Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: DJ Omnimaga on May 12, 2005, 05:59:00 am

Title: Aura
Post by: DJ Omnimaga on May 12, 2005, 05:59:00 am
A very promising TI-83+/SE graphical RPG from Epic Programming Studio. It features awesome graphics and will probably rival ROL3 in gameplay. Let's hope it will be finished!
http://dysfunction.earthforge.com/forum/index.php?showforum=33
Title: Aura
Post by: dysfunction on May 13, 2005, 08:12:00 am
Hello, I'm the author of Aura. Unfortunately work on Aura won't seriously progress until I have completed Ender's Game.
Title: Aura
Post by: gimpynerd on May 13, 2005, 08:15:00 am
Send a shout out to me dysfunction if you ever need any help. I know a thing or two about Basic coding so I will help all I can!
Title: Aura
Post by: dysfunction on May 16, 2005, 10:01:00 am
Thanks for the offer, Reggie, I'll let you know if I need help.
Title: Aura
Post by: DJ Omnimaga on May 16, 2005, 10:04:00 am
QuoteBegin-gimpynerd+May 13, 2005, 15:15-->
QUOTE (gimpynerd @ May 13, 2005, 15:15)
Send a shout out to me dysfunction if you ever need any help. I know a thing or two about Basic coding so I will help all I can!

a thing or two?  %)rolleyes2.gif

This game will pwnz!! WAIT I think I remeber the URL for the screenshots:

user posted image

its an old one though
Title: Aura
Post by: dysfunction on May 16, 2005, 11:58:00 am
Actually that's the latest one.
Title: Aura
Post by: dysfunction on August 11, 2005, 03:54:00 am
So, can you change the status to active? Aura is once more being worked on. I'm completely rewriting the engine for Xlib, so far I've got the character to walk around the map (no collision detection yet) with scrolling similar to that seen in cryzrbl's Zelda: ROTP. currently implementing grayscale for the character sprite (everything else is b+w), since there were complaints before of having the character sprite hard to tell from the background, however I need some opinions on this. It seems to run rather slowly on my 83+ with the greyscale, so I'm considering only enabling greyscale for 84/83 SE users. What do you guys think?
Title: Aura
Post by: crzyrbl on August 11, 2005, 10:40:00 am
sounds cool!  since your using xLib, i got one suggestion.  make all parts of the map that you dont want your guy to go over have a .1 after it.  its a reliable collision detection method.  after i finish zelda, i might do a xLib tutorial on all of the xLib secrets :thumb:google.gif
Title: Aura
Post by: DJ Omnimaga on August 11, 2005, 11:15:00 am
ooh nice, I am gonna change the project status, actually I think greyscale should be only enabled to SE users, so on the SE it will run fast enough and not too fast either.  :thumb:google.gif  Does sprite masking (chatacter going behing walls and trees) works yet?
Title: Aura
Post by: dysfunction on August 12, 2005, 04:18:00 am
No not yet, I'm having trouble with collision detection, and I'm considering falling back to the old collision detection method.
Title: Aura
Post by: DJ Omnimaga on August 12, 2005, 04:24:00 am
I think using strings isnt a good idea (altough its smaller), because its wicked slow, lists are fine, or maybe a small matrice (Actually a 6 number long list is only twice bigger)
Title: Aura
Post by: dysfunction on August 14, 2005, 07:35:00 am
Yeah, lists aren't bad in size (for this application), and it's far faster than strings. I've got collision detection up (though I'm still working on more optimizations) and the overhead masking.
Title: Aura
Post by: crzyrbl on August 14, 2005, 11:45:00 am
which collision detection method r u using?
Title: Aura
Post by: DJ Omnimaga on August 14, 2005, 12:24:00 pm
QuoteBegin-dysfunction+14 August 2005, 14:35-->
QUOTE (dysfunction @ 14 August 2005, 14:35)
lists

maybe that %)rolleyes2.gif


keep up the good work dys :)smile.gif
Title: Aura
Post by: crzyrbl on August 14, 2005, 12:29:00 pm
is that like str detection?
Title: Aura
Post by: DJ Omnimaga on August 14, 2005, 01:39:00 pm
much more easier and faster, just a few bytes bigger (about 20)
Title: Aura
Post by: dysfunction on August 16, 2005, 03:24:00 am
Actually strings would have been easier, but lists are faster, and that's what I need. Well, I've been working a LOT on the battle engine, and here's the results so far:

user posted image

As you can see there are two enemies so far, the slug thing doesnt do much except follow you around, but the bird thing will divebomb you if it gets close. Only problem is it sometimes doesn't pull out of the dive, but I'm working on that.
Title: Aura
Post by: DJ Omnimaga on August 16, 2005, 03:33:00 am
look really awesome, the enemies alerady seems to have some AI, I guess it also run faster on calc right?  
Title: Aura
Post by: tifreak on August 16, 2005, 05:36:00 am
Looks nice. :)smile.gif

