≠{sub(KV)+3}r) and ({58sub(K)}≠0
:{sub(KV)}r+100→{sub(KV)}r
:If {sub(KV)}r≥{sub(KV)+3}r
:{sub(KV)+3}r→{sub(KV)}r
:End
:{58sub(K)}-1→{58sub(K)}
:End
:If 3sub(R1) and ({sub(KV)+2}≠0) and ({sub(KV)+2}≠{sub(KV)+5}) and ({61sub(K)}≠0
:{sub(KV)+2}+10→{sub(KV)+2}
:If {sub(KV)+2}≥{sub(KV)+5}
:{sub(KV)+5}→{sub(KV)+2}
:End
:{61sub(K)}-1→{61sub(K)}
:End
:If 6sub(R1) and ({sub(KV)}r=0) and ({61sub(K)}≠0
:1→{sub(KV)}r
:{sub(KV)+5}→{sub(KV)+2}
:{61sub(K)}-1→{61sub(K)}
:End
:Return
:
:Lbl R1
:(=r1)Return
:
:Lbl KV
:ReturnK+V
:
:Lbl K
:(+K)Return

Attached is the .8xp source and the appvars you need to run the program. If you want to test, appvNosMenus needs to be archived, and appvNosPorts and appvNosStats need to be in the RAM.

Edit: Oops, I forgot to disable smileys, which messed up the posted source.
Edit 2: Sorry. The quote was really tall, so I switched to code tags.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Runer112 on October 27, 2010, 12:23:07 pm
Well I'd love to help optimize it, but I'm having some problems with it. If I open the source in SourceCoder and then export it without making any changes (program marked as locked, destination in RAM), and send that file to the calculator, it doesn't show up in Axe's list of valid source files to compile. If I change the program to unlocked and export that, that will show up in Axe's menu and compile, but the screen just shows garbage when I run it. Sending the original file in your zip file to the calculator works perfectly, but somewhere along the way, between my computer to cemetech and back to my computer, something is going wrong. And without using an off-calc editor like SourceCoder, there's no way I'm ever going to wade through and make optimizations to a 7KB source file.

EDIT: Perhaps I should ask you... With what do you edit this source file?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 27, 2010, 12:56:05 pm
That's pretty odd. I just tried and had the same problem....

I tried to save it using the TI Program Editor, but it doesn't want to save it because it supposedly has an incorrect syntax.

In response to your edit, I end up using the on-calc editor because it's always accessible to me.

Edit: Just tried it with Merthsoft's Tokens program and I changed the name in the Axe header, sent it to Wabbit, compiled and it worked perfectly.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Runer112 on October 27, 2010, 01:27:47 pm
You edit this behemoth on-calc?!? :o Thanks for reminding me of Merthsoft's Tokens program, that appears to work correctly. I'll try optimizing it from there now.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 27, 2010, 01:30:06 pm
Yeah. I'm just so used to the on-calc editor, that it doesn't phase me all to much. Plus, since I wrote the thing on-calc, I'm pretty comfortable with editing on-calc.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Magic Banana on October 27, 2010, 01:45:13 pm
Yeah. I'm just so used to the on-calc editor, that it doesn't phase me all to much. Plus, since I wrote the thing on-calc, I'm pretty comfortable with editing on-calc.
*Magic Banana gives FinaleTI a high five.

Good to see this project moving again. I should probably catch up with all the new features of Axe so that I can get back into actual coding. (The last time I used it was at 0.3.something)

Smiley for you.  ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Runer112 on October 27, 2010, 02:18:55 pm
Well so much for optimizing it by adding subroutines... I just got ERR: MAX SYMBOLS. Which, according to the documentation, means the program has too many static pointers and labels.

EDIT: Although Merthsoft's Tokens program looked so promising, I just realized that even it fails to correctly handle the source file. Without any changes to the source file, compiling it with Axe yields a 9,878-byte application, which is 5 bytes smaller than it should be. I first noticed that something was wrong because no items showed up in the equip items menu, resulting in my becoming stuck and having to reset the RAM. Unfortunately it looks like I'm not going to be able to help optimize this for you unless I can find SOME program editor that will correctly handle the source file. I can tell you one fairly large optimization that I noticed right at the beginning, though:
Code: [Select]
ClrDrawr
DrawInv r
Full
For(θ,0,767
{Y1+1536+θ} and {L3+θ}→{L3+θ}
End
Is the same as:
Code: [Select]
Full
conj(Y1+1536,L3,768)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on October 27, 2010, 04:00:56 pm
You edit this behemoth on-calc?!? :o Thanks for reminding me of Merthsoft's Tokens program, that appears to work correctly. I'll try optimizing it from there now.
I don't want to discourage you, but the 29 (if I didn't forget any) calculator RPG projects I worked on, some of which were in the 75-120 KB code size, were all created on-calc. Same for Metroid II: Evolution and its expansion. :P The thing is that when you do a lot of TI-BASIC you end up being used so much to the on-calc editor that you are more comfortable coding on-calc than on a computer, even more when you owned no computer when starting TI-BASIC (like me)

Also sorry to hear about the max symbol errors. X.x
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ASHBAD_ALVIN on October 27, 2010, 04:03:04 pm
yeah, my current project will probably surpass 100K of memory, and it's goign to be all on-calc.  As long as you don't make a file too big to navigate, and split source files up to avoid large files, on-calc is fine.

FinaleTI: still though, that's a lot of code for one source file...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on October 27, 2010, 04:08:23 pm
Well so much for optimizing it by adding subroutines... I just got ERR: MAX SYMBOLS. Which, according to the documentation, means the program has too many static pointers and labels.

EDIT: Although Merthsoft's Tokens program looked so promising, I just realized that even it fails to correctly handle the source file. Without any changes to the source file, compiling it with Axe yields a 9,878-byte application, which is 5 bytes smaller than it should be. I first noticed that something was wrong because no items showed up in the equip items menu, resulting in my becoming stuck and having to reset the RAM. Unfortunately it looks like I'm not going to be able to help optimize this for you unless I can find SOME program editor that will correctly handle the source file. I can tell you one fairly large optimization that I noticed right at the beginning, though:
Code: [Select]
ClrDrawr
DrawInv r
Full
For(θ,0,767
{Y1+1536+θ} and {L3+θ}→{L3+θ}
End
Is the same as:
Code: [Select]
Full
conj(Y1+1536,L3,768)
Actually, conj() uses Overwrite logic and I need AND logic for masking. So that wouldn't work. The only reason the back-buffer is being drawn completely black is just for a test. In the future, the current screen will be displayed there.

