Author Topic: Nostalgia - An Axe RPG  (Read 132134 times)

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Offline TIfanx1999

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Re: Nostalgia - An Axe RPG
« Reply #435 on: July 01, 2011, 02:40:50 am »
A hookshot like item would be very cool indeed. Keep up the good work! ^^

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #436 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.


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Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #437 on: July 06, 2011, 10:13:44 pm »
I like how you kick the box. ;)  It looks great! ;D

Offline Munchor

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Re: Nostalgia - An Axe RPG
« Reply #438 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.

Offline yunhua98

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Re: Nostalgia - An Axe RPG
« Reply #439 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.

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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #440 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.


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Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #441 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.


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My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

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Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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

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

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

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #442 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?


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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

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

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

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Re: Nostalgia - An Axe RPG
« Reply #443 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.
« Last Edit: July 23, 2011, 09:11:58 pm by Ashbad »

Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #444 on: July 23, 2011, 09:44:05 pm »
That looks pretty awesome. :D  Nice job, Finale.

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #445 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?


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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

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

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

Offline ztrumpet

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Re: Nostalgia - An Axe RPG
« Reply #446 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.
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Offline jsj795

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Re: Nostalgia - An Axe RPG
« Reply #447 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


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Offline Munchor

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Re: Nostalgia - An Axe RPG
« Reply #448 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 :)

Offline FinaleTI

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Re: Nostalgia - An Axe RPG
« Reply #449 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.
« Last Edit: August 18, 2011, 10:40:14 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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

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

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