On the different hit detection methods... I have run all three, and I have not seen much, if any, speed difference between strings and lists. I guess it might depend on how you are implementing that detection...
Title: Aura
Post by: dysfunction on August 16, 2005, 06:00:00 am
Lists are ponly faster in this application, because for strings i would have to convert real numbers into strings. Let's say i wanted to convert 8 into a string:

First i would have a string like this:

"0123456789"->Str1

Now,  8->S. Sub(Str1,S,1) will of course, return "8". Simple, but slow, especially when I have to have numbers abovw 10 (this complicates matters a lot.)
Title: Aura
Post by: tifreak on August 16, 2005, 06:07:00 am
I see. I guess it is because of an asm program that you are using that you have to have numbers? I am using letters for AODR, because I have around 20 different tiles... But then, the only asm program I am using is Codex, for archive/unarchive...
Title: Aura
Post by: crzyrbl on August 16, 2005, 06:10:00 am
w0w, that looks awsome, keep up the good work!
Title: Aura
Post by: DJ Omnimaga on August 16, 2005, 06:13:00 am
i think in strs he had to convert to numbers with expr( which was slow
Title: Aura
Post by: arti on August 16, 2005, 07:18:00 am
QuoteBegin-dysfunction+16 August 2005, 10:24-->
QUOTE (dysfunction @ 16 August 2005, 10:24)
Actually strings would have been easier, but lists are faster, and that's what I need. Well, I've been working a LOT on the battle engine, and here's the results so far:

user posted image

As you can see there are two enemies so far, the slug thing doesnt do much except follow you around, but the bird thing will divebomb you if it gets close. Only problem is it sometimes doesn't pull out of the dive, but I'm working on that.  

 That looks very good. I'm tempted more and more to get an 83+ :)smile.gif

You did an awesome job with the sprites, esp. since they are monochrome.
Title: Aura
Post by: DJ Omnimaga on August 16, 2005, 07:28:00 am
hmm now that I look at it, what is the arrow that sometimes appear and move aruond on the screen?
Title: Aura
Post by: tifreak on August 16, 2005, 07:34:00 am
That is strange... Maybe the direction of travel?
Title: Aura
Post by: arti on August 16, 2005, 07:39:00 am
Maybe it's the attack ray.
Title: Aura
Post by: crzyrbl on August 16, 2005, 07:40:00 am
weapon maybe?

edit;
beat me to it...
Title: Aura
Post by: DJ Omnimaga on August 16, 2005, 07:43:00 am
at first I though this was an enemy selector but the second time it appeared it started moving  
Title: Aura
Post by: dysfunction on August 17, 2005, 05:06:00 am
Yes, it's an attack beam, I just had an extremely makeshift sprite for it, and no firing animation.
Title: Aura
Post by: DJ Omnimaga on August 17, 2005, 11:12:00 am
maybe you should change it to a fireball, so it looks a lot better :)smile.gif
Title: Aura
Post by: dysfunction on August 18, 2005, 05:02:00 am
Yet another screenie:

user posted image
Title: Aura
Post by: crzyrbl on August 18, 2005, 05:07:00 am
 :rocket:rocket.gif was that a chuffin BAZOOKA?!?
Title: Aura
Post by: DJ Omnimaga on August 18, 2005, 06:07:00 am
look nice but you should make the knife a bit bigger because its hard to see when in front of an enemy
Title: Aura
Post by: dysfunction on August 20, 2005, 02:54:00 am
Yes, that is a bazooka.
I'm planning on adding a few more different knife animations, we'll see how that turns out, also I haven't yet fully implemented collision detection between enemies and character (don't worry, that won't reduce the speed).
Title: Aura
Post by: DJ Omnimaga on August 21, 2005, 01:42:00 pm
nice :)smile.gif
Title: Aura
Post by: dysfunction on August 24, 2005, 03:17:00 am
Doing some work on the menu system. I can't really finish the overworld (though it doesn't need much more work) until tr1plea makes xlib able to read from pics 11-255. Otherwise, I would have to use ZPic, and not have scrolling.
Title: Aura
Post by: DJ Omnimaga on August 24, 2005, 12:13:00 pm
scrolling isnt really necessary, altough it would be cool, keep the good work. Did u read my PM on EPS though?
Title: Aura
Post by: dysfunction on September 03, 2005, 05:22:00 pm
Just to let you all know I'm still working hard, I revamped the entire multiple-AI handling system to be a little more efficient, and also I fixed it so it  can support more than one of the same type of enemy. Enemies can now damage the characterm and in turn be damaged by your attacks.
Title: Aura
Post by: DJ Omnimaga on September 04, 2005, 01:56:00 am
nice, does it show the amount of damage and HP left yet? Also can monsters cast magic?
Title: Aura
Post by: dysfunction on September 27, 2005, 01:28:00 pm
I will have a new screenshot soon, probably by Thursday- and this time you will get to see a boss! Also, monsters can't cast magic. In this game there won't be any magic (it's a scifi rpg remember, and a true scifi rpg, not a scifi/fantasy mix like some of the FF games), though later in the game your character- and certain enemies- will be able to use psi (similar to a Jedi's powers). Currently I haven't implemented an in-battle HUD to show health (though I have completed the menu, from which you can view your character's stats) but you can hurt monsters, as well as be hurt by them.
Title: Aura
Post by: DJ Omnimaga on September 28, 2005, 02:31:00 am
sound nice, dont give up on this project (as well as Ender's Game) it would be sad to see them go (remember I have been waiting for EG for 2 years and aura for 1.5 years ;)wink.gif ) does some enemies can alerady use psi power?
Title: Aura
Post by: dysfunction on September 30, 2005, 04:42:00 am
Sorry no screenshot yet, I've still been pretty busy. It's coming though, soon. I just want to add more stuff to this boss before I show him.
Title: Aura
Post by: DJ Omnimaga on September 30, 2005, 01:07:00 pm
cool post it when you are ready and when you can :)smile.gif
Title: Aura
Post by: dysfunction on October 27, 2005, 05:35:00 am
I feel bad for not worlking on this in a while, but I have something going on that should be finished in one or two weeks, then I will resume work, I promise. Just stick with me guys :)smile.gif
Title: Aura
Post by: dragon__lance on October 27, 2005, 09:22:00 am
wow, i cant wait, just don't let it die:)
Title: Aura
Post by: DJ Omnimaga on October 28, 2005, 02:34:00 am
cool I really hope it will be finished, its probably the greatest z80 RPG projects so far and I have been waiting for it since the old days of Drubu productions  :cry:pleure.gif
Title: Aura
Post by: dysfunction on November 04, 2005, 02:07:00 pm
Since I keep getting people asking for the newest screenshots, I'm going to post them all here, ordered by date. Please do not post in this topic, I want people to have a page where they can automatically see all the screenshots that I have released.

user posted image
user posted image
user posted image
http://dysfunction.earthforge.com/AURAANI1.AVI
http://dysfunction.earthforge.com/AURAANI2.AVI
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
user posted image
Title: Aura
Post by: dragon__lance on November 04, 2005, 02:55:00 pm
OMG i just saw ur new in the master screen shot thread! THEY ROCK %)rolleyes2.gifO_Oshocked2.gif%)rolleyes2.gif so does that mean that Aura will be in grayscale then?
Title: Aura
Post by: Spellshaper on November 05, 2005, 04:05:00 am
looks good! :)smile.gif
I don
Title: Aura
Post by: DJ Omnimaga on November 05, 2005, 01:45:00 pm
OMG that house is 6R337!!!!! keep up the good work  :thumb:google.gif