Sorry to hear about editor issues. I guess for the time being I'll have to keep optimizing it myself.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: squidgetx on October 27, 2010, 04:08:33 pm
Does anyone know how many labels is the limit before we hit MAX SYMBOLS?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 11, 2010, 04:31:37 pm
(http://img.removedfromgame.com/imgs/1289510672-It's baaack!.gif)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Munchor on November 11, 2010, 04:33:05 pm
(http://img.removedfromgame.com/imgs/1289510672-It\'s baaack!.gif)

Image not working :S
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 11, 2010, 04:34:51 pm
What do you mean? I know there is a long pause near the beginning, but that's cuz I had to run to let the dog out back while Wabbit was capturing. It should work, though, as I used {AP}'s RFG Image Uploader, plus it works fine on my computer.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Munchor on November 11, 2010, 04:35:44 pm
What do you mean? I know there is a long pause near the beginning, but that's cuz I had to run to let the dog out back while Wabbit was capturing. It should work, though, as I used {AP}'s RFG Image Uploader, plus it works fine on my computer.

Not on mine, the RFG doesn't give me image (not even my Opening Image in New Tab)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on November 11, 2010, 04:35:53 pm
its a broken link,. I fixed it though.  ;)
http://img.removedfromgame.com/imgs/1289510672-It's baaack!.gif
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Munchor on November 11, 2010, 04:36:53 pm
its a broken link,. I fixed it though.  ;)
http://img.removedfromgame.com/imgs/1289510672-It's baaack!.gif

Not working yet :S
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on November 11, 2010, 04:39:24 pm
damn, I'm stupid, editd FinaleTI's post with the correct link.  ;)
thats because SMF doesn't support "!"s in links, you have to highlight it and copy-paste.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 11, 2010, 04:39:41 pm
Does this work?
(http://img.removedfromgame.com/imgs/1289511504-It\'s baaack.gif)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on November 11, 2010, 04:40:20 pm
its a broken link,. I fixed it though.  ;)
http://img.removedfromgame.com/imgs/1289510672-It%5c's%20baaack%21.gif

...and I fixed it again.

ScoutDavid, it should work now.

And FinaleTI: Wow. That is awesome.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Munchor on November 11, 2010, 04:40:25 pm
Looks cool now that I see it :), please post a new image without the ! link so we can have it here in the forum

The two characters, one or two sprites?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Darl181 on November 11, 2010, 04:40:46 pm
The GIF above shows, the link doesn't work.

Glad to see there's still progress.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on November 11, 2010, 04:40:53 pm
Hmm... why do you have that slash in the img tags between the t and the '?
anyway, I fixed the one in your first post.  ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on November 11, 2010, 04:41:30 pm
http://img.removedfromgame.com/imgs/1289510672-It's%20baaack%21.gif should work.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Munchor on November 11, 2010, 04:42:09 pm
There are two characters, how many sprites, though?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 11, 2010, 04:45:23 pm
Well, there are 4 sprites for each character in the overworld (each direction). Otherwise, try this thread (http://ourl.ca/6030).
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on November 11, 2010, 04:46:30 pm
how many sprites, though?
>9000

but seriously, there are A LOT.  :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on November 11, 2010, 08:39:45 pm
Nice, I like the transition between ASCII world and graphical world. :D

Glad to see this progressing again :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: AngelFish on November 11, 2010, 08:47:09 pm
Why are there two worlds?
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on November 11, 2010, 08:48:53 pm
That's why it's called Nostalgia: it's got references to the good ol' times before Axe when we made huge RPGs on the homescreen.

http://ourl.ca/6009/93316
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 11, 2010, 08:53:25 pm
Thanks for all the compliments guys!
I'm gonna working on trimming down the size for the walking engine, as I know it's severly unoptimized, and while with little modification I could probably throw the menu in now, I need to make room for NPCs and shops and battles.
Speaking of shops, I'm gonna go mock that up right know...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: squidgetx on November 11, 2010, 09:23:55 pm
Speaking of shops, I'm gonna go mock that up right know...
nuuu do teh battle egninenegenes! firrststs ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on November 12, 2010, 03:17:20 am
I think it is already being worked on, but if I remember, he lost progress so he has to restart most of it :(

The animations were quite cool btw. :D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: TIfanx1999 on November 12, 2010, 11:09:53 am
Nice to see some progress. I like! =)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: ztrumpet on November 12, 2010, 07:48:10 pm
Wow, that's looking wonderful again.  Excellent job! ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: MRide on November 12, 2010, 08:17:10 pm
This is looking awesome! Nice job so far.

EDIT: 600 posts!
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 13, 2010, 02:27:23 pm
Speaking of shops, I'm gonna go mock that up right know...
nuuu do teh battle egninenegenes! firrststs ;)
Yeah, as DJ said, I had some really good progress on it, but I lost it in a back-up corruption...

Anyway, I put the titlescreen into the demo and managed to make the grey near-perfect on my calc. ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on November 14, 2010, 04:34:21 am
/me wonders if the demo will be available soon... ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 14, 2010, 09:46:09 am
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: squidgetx on November 14, 2010, 10:32:28 am
Ooh, I'll be looking forward to that ;)

Btw, how are you doing with space in the app? I'm cutting it very,very close with Ash and I was wondering how you're dealing with it :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 14, 2010, 10:40:14 am
Ooh, I'll be looking forward to that ;)

Btw, how are you doing with space in the app? I'm cutting it very,very close with Ash and I was wondering how you're dealing with it :P
Well, my menus are about 9500 or so bytes, but a good chunk of that is subroutines the whole game will use. Currently, my compilation of the walking engines and title screen is about 10000 bytes, but I can shave off about 3500-4000 bytes when I move the title screen pics and test map to external appvars. Then it's just optimizing.
But I'll probably be cutting it very close as well.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: Deep Toaster on November 14, 2010, 11:35:22 am
Yay, can't wait :D

If you don't cut it close enough, you can always add moar features ;)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: squidgetx on November 14, 2010, 11:36:23 am
hmmm for me
battle engine ~9000 map engine ~5000 shops/inns/titlescreen must fit in ~2000 then D:
/me goes off to optimize stuff

good luck with the demo! :)
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 14, 2010, 11:39:45 am
hmmm for me
battle engine ~9000 map engine ~5000 shops/inns/titlescreen must fit in ~2000 then D:
/me goes off to optimize stuff

good luck with the demo! :)
Thanks and good luck to you too.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on November 14, 2010, 11:16:50 pm
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 15, 2010, 02:48:53 pm
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.
I forgot to mention that the possible Christmas release I mentioned would be a beta release. Just wanted to clarify that.
I'm optimizing the walking engine right now, and will probably have to post it for help, since I want to get the most optimization it's possible to get out of it. I need all the space I can get...
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: squidgetx on November 15, 2010, 06:00:07 pm
Maybe I can learn something from your walking engine...I can post mine if you want when i'm done making the planned changes to it :P
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: FinaleTI on November 15, 2010, 09:29:40 pm
Maybe I can learn something from your walking engine...I can post mine if you want when i'm done making the planned changes to it :P
Sounds good. We could probably learn stuff from each others engines, even though they use completely different storage methods.
I'm working on fixing a little bug in mine right now, though. It's just an offset problem, nothing crashy, thankfully.
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: DJ Omnimaga on November 16, 2010, 12:55:42 am
I'm hoping for a Christmas release at the latest, but I can't set a date yet.

