Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: DJ Omnimaga on September 11, 2005, 06:17:00 am

Title: Blue World Quest
Post by: DJ Omnimaga on September 11, 2005, 06:17:00 am
Marc Ryan is currently working on somekind of enhanced version of Marc the Superkid Quest and it's coming for your TI-83+/SE/84+!

http://superkidinc.com
Title: Blue World Quest
Post by: VahnRPG on September 11, 2005, 07:06:00 am
I'm working on TWO enhanced versions of MtSQuest :Pblah.gif
Blue World Quest - Hopes & Dreams. One uses an enchanced version of the original battle system and the other uses a fighting style system. Really cool, I think.
Title: Blue World Quest
Post by: DJ Omnimaga on September 11, 2005, 07:08:00 am
oh nice, I guess the first one's battles will be more RPG ish then? :)smile.gif
Title: Blue World Quest
Post by: VahnRPG on September 11, 2005, 07:13:00 am
actually, they're both pretty RPG ish...Hopes's is more traditional turn based. Dreams is the fighting style one and while you can use items and whatnot, it's "real time" so after you select an item to use, you have to wait a little bit before it actually activates.
There are other differences and similarities, but for the most part the only difference between the 2 games is the battle systems.
Title: Blue World Quest
Post by: DJ Omnimaga on September 11, 2005, 07:18:00 am
ah I see, this is good because some ppl might prefer the RPG style and others more action, especially those who like both Final Fantasy and Mortal Kombat or DragonBall


(those avatar/sigs reminds me Master_Jc sigs , I mean the style %)rolleyes2.gif  )
Title: Blue World Quest
Post by: VahnRPG on September 11, 2005, 07:27:00 am
Yeah, that's the idea. Naturally there will be SOME benefits to playing both, one after the other, but nothing terribly major. Like, you don't get any super special ending for doing that...maybe...I don't know what the memory restraints are going to look like at this point, which is why i hadn't announced it as an official project yet :Pblah.gif

As for the ava/sig, I dunno. I just drew 'em by hand (the sig pic is taken from my old comic) and have been usin 'em.
Title: Blue World Quest
Post by: DJ Omnimaga on September 11, 2005, 07:44:00 am
ah nice, actually size shouldnt be a problem, I know it takes a very long while to install but its worth it if you like the style and the calc has 163840 bytes of archive memory so you can use 10 pages, welll I am not too much into asm stuff so I might be wrong but this might be possible (dang why when I talk about flash apps I always have Zelda Minish Cap april fools prank in head right now?)
Title: Blue World Quest
Post by: VahnRPG on September 11, 2005, 07:59:00 am
well, see, therein lies the problem. There are a total of 5 chapters in the game. Current plans are to have those chapter files as external files that include map data and the story and junk. The max I want to get those files is about 20k or so. Yeah, I'm working on using compression but I'll get to that in a bit.
So, 5 20k files, that's 100k for the story alone. The program itself takes 5 app pages so about 80k. Assuming you have a normal 83+ (such as myself. That's all I got ;_;) then that's OVER the flash ram. Can't really have an entire chapter file in the ram, either, because I'd require about...6k of ram. So, 20k + 6k > 24k of ram. So, you can't have the flash app, 4 chapter files in flash, and one in the ram and be able to run it just fine. Granted, I'm not sure how many people would do this, but there are some CRAZY people out there in calc land ;)wink.gif
Yeah, I'm trying to use compression. What I'll be planning on doing is cutting out the current map and all the stuff it needs then uncompressing that into an appvar (basically) and have that in the ram. For the battles, I'm planning on having sprite flipping for the fighting system (thanks to being able to jump) so that'd require me to have an external file for the flipped sprites. And there'd have to be 2 of them, one for the player sprites and the other for the enemy. So, as you can see, it's a tight squeeze...

So, my options are either 1 5-page app + 5 chapter external files, 1 9~1-page app containing everything, or 5 5-page apps. Regardless, I'd have to make it WORTH the space taken up. The overall story is moderately long (compared to MtSQuest) but the chapters themselves don't involve much more than "go from map 1 to map X." In other words, fairly short compared to the full game of MtSQuest. So, I have to do something to make up for that time difference. Leveling up works differently in this game, using EXP to level up, with each map having it's own base level and once you are 'out of range' you can't level up there any more, so in a sense you are forced to go from one chapter to the next. Meaning you can't max out your levels in Chapter 1 and not have to worry about leveling for the rest of the game :Pblah.gif That'd make it REALLY short ;)wink.gif
So, my only other option is minigames and puzzles...which I'm not sure how I'd do. You're basically wandering around in the wilderness and, realistically, how often are you going to come across a puzzle walking around? This ain't zelda ;)wink.gif
So much to do, so much to do...
Title: Blue World Quest
Post by: DJ Omnimaga on September 11, 2005, 08:59:00 am
sound nice, but cant you make the user install only one chapter at once on the 83+ (black) and once he finish it a message tells him to go on the computer and install the other one, like TVF?  
Title: Blue World Quest
Post by: VahnRPG on September 11, 2005, 05:39:00 pm
Sure I can, but what if you're at school and playing my game (shame on you ;P) and beat a chapter? Granted, I'll have multiple save files, but who'd want to bother with all that?
Actually, right now I'm thinking of making it all 1 big app...REALLY big app, that is...
Title: Blue World Quest
Post by: DJ Omnimaga on September 12, 2005, 03:11:00 am
yeah thats not a big deal if you are at school, this would reminds me FFTOM series or Phantasy Star Eternity End, and its worse if you dont have your own computer. :Pblah.gif
Title: Blue World Quest
Post by: VahnRPG on September 12, 2005, 05:44:00 pm
well, if you don't have a computer, how do you get the game to the calc? unless you got it from a friend
Title: Blue World Quest
Post by: Ranman on September 13, 2005, 12:21:00 am
You could do both :)smile.gif

Have each chapter as a separate file. Let the user decide how many he/she wants to load on to the calc. If they only want one chapter, when they finish it they will have to wait. This allows them to load other programs as well. If they have lots of memory, they could load every chapter.