I think the GS sprites are from the old Aura version back in 2003, when dysfunction was in Drubu Productions and learnign z80 asm
Title: Aura
Post by: dysfunction on November 05, 2005, 02:48:00 pm
Yes, it won't be fully greyscale. Notice how the older sprites are greyscale, and the newer ones black and white. I had originally planned to write this in assembly, but I pretty much gave up on learning asm, so I decided to do it in BASIC. However, some stills will be greyscale, such as the title screen.
Title: Aura
Post by: dragon__lance on November 05, 2005, 02:52:00 pm
oh.....still COOL :)smile.gif
Title: Aura
Post by: dysfunction on November 28, 2005, 01:02:00 pm
Sorry for still not resuming work, but I'm working some more on the project formerly known as Ender's Game, now under the working title "Defilers." (not sure whether or not I will keep that title). For you who have payed attention to my two projects over the last few years, you'll notice that I tend to shift back and forth between the two so I don't get bored, so bear with me here.
Title: Aura
Post by: DJ Omnimaga on November 28, 2005, 01:07:00 pm
yeah I know, kinda cool though becaus eonce you have no idea for one you can go work on the other. Make sure if you get ideas for both you write them down on paper though :)smile.gif
Title: Aura
Post by: dysfunction on December 06, 2005, 05:33:00 pm
Heh, I just thought of a way to change the ending to make it even better... I have the plot planned out in entirety now.
Title: Aura
Post by: DJ Omnimaga on December 07, 2005, 04:24:00 am
cool sound nice, I cant wait to see it once its finished :)smile.gif
Title: Aura
Post by: dragon__lance on December 07, 2005, 09:49:00 am
same here :)smile.gif
Title: Aura
Post by: dysfunction on December 07, 2005, 02:46:00 pm
Heh Kev, do you ever say anything but "cool, sounds nice"?
Title: Aura
Post by: patori on January 26, 2006, 11:07:00 am
hmm... im pretty sure that the cut-scenes will be greyscale, but the game will be in black and white... and in ASM. I dunno, you have to ask Dysfunction. ^^
Title: Aura
Post by: Liazon on January 26, 2006, 11:12:00 am
Wow... I can't compete with this.  Perhaps I will never make an 83+ RPG.  I can't even make an 89 one as good as this.  I'm pathetic, and maybe I should leave the Ti community
Title: Aura
Post by: DJ Omnimaga on January 26, 2006, 01:28:00 pm
Welcome to the forums patori :)smile.gif , but the game is now in BASIC with scrolling graphical maps, he wanted to do it in asm back in drubu days but asm is hard O_Oshocked2.gif
Title: Aura
Post by: kalan_vod on January 26, 2006, 02:06:00 pm
QuoteBegin-Liazon+26 January 2006, 17:12-->
QUOTE (Liazon @ 26 January 2006, 17:12)
Wow... I can't compete with this.  Perhaps I will never make an 83+ RPG.  I can't even make an 89 one as good as this.  I'm pathetic, and maybe I should leave the Ti community  

 Remeber what I said about you on tcpa?
*slaps Liazon * :rip:tombe.gif
Title: Aura
Post by: dysfunction on January 27, 2006, 08:23:00 am
QuoteBegin-xlibman+26 January 2006, 19:28-->
QUOTE (xlibman @ 26 January 2006, 19:28)
Welcome to the forums patori :)smile.gif , but the game is now in BASIC with scrolling graphical maps, he wanted to do it in asm back in drubu days but asm is hard O_Oshocked2.gif