I'm working on NPCs right now.
That would be cool :D

Good luck with NPCs and fitting the entire code into the app page.
I forgot to mention that the possible Christmas release I mentioned would be a beta release. Just wanted to clarify that.
I'm optimizing the walking engine right now, and will probably have to post it for help, since I want to get the most optimization it's possible to get out of it. I need all the space I can get...
Yeah that's what I thought. Can,t wait ;D
Title: Re: Nostalgia - My Axe Parser Contest Entry
Post by: yunhua98 on November 21, 2010, 09:16:45 am
Sounds great, but maybe you should consider changing the topic title?0 :P
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 21, 2010, 10:18:04 am
Done.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 21, 2010, 03:29:58 pm
Yeah I was gonna suggest that soon. XD

Any updates by the way?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 28, 2010, 05:24:04 pm
For those of you wondering why my menu is so large, you can see for yourself.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 29, 2010, 03:26:49 pm
Oh I know how large those can get, sometimes there are just so many options that it's impossible to keep them small. ROL4 had a job system like in Final Fantasy III and V and you could equip abilities and it had to check who can use what spells in the menu. It also had to change your max HP and other stats X.x

I'll check, though :D

EDIT: Could you post a screenshot since it needs the pics? ???
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 29, 2010, 04:47:09 pm
It just doesn't want to work right in Wabbit for me...

When I get my laptop back in a few days (we took it in for servicing and I'm posting from my mom's laptop) I'll try it again, as the older build of Wabbit I have on my laptop generally works better for me.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 30, 2010, 12:47:53 am
Ah right, I guess it's broken in Wabbit. X.x

In my case it just shows garbage.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 30, 2010, 03:06:29 pm
Ah right, I guess it's broken in Wabbit. X.x

In my case it just shows garbage.
Well, at least compiling it is. I think that transferring a working copy of the app to the computer than Wabbit worked before.
I also wonder how grouping the source would affect it being sent to the computer. I'll have to try that soon.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 30, 2010, 03:25:41 pm
Maybe. Did Quigibo break something with app transfer in the latest Axe version?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 30, 2010, 03:28:50 pm
What do you mean?
I was saying compiling it doesn't seem to work in Wabbit, but I think that I've taken the app from my calculator and put it in Wabbit and it works.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 30, 2010, 03:30:00 pm
Oh ok, I thought you meant axe-generated apps could no longer be transfered from the calc to computer, computer to wabbit or wabbit to computer.

Wabbit bug report, maybe?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 30, 2010, 03:33:53 pm
Maybe, but I think it might be TI-Connect not liking my program, or something else, cuz after resaving it with a computer editor (I've tried SourceCoder, TI ProgramEditor, Tokens) it never seems to come out right again when opening it in Wabbit.
I'm thinking I should try it in another emulator to see if it's actually the program or if it's Wabbit, but I'm not sure what to use. Any suggestions?
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on November 30, 2010, 03:36:10 pm
Strange. That reminds me... I wonder what happened to Buckeye, I haven't seen him much lately...
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 07, 2010, 03:45:06 pm
Little bit of an update, but since I have to rework the engine to get it to work with launching programs from an app, I decided to see if I could get the map engine to work with moar tiles.
With a little change to the way it reads the pic, it now supports 16 tiles, but map size has dropped to 48x32 max, which should hopefully be large enough. Now to actually rewrite the walking engine.
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on December 07, 2010, 04:35:17 pm
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
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 07, 2010, 04:42:56 pm
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.
Title: Re: Nostalgia - An Axe RPG
Post by: Ashbad on December 07, 2010, 04:44:56 pm
that's a decent Idea.  16 tiles is enough for a contest game, I'm sure it'll be great! :D
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on December 07, 2010, 04:46:11 pm
Oh.  *facepalm*  (That's two today for those of you counting)

I thought of that, but only got 1*A+1*B+1*C+1*D, not the 1*A+2*B+4*C+8*D that works really well. 
Nice job on it! ;D

Edit:
that's a decent Idea.  16 tiles is enough for a contest game, I'm sure it'll be great! :D
This isn't for a contest - The one that is is Nostalgia: Sky's Story. :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 07, 2010, 04:46:13 pm
that's a decent Idea.  16 tiles is enough for a contest game, I'm sure it'll be great! :D
What do you mean? This isn't a contest game anymore, as the Axe contest is over.
Title: Re: Nostalgia - An Axe RPG
Post by: Ashbad on December 07, 2010, 04:47:33 pm
oh, sorry, I was thinking this was sky's story...
/me does a facepalm

either way, cool! :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 07, 2010, 04:49:47 pm
oh, sorry, I was thinking this was sky's story...
/me 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.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga 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:

(http://img.removedfromgame.com/imgs/1280784624-mrphdraw.gif)

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

Glad to see more progress on this! ;D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 08, 2010, 07:19:17 pm
Progress?

Here's a screenie of my new mapmaker and map engine in action.  :w00t:
Title: Re: Nostalgia - An Axe RPG
Post by: squidgetx on December 08, 2010, 08:01:25 pm
looking good ;) I like how you use the backbuffer for collision testing :)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga 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?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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.
Title: Re: Nostalgia - An Axe RPG
Post by: Ashbad 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?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga 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
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on December 11, 2010, 10:59:32 am
Looks nice.  Keep up the great work. :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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:
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on December 25, 2010, 12:58:31 pm
Thank you!  also:/me grabs your Prizm and duplicates it with the duplicator on his calc and gives it back.  :P
Title: Re: Nostalgia - An Axe RPG
Post by: JosJuice on December 25, 2010, 04:10:20 pm
I want a Prizm, too ;_;
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga 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.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on December 27, 2010, 10:51:11 pm
If the Cage match ever got cancelled, would you still finish the xLIB version anyway? It would still be nice I think.

For the screen mockup, I would make the bottom section one line of text larger, so there isn't as much of a big space between both windows. Other than that it is good.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on January 01, 2011, 09:38:35 pm
I'd still finish the xLib game anyway, cause it would have some important stuff referenced in Nostalgia.

Anyway, I'm working on the map engine some more, adding puzzle elements and the like.
I'm currently working on jumping. Eventually, you'll be able to jump over 1 tile of water if there's a walkable tile on the other side.
After that, I'm gonna be working on pushing blocks, including being able to push a block into water to create a walkable tile.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on January 02, 2011, 01:17:29 am
Cool to hear, I was getting a bit worried noticing the lack of responses (twice).

I like the jumping idea, so it will be like Final Fantasy: Mystic Quest?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on January 02, 2011, 08:52:39 am
I got the idea from the Golden Sun games.
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on January 02, 2011, 09:29:18 pm
That's going to be awesome!  I really like how it will have such puzzling aspects.  :love:
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on January 04, 2011, 01:49:13 am
I got the idea from the Golden Sun games.
Ah ok. In Mystic Quest you could push blocks and jump from a platform to another. I liked that game, aside from being a bit too easy and not having enough equipments/magics/items. It had FREAKING EPIC music too. (Note: If you were born in Europe, the game was called Mystic Quest Legend there, and in Japan it's called "Final Fantasy USA: Mystic Quest")
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on January 25, 2011, 09:21:59 pm
I apologize for the lack of updates on this, but I've been busy with my entry for The Storm.
After that, I'll work some more on this, but as of right now, I can really only work on the story without getting too distracted.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on January 26, 2011, 02:52:53 am
I see, well I'm glad it's still alive and you're working on other projects too. :)

Working on two projects at once can be very bad, too, because of those nasty mem clears+archive corruptions caused by running a buggy version of one project then running the other before resetting your RAM...
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on January 26, 2011, 09:23:25 am
I see, well I'm glad it's still alive and you're working on other projects too. :)

Working on two projects at once can be very bad, too, because of those nasty mem clears+archive corruptions caused by running a buggy version of one project then running the other before resetting your RAM...
That's true, but I don't think that will happen as The Storm is a BASIC competition, but when I pick this up again, I'll be sure to back up as often as possible.

I was wondering what those who read the Flashbook I posted thought of the story so far. I know I'm not the best writer, but I'd like some feedback if anyone has any.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on January 29, 2011, 02:08:20 am
Unfortunately not yet, I was too busy/tired. :(

I shall try to read it soon.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on February 15, 2011, 06:27:21 pm
Bump!

I'm picking this back up once again!
Right now, I'm working on a dev kit thing like what squidgetx is doing for Ash: Phoenix.

I changed the map format slightly, and now I can fit a 32x32 as well as a full 16 tile tileset in a 768 byte buffer (aka L3), and that still leaves me with 128 bytes for warps and enemies, etc. Add 32 bytes for the name, and each area is a nice, clean 800 bytes.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on February 16, 2011, 12:51:03 am
Seems nice, I like the areas sizes. Nice to see new progress. You should check my reply to your storyline topic by the way.
Title: Re: Nostalgia - An Axe RPG
Post by: Deep Toaster on February 16, 2011, 11:35:22 pm
Bump!

I'm picking this back up once again!

Yay! This was gonna be one of those epic games that should never die :-

Right now, I'm working on a dev kit thing like what squidgetx is doing for Ash: Phoenix.

What kind of dev kit? Level editors and stuff like that?
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on February 18, 2011, 11:01:55 pm
From what I could tell from Ash's dev kit it would mostly be a map editor that also lets you edit tiles with many features.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on February 19, 2011, 08:21:59 pm
Yeah, it's gonna be something like that.
I'm planning on a map and tile editor, as well as some map related data, like maybe setting the NPC convos or shop data.
Title: Re: Nostalgia - An Axe RPG
Post by: squidgetx on February 20, 2011, 12:26:37 pm
^^
Mm, mm, good luck!
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on February 23, 2011, 01:38:41 am
Cool to hear. If I ever made a RPG I would probably like that, although writing it must be a pain. X.x
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 03, 2011, 07:55:41 am
Still working on this.
I got a little distracted by my TI-89, but I've managed to come up with a new menu system. Instead of inverting a rectangle over the text, I'm using the quill sprite that skuller972 made as a cursor.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 04, 2011, 01:14:26 am
I hope you don't quit 83+ development. O.O

And I see. Could you remind me what was that sprite? I kinda forgot.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 04, 2011, 05:53:36 am
I don't plan on quitting 83+ development, I just wanted to play a few 68k games, as I never really did before with my 89.
And that sprite was right here (http://ourl.ca/6030/110782).
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 08, 2011, 03:34:39 am
Ok good to hear. Also nice sprite. :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 08, 2011, 04:59:32 pm
I finished the sprite editor for my dev kit thing, so now I have to implement it into the main app, then work on integrating map and sprite set editing into each area's file.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 09, 2011, 03:22:05 am
Will you should a screenshot of it soon? :D

By main app do you mean the dev kit or do you mean Nostalgia will come with some sort of editor? ???
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 09, 2011, 05:32:11 am
I mean the dev kit, and sure, once I get the dev kit into a working state, I'll post a screenie.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 10, 2011, 03:27:53 am
Cool to hear. :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 19, 2011, 10:35:27 am
Just wanted to say I'm still working on this.
I'm just wrestling with the map editor right now, because there seem to be some offset issues with either saving or loading.
I do have the tile editor finished and implemented on the plus side.
Title: Re: Nostalgia - An Axe RPG
Post by: Ashbad on March 19, 2011, 10:52:44 am
yay, another dormant-seeming project back on its feet!  this was the game that convinced me to join Omnimaga ^-^ hard for me not to be excited about it getting closer :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 21, 2011, 03:00:30 pm
Good news! I believe I've fixed the offset issue I was having with the dev kit, so the map editor is essentially complete!
Now to add assigning each area their own tileset and the associated data. I've already worked out the data fairly well I think. After all, you can do quite a bit with 128 bytes.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 22, 2011, 07:22:43 pm
Bit more of an update: I have the tileset picker for individual maps working, now to have the map editor grab the map's tileset instead of used the one I have predefined. Then it's my data input menu. That'll be fun.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 29, 2011, 05:08:06 pm
Bit more of an update.

I was able to create a warp point in one map to another. I've confirmed both maps work correctly, and I'll try to post a screenie later this evening. I haven't officially created the data for each map or gotten that part of the dev kit working, so it's kinda hard-coded into the program, but that hard-coding is really just storing the appropriate values to the appropriate places in L1. The final thing is basically just gonna read the data from the map data and store it into L1, so it's not like a huge rewrite is involved.
Title: Re: Nostalgia - An Axe RPG
Post by: squidgetx on March 29, 2011, 05:10:44 pm
coolio. looking forward to this. i should get to work on a:P .....
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 29, 2011, 05:42:40 pm
And here's that screenie I promised. Enjoy. (Yes, I noticed he warps into the water, but that's a very simple fix.)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 04, 2011, 04:04:36 pm
Awesome! Personally I think it's better with the scrolling, even if the ASCII areas have none. In some ways it reminds me these real action movies where they actually inserts cartoons interacting with real characters.

One suggestion, though: Add a delay for when the tilemap is aligned horizontally, so moving vertically is the same speed as horizontally.
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on April 04, 2011, 04:34:20 pm
wow, I actually got decent walking sprites for once!  :P  at least it looks natural.