 Well Kevin, me and patori have a little secret...  :evil:devil.gif

And Liazon, don't talk like that. You can't look at the greats (not to say I'm one of them) when you're relatively new and decide that you might as well quit because you're not as good as them. If you work at it, you certainly can be! So don't worry if your first project(s) don't absolutely blow anyone away, people will still support you so long as you're doing something inventive, even if it's text-based. And once you have a project or two under your belt, you can move on to more advanced things. DON'T take a lesson from me, Ender's Game (now BSG) and Aura were the first projects I started (in that order), and it's been a long(over 2 years) learning process for me before I got to the level where I am now- the level where I can make them to the level I always wanted for these two projects. I seriously recommend starting with less ambitious projects and moving your way up, then you won't end up like me, working on the same two projects for years and still with nothing significant released.
Title: Aura
Post by: DJ Omnimaga on January 27, 2006, 01:03:00 pm
secret O_Oshocked2.gif? hmm *xlibman
Title: Aura
Post by: Liazon on January 28, 2006, 10:09:00 am
QuoteBegin-kalan_vod+26 January 2006, 20:06-->
QUOTE (kalan_vod @ 26 January 2006, 20:06)
QuoteBegin-Liazon+26 January 2006, 17:12-->
QUOTE (Liazon @ 26 January 2006, 17:12)
Wow... I can't compete with this.
Title: Aura
Post by: Radical Pi on January 28, 2006, 02:49:00 pm
QuoteBegin-Liazon+28 January 2006, 16:09-->
QUOTE (Liazon @ 28 January 2006, 16:09)
QuoteBegin-kalan_vod+26 January 2006, 20:06-->
QUOTE (kalan_vod @ 26 January 2006, 20:06)
QuoteBegin-Liazon+26 January 2006, 17:12-->
QUOTE (Liazon @ 26 January 2006, 17:12)
Wow... I can't compete with this.
Title: Aura
Post by: Liazon on January 28, 2006, 03:57:00 pm
On the computer?!?!?!
Title: Aura
Post by: Radical Pi on January 28, 2006, 04:10:00 pm
No, that's the secret...
Title: Aura
Post by: dysfunction on January 29, 2006, 05:02:00 am
Ok ok, since Patori already practically revealed it, the secret is that Patori and I will be making Aura in asm. Not C++, and not for the computer, though I do eventually plan on a PC port. Patori will be doing the asm coding, I will still be doing all graphics, story, concepts, etc., though with Pat's input of course, and I will also be writing the cutscenes in BASIC, which he will port. The cutscenes will now be ALL greyscale, though gameplay will still be black+white.
Title: Aura
Post by: kalan_vod on January 29, 2006, 05:12:00 am
 :woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif
You sly dog you!!!
Title: Aura
Post by: Spellshaper on January 29, 2006, 06:32:00 am
*Spellshaper dies of heart attack

Battlemasters is sooo doooooomed!!! :rip:tombe.gif
Title: Aura
Post by: patori on January 29, 2006, 10:15:00 am
well, I just want to do this.. simply because i need a group project...


and I have a ton of stuff from my old RPG attempts in asm that can be useful.  :ph43r:ninja.gif
Title: Aura
Post by: DJ Omnimaga on January 29, 2006, 12:04:00 pm
sound nice, I hope this work out well. I am sure this will become the greatest RPG ever made for TI-83+ :)smile.gif
Title: Aura
Post by: CDI on January 30, 2006, 09:51:00 am
*CDI
Title: Aura
Post by: Radical Pi on January 30, 2006, 11:17:00 am
*Radical Pi
Title: Aura
Post by: DJ Omnimaga on January 30, 2006, 12:46:00 pm
i think he wont plan to release one, at least not for aura, it will prbly be finished for summer 2006, me hopes at least I have been waiting for enders games/battlestar galactica for 2.5 years and aura for 2 years O_Oshocked2.gif
Title: Aura
Post by: Liazon on January 30, 2006, 12:54:00 pm
Hopefully you won't have to wait that long for any of my projects. *cough* *cough* DEM *cough* *cough*
Title: Aura
Post by: dysfunction on January 30, 2006, 01:19:00 pm
We may release a demo. I expect this game to be rather long in development, as it may be as long as some of Kevin's rpgs, but with far more detailed graphics and maps and cutscenes.
Title: Aura
Post by: kalan_vod on January 30, 2006, 01:21:00 pm
:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:ph43r:ninja.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif:woot:woot.gif
Title: Aura
Post by: dysfunction on February 03, 2006, 08:18:00 am
Well, I've finished the first cutscene- it remains for Pat to port it. Before you ask, I don't think I will show you guys it, but- for the proposed demo, I am considering which chapter to release a demo of, and if it is Chapter I then you will see this cutscene. Otherwise, you will see some other pretty nice cutscenes anyway.
Title: Aura
Post by: kalan_vod on February 03, 2006, 09:35:00 am
Great, too bad we can't see the uber cutscene yet.. :Dbiggrin.gif I would fix your double post but I don't have privleges.
Title: Aura
Post by: DJ Omnimaga on February 03, 2006, 01:36:00 pm
look like it has been fixed *xlibman
Title: Aura
Post by: dysfunction on February 03, 2006, 05:07:00 pm
Actually it was me...  I do in fact have mod privileges in this thread...
Title: Aura
Post by: kalan_vod on February 03, 2006, 05:12:00 pm
Opps, sorry.
*wonders why dysfunction isn't in omnimaga group*
Title: Aura
Post by: tenniskid493 on February 03, 2006, 05:26:00 pm
QuoteBegin-xlibman+3 February 2006, 18:36-->
QUOTE (xlibman @ 3 February 2006, 18:36)
look like it has been fixed *xlibman
Title: Aura
Post by: dysfunction on February 03, 2006, 05:35:00 pm
Well, I don't want to reveal too much... Chapter III doesn't reveal too much, in terms of general plotline, but it has a nice mini-plot within it, while Chapter II is basically all puzzles and fighting with few cutscenes or plot at all, and I would rather that playing the full game for the first time would be a cumulative experience- including playing Chapter I for the first time. At later chapters, several crucial bits of the plot are already revealed (and believe me, the plot will really keep you guessing), so those are ruled out as well. Plus, Chapter I is much more plot-centered than gameplay centered, and I want the main focus of a demo to be a demonstration of the gameplay, with hints of the secrets to come.
Title: Aura
Post by: Ranman on February 03, 2006, 05:40:00 pm
You're so sneeky Dys :ph43r:ninja.gif