@DJ:  is it a different speed when your walking horizontally?
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 17, 2011, 02:04:19 am
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.
Title: Re: Nostalgia - An Axe RPG
Post by: BrownyTCat on April 17, 2011, 02:08:54 am
Even if this was still in ASCII, I would be amazed. Gameplay is a core factor , but graphics are very helpful. Sorry if this conflicts with any opinions.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 17, 2011, 02:23:13 am
Yeah true. There are ASCII games that are more fun to play than some graphical ones. With ASCII, however, you gotta make sure to do it right, though. Don't do maps like this:

Code: [Select]
888888    888888
888          888

         D

888          888
8888888888888888
DAVE  HP:999/999

Do them like this:

Code: [Select]
OOOOOO    OOOOOO
OOOVVV    VVVOOO
VVV          VVV
         8

OOO          OOO
OOOOOOOOOOOOOOOO
DAVE  HP:999/999

It looks less flat and your character looks slightly like an actual person rather than its first name initial. Also it's best that not every map looks exactly the same.
Title: Re: Nostalgia - An Axe RPG
Post by: BrownyTCat on April 17, 2011, 02:29:30 am
I had an ASCII map plan once:


Code: [Select]
XXXXXXXXXXXXXXXX
I              I
I
I   /----     /I
I   ____/    /XI
I           /XXI
I          /XXXI
I-  ------/XXXXI
XX /XXXXXXXXXXXX

Intended for a platformer of some type.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 17, 2011, 02:33:18 am
I guess that can work for a platformer. My only concern is the - symbol which seems to be off with the / ones. Personally I don't really use slopes in platformers, though.

Anyway I hope FinaleTI posts new update soon. :)
Title: Re: Nostalgia - An Axe RPG
Post by: willrandship on April 17, 2011, 02:37:27 am
Correlation fixes that :P
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 17, 2011, 03:18:33 am
Yeah true, but sometimes it's still cool to see what can be done with pure ASCII. :P
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on April 17, 2011, 09:13:59 am
I don't have any new screenies, but there is work being done. I'm currently working on planning out the NPC and event scripting systems. I was able to have an NPC show up on the map, but you can't interact with it yet.
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on April 18, 2011, 06:21:29 pm
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on April 18, 2011, 07:07:53 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=3412.0;attach=6922;image)
I missed this screenie when it was posted, but it looks so great that I had to comment. ;D

I love how the water scrolls and the overall look of the game.  Wonderful job! :)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 18, 2011, 08:21:55 pm
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?
It is but I don't know why you bring that up? ???
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on April 18, 2011, 10:50:12 pm
so how are the horizontal tiles unaligned?
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on April 18, 2011, 11:18:17 pm
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?
It is but I don't know why you bring that up? ???
I believe what he's trying to say is something like, "Since they're both in multiples of 8, and the sprites are aligned,shouldn't they be the same speed?"
Unfortunately, as these are not 8*8 sprites (they're 8*6, I think), the speed is different in the x direction than the y direction.

Edit: ninja'd. :-\
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on April 18, 2011, 11:31:32 pm
oh wow, I knew that.  x.x  I was just sticking with how walking speed looks different in my 8x8 tilemapper since the Vertical walking sprites have two steps for every one of the horizontal walking sprites.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 24, 2011, 03:49:04 pm
The thing is that one sprite 8 pixel row is 1 bytes large, same for LCD pixel rows. If you try to display a sprite unaligned horizontally, its bytes content has to be split in two parts, so one part can be displayed on one LCD byte and the other part on the other. This is slower.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on April 24, 2011, 06:53:52 pm
I'm still working on the NPC thing, trying to figure out how I want to store the text.
I'm also working on something that'll remain secret for now, I wanna surprise you guys with it. I will say it will hopefully enhance the environment in the game, as well as adding something to battles.
Title: Re: Nostalgia - An Axe RPG
Post by: BrownyTCat on April 26, 2011, 11:37:23 am
You already lost me when you got into bytes.
Hopefully my C64 will help me.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on April 29, 2011, 07:42:13 pm
Sounds nice, I am curious what you'll come up with! Will you post new screenshots as well?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on May 31, 2011, 06:51:26 pm
I wanted to let you guys know this isn't dead.
I'm not sure how much I can work on it right now, as I should have finals coming up, and I have my Eagle Scout project to work on, but hopefully over the summer I should be able to work on this, as well as my other projects.
Title: Re: Nostalgia - An Axe RPG
Post by: TIfanx1999 on May 31, 2011, 07:11:46 pm
It's all good. Life happens. ^^
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on June 08, 2011, 02:13:20 am
Ah ok. When does the eagle scout project ends by the way? I hope this remaisn alive :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 29, 2011, 07:14:15 pm
Well, I've got a fairly nice update, I think.

First, I've finished the dynamic border system. I was able to steal it from my Pokemon TCG source, and it works perfectly!
Lil bit of a speed test for ya:
(http://img.removedfromgame.com/imgs/Border Speed Test.gif)

Also, I've gotten some good progress on the ASCII tilemapper. I still need to remove some code left over from the 8x8 tiled version, but even with a few characters following the player, the mapper still blazes by in 6 mHz. Imagine once I remove the unused code and do some optimizations! I hope to have a screenie up in a day or two.
Title: Re: Nostalgia - An Axe RPG
Post by: squidgetx on June 29, 2011, 08:46:04 pm
Haha, nice. Looks good

I'm almost done with my Eagle project :o . Good luck to you on yours!!
Title: Re: Nostalgia - An Axe RPG
Post by: mrmprog on June 29, 2011, 10:04:43 pm
Well, I've got a fairly nice update, I think.

First, I've finished the dynamic border system. I was able to steal it from my Pokemon TCG source, and it works perfectly!
Lil bit of a speed test for ya:
(http://img.removedfromgame.com/imgs/Border Speed Test.gif)

lol, that is really fast. I did not know that you made a Pokemon tcg. Is it a WIP or is it done?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 29, 2011, 10:24:41 pm
The Pokemon TCG is a WIP, it was my UTI contest entry, but I was unable to finish it by the deadline. Let's just say there is much more data to enter than I anticipated. It's kind of on the back-burner now, but I am able to steal some of the code for various other things, like this border system.

And thanks guys! Good luck with your Eagle Project squidgetx!

The next step I see is finalizing both walking engines, which means the re-implementation of various puzzle elements, such as pushing blocks and jumping small gaps. I'm also considering adding some sort of hook-shot thing for Roland. Chain-blade FTW! (Those who've read the story know what I'm talking about.)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on July 01, 2011, 01:47:19 am
THis is nice. This reminds me of my ROL4ever one, except much faster. Also mine wasn't as dynamic as in the 2nd ROL4 project, but the 2nd ROL4 project did not support custom borders like the first.
Title: Re: Nostalgia - An Axe RPG
Post by: TIfanx1999 on July 01, 2011, 02:40:50 am
A hookshot like item would be very cool indeed. Keep up the good work! ^^
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on July 06, 2011, 09:32:43 pm
After wrestling with TI-Connect, I was able to pull the map appvar off my calc, so here's a screenie for y'all.
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on July 06, 2011, 10:13:44 pm
I like how you kick the box. ;)  It looks great! ;D
Title: Re: Nostalgia - An Axe RPG
Post by: Munchor on July 07, 2011, 06:43:06 am
I like how you kick the box. ;)  It looks great! ;D

There could be some animation there, but it's ASCII so it's not feasible.
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on July 07, 2011, 10:07:30 am
Wow, looks great!
btw, I'm curious, what are you able to do in ASCII mode that you can't in sprite mode?  and vice versa.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on July 07, 2011, 01:06:43 pm
Eventually, you'll be able to do anything you can in either dimension. The only difference is the areas. Some might not be passable in one dimension, or might not even exist in the other dimension.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on July 20, 2011, 09:09:29 pm
I have been doing some work on the battle engine recently, in addition to the mapper. I'm using the battle engine as a chance to familiarize myself with the new functions and syntax that Axe 1.0.1 has introduced.
Currently, all I've got done are some core routines, so nothing screenshot worthy yet.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on July 23, 2011, 08:28:59 pm
Finally got something screenshot worthy! I'm using Aria's sprite as a placeholder while I get the routines into place, so that's why she shows up twice, even though Roland should be there.
Also, this screenshot reveals the beginnings of the 'Fever Pitch' system. As a character's rage builds up over the course of a battle, by taking damage, or through story events, the gauge next to their MP will slowly fill up. When it hits maximum, 'Fever Pitch' becomes available in the menu. Selecting it will, for three turns, unleash the character's latent powers, making them incredibly dangerous to their foes. 'Fever Pitch' only becomes available to each character after they receive a special item through a story event. For Roland, this is his family heirloom, an ancient ruby ring, and for Aria, it's a pendant she received from her father when she was a child.

What do you guys think?
Title: Re: Nostalgia - An Axe RPG
Post by: Ashbad on July 23, 2011, 09:11:38 pm
Cool :) however, I think it looks a bit cluttered compared to other 84+ RPGs, due to the large size of the HUDs and players.  If you could trim down the size of some things that would be awesome.
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on July 23, 2011, 09:44:05 pm
That looks pretty awesome. :D  Nice job, Finale.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on July 23, 2011, 10:01:21 pm
Now that I look at it, the menu is pretty massive. I think the players are a decent size though, and as several people were kind enough to sprite them completely for me, they'll stay that way. I feel everything but the menu is fine, and in fact, I think it's less cluttered than the old GUI in some ways, since the turn waiting bar is much smaller this time around.

I could scroll through the menu, or resort to a more graphical approach... I think I'll play with that idea for a while. Any suggestions on how I might wanna redo the menu?
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on July 23, 2011, 10:05:47 pm
What if you tried making the menus three levels high, max.  You'd have to add scrolling, but it'd look better in my opinion.

I did something similar for the "Fight" menu in Elmgon.
Spoiler For Screenie:
(http://www.omnimaga.org/index.php?action=dlattach;topic=1326.0;attach=811;image)
Title: Re: Nostalgia - An Axe RPG
Post by: jsj795 on July 24, 2011, 12:10:04 am
How will you choose the menu selection? It seems like there's not enough space for the cursor
Title: Re: Nostalgia - An Axe RPG
Post by: Munchor on July 24, 2011, 05:33:06 am
Cool :) however, I think it looks a bit cluttered compared to other 84+ RPGs, due to the large size of the HUDs and players.  If you could trim down the size of some things that would be awesome.

Now that I look at it, the menu is pretty massive.

The players size is ok, but the menu is indeed quite big :S Nice job so far though :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on August 18, 2011, 10:39:38 pm
So I've been digging through my project folders, to see if I could find anything helpful, and I stumbled across some old source from my battle engine!

Between that and what I have now, I may actually be able to re-implement a bunch of stuff a lot easier.

Aside from that, I haven't made much progress, since I'm moving back to my 84+SE, since I figured out the Axe/zStart issue.

I did however, revamp the skills list, since there really was only one special skill per player, and the rest didn't even appear until you master a spell, which would take a long time.

Quote from: Aria's Skills
Trueblade - Ups critical chance and accuracy for a few turns.
Royal Defense - Halves damage to the party for a turn.
Come Holy Light! - Can't tell you yet. :P

Quote from: Roland's Skills
Steal - Steals an item from the enemy.
Retinal Flash* - Roland performs an attack so speedy, he doesn't even appear to move, thus the enemy does not defend and the damage is doubled.
Celestial Blessing! - Can't tell you yet. :P

Fever Pitch may upgrade or change their primary skill (Trueblade and Steal) for it's duration.

*The idea behind the name Retinal Flash is that the attacker uses magic to temporarily 'flash' a false image (ie: the attacker doing nothing) to the enemy's eyes, while the attacker is actually attacking the enemy.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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.
Title: Re: Nostalgia - An Axe RPG
Post by: LincolnB on August 31, 2011, 11:15:41 pm
This is going to be a fabulously epic game.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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.

(http://img.removedfromgame.com/imgs/Nostalgia 9-9-11.gif)
Title: Re: Nostalgia - An Axe RPG
Post by: yunhua98 on September 10, 2011, 12:18:33 pm
grappling hooks!  sweet.  The block pushing could go a little more smoothly though.  :P
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet 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.
Title: Re: Nostalgia - An Axe RPG
Post by: Wellen 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 !
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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!
Title: Re: Nostalgia - An Axe RPG
Post by: Yeong 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
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet 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.
Title: Re: Nostalgia - An Axe RPG
Post by: Builderboy 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?
Title: Re: Nostalgia - An Axe RPG
Post by: LincolnB 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.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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:
(http://www.omnimaga.org/index.php?action=dlattach;topic=9169.0;attach=8313;image)
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.
Title: Re: Nostalgia - An Axe RPG
Post by: shmibs 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. =)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI 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
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on September 13, 2011, 05:45:12 pm
Alright, that is awesome.  Excellent job there, Finale.  Wow. :D
Title: Re: Nostalgia - An Axe RPG
Post by: shmibs on September 13, 2011, 06:51:08 pm
the rain looks SO much better =DD
i like the edge rounding as well. it only affects ground tiles, though, yes?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 13, 2011, 06:59:55 pm
Well, it only affects ground tiles edged by water and water tiles edged by ground.
Title: Re: Nostalgia - An Axe RPG
Post by: shmibs on September 13, 2011, 07:04:06 pm
how'd you go about it? Or+Xoring rounded edge sprites over the water and Oring rounded water sprites over the ground? or does your tile system automatically draw a different sprite depending on the tiles around the one being drawn?

and what did you end up doing to the rain?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 13, 2011, 07:13:57 pm
how'd you go about it? Or+Xoring rounded edge sprites over the water and Oring rounded water sprites over the ground?
That's pretty much how I went about it, since I didn't feel like rewriting the tilemapper.

and what did you end up doing to the rain?
I used a randomly generated 96-byte array, each byte a different offset for each 8x8 tile across the screen. Each byte loops through the animation individually, creating the more randomized effect.
If I decide to bother with nibbles, I could drop the size of the array to 48 bytes, but the executable code is already past the limit, so I don't feel it's worth it.