I feel the same way with Ultima. I don't want to spoil anything either.
Title: Aura
Post by: patori on February 03, 2006, 06:30:00 pm
Currently, I am working on making a two page applicaiton for aura. Aura's saves will be saved in a appvar called AURASAVE, sections will be programs labeled prgmAURACH00; where 00 is the section number. chapters and cutscenes are considered sections.

Working on detectng programs, converting first cut scene... and working on overworld.

Title: Aura
Post by: kalan_vod on February 03, 2006, 07:10:00 pm
Very cool Patori, now I know where to hack my saved games :Dbiggrin.gif.
Title: Aura
Post by: patori on February 03, 2006, 07:39:00 pm
>.< gosh... cant you play through the game first?!
Title: Aura
Post by: dysfunction on February 04, 2006, 01:47:00 am
Hah! Just for that we need to make all the save data encrypted! Bwahahahaha!
Title: Aura
Post by: DJ Omnimaga on February 04, 2006, 02:52:00 am
LOL well in asm its always harder to hack save files, except maybe with calcsys, but still if they are encrypted it should be fine
Title: Aura
Post by: kalan_vod on February 04, 2006, 08:31:00 am
I was just kidding GEEE!.....Or was I! mahahaha.
Ok I think I am ready for my heart attack (seeing a new screeny)!
Title: Aura
Post by: patori on February 04, 2006, 09:22:00 am
You may have to wait a bit for that ^^ working on it. I also need to get new AAA batteries for my calculator...
Title: Aura
Post by: DJ Omnimaga on February 04, 2006, 10:04:00 am
I c lol  
Title: Aura
Post by: kalan_vod on February 04, 2006, 10:53:00 am
QUick someone send some rechargable tr1p1eas to patori!
Title: Aura
Post by: dysfunction on February 04, 2006, 11:08:00 am
OMG... I FINALLY figured out what tr1p1eas screennames means...
Title: Aura
Post by: Liazon on February 04, 2006, 11:12:00 am
umm... I don't think so.  I remember tr1p1ea said something about 1 = "een"

sounds like lots of good progress.
Title: Aura
Post by: tenniskid493 on February 04, 2006, 11:32:00 am
@Patori...dont you have an emulator??

Umm..I think there was a topic at UnitedTi about what his name meant...I'll try to find it.
Title: Aura
Post by: DJ Omnimaga on February 04, 2006, 11:51:00 am
QuoteBegin-dysfunction+4 February 2006, 17:08-->
QUOTE (dysfunction @ 4 February 2006, 17:08)
OMG... I FINALLY figured out what tr1p1eas screennames means...  

 Haha lol yeah I though about that few weeks ago I asked him if his username meant but he said that it actually meant nothing, still fun tho
Title: Aura
Post by: kalan_vod on February 04, 2006, 02:24:00 pm
I still laugh at it when I reread my post :Dbiggrin.gif.
Title: Aura
Post by: dragon__lance on February 05, 2006, 06:48:00 am
LOL, gosh, just not browsing this site for a few days makes u miss out on a lot! so this is a group game between Dys and Patori, thats sweet!! to my understanding, its still basic right? but with a few parts done in asm, this will be AWESOME!! :Dbiggrin.gif:Dbiggrin.gif:Dbiggrin.gif
Title: Aura
Post by: kalan_vod on February 05, 2006, 07:57:00 am
No, all is going to be in asm, he is just making basic animations to show patori what it should do.
Title: Aura
Post by: dysfunction on February 05, 2006, 08:40:00 am
Yep all asm now, I'm just writing some things in BASIC so pat can see how it's supposed to look, which will get ported into asm.
Title: Aura
Post by: dragon__lance on February 05, 2006, 12:28:00 pm
wow, all the better!! so ur gonna be coding too in asm?
Title: Aura
Post by: Radical Pi on February 05, 2006, 01:31:00 pm
this game will set a new standard...