I'm going to be scrapping the party members following you, since that could make some of the other routines, like the Chainblade, more annoying to animate, plus I'm already pushing the executable code limit on this thing, and a program can only be optimized so far.
Title: Re: Nostalgia - An Axe RPG
Post by: shmibs on September 13, 2011, 07:15:48 pm
yay, you took my advice =D

i can't wait to see the next update.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 22, 2011, 09:50:03 pm
Alright! I made a bunch more progress. Unfortunately, something went wrong with the NPC convo appvar I uploaded to my computer, so you won't see NPC interaction in the screenie, since Wabbit wouldn't take the appvar. I'll work on fixing that later.

But you still get to see the Nostalgia dimension, along with all the jumping, kicking and chain-blading action it has to offer!
And just to prove the two dimensions coexist peacefully, I have one of the maps warping somewhere it shouldn't, just to show off the Shadowed Dimension still working. I also have the beginnings of the re-implemented title-screen(there's just a placeholder right now) and the main menu.

So enjoy, and let me know what you think!
Title: Re: Nostalgia - An Axe RPG
Post by: LincolnB on September 22, 2011, 10:06:27 pm
The ASCII is way better than I was expecting. It actually looks quite cool. However, in the Nostalgia dimension, it's a little hard to see what's going on...just a though. Don't feel like you have to change it, but it might be better to have all the background stuff in grayscale (unless it already is in grayscale- I know wabbit doesn't render Axe gray all that well)
Title: Re: Nostalgia - An Axe RPG
Post by: BalancedFury on September 22, 2011, 10:06:42 pm
It  will look much better if the character was more human like.
Is that the Omega sign by any chance?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 22, 2011, 10:15:08 pm
Yep, its the Omega sign. The thing is, it's hard to find more human-like ASCII chars, the Omega sign is one of the best.

The Nostalgia dimension is monochrome and it'll stay like that to pay homage to the BASIC RPGs that inspired it.
Title: Re: Nostalgia - An Axe RPG
Post by: LincolnB on September 22, 2011, 10:17:46 pm
Ok. Do you use grayscale at all in the whole game, just out of curiosity?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 22, 2011, 10:30:16 pm
Ok. Do you use grayscale at all in the whole game, just out of curiosity?
The title screen is going too. What's in the video now is just a placeholder.
Title: Re: Nostalgia - An Axe RPG
Post by: ztrumpet on September 22, 2011, 10:33:05 pm
That looks pretty cool.  I like how the Nostalgia dimension turned out. :)
Title: Re: Nostalgia - An Axe RPG
Post by: Darl181 on September 22, 2011, 10:35:44 pm
Are the sprites for the Shadowed dimension final?  It's kind of hard to tell what's what, esp while moving :\
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on September 22, 2011, 10:40:31 pm
Are the sprites for the Shadowed dimension final?  It's kind of hard to tell what's what, esp while moving :\
The cobble floor and carpet are just some sprites I threw together for testing, they'll probably change, and the banners are definitely place holders. Silly looking banners with an 'F' on them don't really fit in an evil overlord's castle.
Title: Re: Nostalgia - An Axe RPG
Post by: BalancedFury on September 23, 2011, 06:27:34 pm
Are the sprites for the Shadowed dimension final?  It's kind of hard to tell what's what, esp while moving :\
The cobble floor and carpet are just some sprites I threw together for testing, they'll probably change, and the banners are definitely place holders. Silly looking banners with an 'F' on them don't really fit in an evil overlord's castle.
Lol!
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 23, 2011, 07:02:32 pm
Alright. Since last we met, er.., since my last post, I've made some ground on the battle engine. ;)
Here's a screenie for ya.

Also, I feel I'm finally getting close to a beta release. All that stands in my way is finishing the battle engine(Enemy sprites, Handling 2 enemy parties, Star Animation, Steal Tech, making the Jerky actually do something, gaining XP and leveling up, gaining Ael (the currency of Alteria)), and implementing a few events(first boss battle in the catacombs and 1st major cutscene(introduction of Arc and dimensional travel)). Fingers crossed it'll be out by around Christmas at the latest.

EDIT: Oh, and the current Game Over screen. I wanted to do something other than just GAME OVER, and I like that it came out dark.
Title: Re: Nostalgia - An Axe RPG
Post by: aeTIos on November 23, 2011, 07:04:09 pm
Looks pretty cool except the big diarrhea at the left :P (J/K, it's epic)
I actually missed this a bit, but you are also adding a ASCII area, right?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 23, 2011, 07:19:26 pm
Looks pretty cool except the big diarrhea at the left :P (J/K, it's epic)
I actually missed this a bit, but you are also adding a ASCII area, right?
Yes. The Nostalgia dimension is ASCII. Back a page is a screenie showing off the mapper.
Title: Re: Nostalgia - An Axe RPG
Post by: aeTIos on November 23, 2011, 07:33:44 pm
looks pretty. I agree that the sprite is pretty hard to see, maybe mask a white outline around it? (when possible)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on November 23, 2011, 07:39:57 pm
Which sprite? The player's sprite (the Omega) completely erases a 6x8 rectangle around itself. Unless you mean in the Shadowed Dimension (the 8x8 tiles)? Those cobble and carpet sprites are placeholders, and I'll be making ones that work better with the character.
Title: Re: Nostalgia - An Axe RPG
Post by: aeTIos on November 23, 2011, 07:42:36 pm
I meant those in the shadowed dimension. But I guess its all right.
Title: Re: Nostalgia - An Axe RPG
Post by: TIfanx1999 on December 21, 2011, 06:28:53 am
I happened to come across <a href=http://en.wikipedia.org/wiki/Nostalgia_%28video_game%29>this</a> game at my local Gamestop store. I haven't played it nor have I heard of it before. I did find it rather interesting though, to say the least. :)
Title: Re: Nostalgia - An Axe RPG
Post by: LincolnB on December 21, 2011, 12:55:17 pm
Very nice! I'm willing to be a beta tester, if you're looking.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on December 21, 2011, 04:01:18 pm
I happened to come across <a href=http://en.wikipedia.org/wiki/Nostalgia_%28video_game%29>this</a> game at my local Gamestop store. I haven't played it nor have I heard of it before. I did find it rather interesting though, to say the least. :)
I did know about that game. It's a very good DS game, and quite the interesting coincidence.

Very nice! I'm willing to be a beta tester, if you're looking.
Thanks for the offer, but the beta may still be a ways off. I need to implement a better linked list sort for determining turn order, on top of other things.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on February 10, 2012, 04:02:06 am
Btw any updates on this? I noticed lately you seemed to be mostly into Minecraft. Have you moved on completely from calc stuff or are you just taking a break? THose screenshots above looks nice by the way.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on February 10, 2012, 06:20:03 am
I have been on a bit of a break lately, but over the past few days, I've delved back into developing Nostalgia, and I'm currently working on the in game menu, because that will help me make sure that I have the stat appvar set up properly. I've also *almost* implemented saving, I just forgot to have it save the time of day :P.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on February 10, 2012, 05:27:58 pm
Ah ok I see, glad to hear it's not dead. I was worried since lately all of your forum posts were only in the Minecraft thread. :P

Also why is this project under Major community projects instead of Staff  (CoT) projects? ???
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 07, 2012, 03:30:30 pm
Here's an update so people know I'm still working on this. :)

The past few days, I've been perfecting a dynamic menu routine that I'm going to utilize for the battle engine and likely the ingame menu as well. I'm also going to be looking at the linked list sorting routine Runer posted a while ago, to see if I can utilize that to make my battle engine smaller. I've also got to hash out some basic item code (at the very least I need to implement Jerky for the first alpha) and animations for various things, among other things.

In short, I still have quite a bit to do, but I'm making progress. I hope to have a screenie of the menu routine in action in a few days.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 07, 2012, 04:00:24 pm
I'm glad this is still alive. I was a bit worried due to the dwindling updates despite poking around to see if there are any. D: I hope you can eventually finish this :)

EDIT Btw for one of the magic animation you definitively need to use one of Darl's old avatar. :P
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 23, 2012, 08:21:50 pm
I'm a few days later than I anticipated, but here's that screenshot of the menu routine in action. I'm still working on this, but I am prepping for two AP exams coming up in May, so that may decrease my coding time in Calculus.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on March 23, 2012, 08:39:49 pm
Looks very great, but it seems like it's a bit hard to tell what is currently selected, due to the diagonal cursor. I sense that people might often select Star II instead of Star III by mistake, sometimes, for example.

GLad this is still updated :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on March 27, 2012, 09:18:08 pm
Looks very great, but it seems like it's a bit hard to tell what is currently selected, due to the diagonal cursor. I sense that people might often select Star II instead of Star III by mistake, sometimes, for example.

GLad this is still updated :)
I updated the menu routine today so that in addition to being pointed to by the cursor, the current option also has a black rectangle XOR'd over it, not unlike the original cursor in earlier incarnations of this project, in hopes of making it clearer for those playing.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on April 27, 2012, 11:32:40 am
I've made some more progress on the framework of the battle engine, but I unfortunately don't have a screenie right now.

I'll try to either boot back into Windows and use TI-Connect, or install TiLP in Ubuntu, so that I can get the programs backed up on my computer and get that screenie for you guys.

Most of the menus in the battle engine are currently functional, and turn switching also works. I'm going to be implementing damage and items next, before moving onto re-evaluating the turn queue when someone dies. Animations will be coming last, which allows me to focus more on the important stuff.

I realize I haven't posted much recently, and I'm going to do my best to remedy that.
Title: Re: Nostalgia - An Axe RPG
Post by: jsj795 on April 28, 2012, 04:51:25 am
woohooo! progress!! I can't wait for eye candies :D
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on May 03, 2012, 09:11:33 pm
I haven't yet installed an emulator on my Ubuntu install, but I just finished installing TiLP and backing up all my programs, so I hope to have some eye candy soon.

I was getting a bit worried since TI-Connect wasn't working on my Windows install, and TiLP never really did either. But it's working on Ubuntu, so it's all good. I can backup again! :P
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on May 04, 2012, 06:58:12 pm
Good to hear you can connect your calc again. It sucks with link softwares because often in my case when they stopped working completely, I had to reformat my computer.

Also glad this is still alive. A few months I asked because I worried this died out of a Minecrack addiction D:
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 03, 2012, 06:18:00 pm
I apologize for the delay with the screenshots, as I was having some trouble with wxWabbit on Ubuntu. I just got my new Macbook Pro today, though, so I'll be getting my rom loaded onto here and setting up Wabbit in the near future. I hope to have the screenshots soon...
Title: Re: Nostalgia - An Axe RPG
Post by: squidgetx on June 03, 2012, 06:18:26 pm
Life!!!!!

Looking forward to it :)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on June 03, 2012, 06:27:24 pm
Good to hear it's still alive. :) Also I thought Wabbit stopped being updated in 2007 for Mac?
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 03, 2012, 07:31:31 pm
It appears the last update for Wabbitemu for Mac was Feburary 22nd of this year, so I guess it's still being updated.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 26, 2012, 12:53:25 pm
I apologize for how long its taken me to screenshot this. Wabbit didn't want to accept my sprite appvar for some reason, but aside from that, everything else in the current framework is in the screenshot.

The framework is currently very very rough, and doesn't even indicate who's turn it currently is, something I'm planning on remedying soon. I also need to implement a dynamic menu for items, and then actually start with the calculations and animations and what not.

But in the meantime, enjoy.

EDIT: I'm not sure why it's double wide like that... I don't know if it was a glitch with Wabbit, Windows 8, VMWare, my Mac, or any combination of the 4. The right side is the recording, and I'm sure everyone knows what the left side is. :P
Title: Re: Nostalgia - An Axe RPG
Post by: Darl181 on June 27, 2012, 04:21:13 am
I'm guessing you had two calcs linked together in wabbit?

Anyway looking pretty good. The font's a bit hard to read tho but the style's better than the normal one :)
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on June 27, 2012, 05:32:54 am
Seems like two calcs were linked. What's up with the glitchy sprites, though? Or are they just missing/placeholders? ???

Looks nice though and glad there is new updates. :)
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 27, 2012, 04:55:09 pm
I didn't purposefully link the two, but I may have had two copies of Wabbit open for some reason, so I guess that's it.

The glitchy sprites are due in part to the fact that Wabbit wouldn't accept the appvar containing Roland's sprites, and that I don't have appvars for the other sprites constructed yet. So they're just reading from some random place in the memory right now because those appvars don't exist.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on June 27, 2012, 09:22:50 pm
Ah I see. Did you use TiLP to send the appvar? There's a glitch in TiLP causing transfer issues in WabbitEmu.

Did you try 8xpfix? http://www.omnimaga.org/index.php?action=downloads;sa=view;down=797
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 27, 2012, 10:01:41 pm
Yeah, I did use TiLP. Those files came from my old Ubuntu install, so TiLP was my only option then. I'll look at 8xpfix, but I'm not sure if that'll fix the appvar.

I still have yet to see how well TI Connect for the Mac works, so hopefully it works smoothly.
Title: Re: Nostalgia - An Axe RPG
Post by: DJ Omnimaga on June 27, 2012, 10:22:07 pm
TiLP has a bug causing most files to not work with TI-Connect and WabbitEmu. 8xpfix was released because of that. It's supposed to patch those files so they can be sent with other softwares or to emulators.
Title: Re: Nostalgia - An Axe RPG
Post by: FinaleTI on June 28, 2012, 12:23:48 pm
Ah, ok. I thought it was only for program files. I'll fire up my virtual machine later and give it a try.