i can't wait :Dbiggrin.gif:Dbiggrin.gif:Dbiggrin.gif
Title: Aura
Post by: dysfunction on February 06, 2006, 01:43:00 am
QuoteBegin-dragon__lance+5 February 2006, 18:28-->
QUOTE (dragon__lance @ 5 February 2006, 18:28)
wow, all the better!! so ur gonna be coding too in asm?  

 A little bit, perhaps. Mostly I'll be doing graphics and concepts, plus BASIC code to illustrate how I want everything to work.
Title: Aura
Post by: dragon__lance on February 07, 2006, 03:05:00 pm
i see, this will be too cool!!! OMG, cant wait!! :Dbiggrin.gif:Dbiggrin.gif:Dbiggrin.gif
Title: Aura
Post by: patori on February 09, 2006, 01:27:00 pm
So far I have completed the Detect AppVar, if not found, create appvar, save screen, and find and load chapter parts of the application... ive also began dabbling with some overworld algorithm theories (on paper)... good fun.

:ph43r:ninja.gif
Title: Aura
Post by: kalan_vod on February 09, 2006, 02:22:00 pm
WOW, so fast with progress!
Title: Aura
Post by: DJ Omnimaga on February 09, 2006, 03:25:00 pm
sound nice, I made u RPG guru and give u mod privilege on this section btw :)smile.gif
Title: Aura
Post by: dysfunction on February 10, 2006, 03:02:00 am
Can you change the status from "apparently progressing but no news" to "progressing" now? It will probably stay that way, at least one of us will be probably be doing some work at any one time.
Title: Aura
Post by: DJ Omnimaga on February 10, 2006, 03:27:00 pm
kk no problem I'll change it
Title: Aura
Post by: dysfunction on February 22, 2006, 03:55:00 am
Well I'm nearly finished with the second bit of cutscene. Patori is going to make a map editor, probably in php, specifically for this game, and then I will start making maps (besides the few I had already made in Fireworks).
Title: Aura
Post by: kalan_vod on February 22, 2006, 05:08:00 am
Cool, I love your maps as the are really detailed!
Title: Aura
Post by: DJ Omnimaga on February 22, 2006, 07:14:00 am
sound cool, he is pretty busy atm tho so maybe there will be delays for this (he works 50 hours a week) but I hope to see new stuff soon :)smile.gif
Title: Aura
Post by: patori on February 25, 2006, 06:10:00 pm
xlibman: Only some weeks.

I few more days of work before i get another day off. Then I can work on aura... if im not tired.
Title: Aura
Post by: kalan_vod on February 25, 2006, 06:42:00 pm
Cool, and I like Ned! (avatar!).
Title: Aura
Post by: DJ Omnimaga on February 26, 2006, 03:17:00 am
cool, but I hate how the forum resizes avatars X.X
Title: Aura
Post by: patori on February 28, 2006, 05:15:00 pm
yeah, it randomly resized my avatar...

And its sIdney... not like the austrailian Sydney... rather, like the Ohioan Sidney...
Title: Aura
Post by: kalan_vod on February 28, 2006, 05:40:00 pm
Ahh that looks ugly :(sad.gif, looks good on MC though.
Title: Aura
Post by: DJ Omnimaga on March 01, 2006, 04:23:00 am
yeah on MC it look much better
Title: Aura
Post by: DJ Omnimaga on March 26, 2006, 11:47:00 am
Any progress patori/dys? I hope they didnt quit calcs (havent seen them on forums for a long while)
Title: Aura
Post by: kalan_vod on March 26, 2006, 12:59:00 pm
Or IRC?
Title: Aura
Post by: kalan_vod on March 28, 2006, 02:38:00 am
No progress is being made, the topic will be here when you guys get more time to work on it.
Title: Aura
Post by: DJ Omnimaga on March 28, 2006, 03:28:00 am
QuoteBegin-Patori+-->
QUOTE (Patori)
not like the austrailian Sydney...

...or the canadian one