Your RPG would have to search for existing files... not too hard  ;)wink.gif
Title: Blue World Quest
Post by: DJ Omnimaga on September 13, 2005, 01:07:00 am
QuoteBegin-VahnRPG+13 September 2005, 0:44-->
QUOTE (VahnRPG @ 13 September 2005, 0:44)
well, if you don't have a computer, how do you get the game to the calc? unless you got it from a friend  

 during free time (like dinner time) you go on a school computer connect your calc and send the first part of the game to it, but then if you finish the first part you have to wait the next time you have computer access to be able to send the next part to your calc, and that is annoying, I remember doing that with FFTOM, I had to redownload the whole game every time because I used a different compy everytime, and on top of that some computer didnt detected my calc :paf:tripaf.gif
Title: Blue World Quest
Post by: VahnRPG on September 13, 2005, 04:19:00 am
QuoteBegin-David Randall+13 September 2005, 6:21-->
QUOTE (David Randall @ 13 September 2005, 6:21)
You could do both :)smile.gif

Have each chapter as a separate file. Let the user decide how many he/she wants to load on to the calc. If they only want one chapter, when they finish it they will have to wait. This allows them to load other programs as well. If they have lots of memory, they could load every chapter.

Your RPG would have to search for existing files... not too hard  ;)wink.gif

 yeah, that's what I was planning on doing originally. Whenever it gets to the end of one part, it just checks for the next and goes on.

However, I decided that for now I'll worry more about getting the maps made and go from there than tie myself down to a particular method. Just makes more sense that way, doesn't it ^^'
Title: Blue World Quest
Post by: DJ Omnimaga on September 14, 2005, 12:57:00 am
how many sprite do you use so far?
Title: Blue World Quest
Post by: VahnRPG on September 14, 2005, 01:46:00 pm
Hm...I think I have about...28 for Klyne's battle pictures and the walking sprites...there'll be much more once I get the specials drawn and the enemies as well

Anyway, any new info I have on the game will be put in this topic on my own forum:
http://www.superkidinc.com/phpBB2/viewtopic.php?t=25
Enjoy ^^'
Title: Blue World Quest
Post by: DJ Omnimaga on September 14, 2005, 02:16:00 pm
nice i'll check into it soon :)smile.gif
Title: Blue World Quest
Post by: tr1p1ea on September 15, 2005, 11:24:00 am
Did you manage to get those breathing sprites done VahnRPG?
Title: Blue World Quest
Post by: VahnRPG on September 15, 2005, 05:35:00 pm
i've been at work for the past 7 hours, so no :Pblah.gif
Title: Blue World Quest
Post by: DJ Omnimaga on September 17, 2005, 02:10:00 am
ah yeah work... 14 hrs at work in a row isnt big deal :Pblah.gif
Title: Blue World Quest
Post by: VahnRPG on September 18, 2005, 05:26:00 am
Okay, just thought of this, but it'd be REALLY helpful to me that those of you wonderful fans of mine out there (all 6 of you! lol j/k) give me some feedback on why you did and didn't like my MtSQuest - True game. Just trying to maximize the good and minimize the bad ^^'
Title: Blue World Quest
Post by: DJ Omnimaga on September 18, 2005, 05:58:00 am
http://s7.invisionfree.com/Omnimaga/index.php?showtopic=198&view=findpost&p=4589972

actually I think making battles more RPG ish would be cool, I liek RPGs a lot :)smile.gif maybe make it longer and make NPCs givew some advices on how or where to find special moves :)smile.gif
Title: Blue World Quest
Post by: VahnRPG on September 18, 2005, 07:26:00 am
Graphics: 9/10 nice fighting animations
I'm working on better ones :Pblah.gif

Gameplay: 7/10 Very hard
I dunno why you think it's hard. I, personally, can get to lvl 4 and halfway through the game before I start having problems :Pblah.gif

Storyline: 10/10 Good storyline
Eh. It wasn't very indepth, you didn't know who any of the characters were, and overall it was just very linear IMO. If anything, I'd give this the lowest rating :Pblah.gif

Replay value: 6/10 Hmm? not my style.
Replay value was next to non-existant. The only possible desire you could get to play the game just storyline wise would be to get that last Normal Art (takes 4 wins to get to if you don't know it already, if memory serves me) and the story doesn't change from one to the next. Actually, I'd give this the lowest rating...

maybe make it longer and make NPCs givew some advices on how or where to find special moves smile.gif
Yeah, I'm working on the longer part, and as for the NPCs I'm not too sure how I'll do the acquiring of special attacks...
Title: Blue World Quest
Post by: Master Jc on September 18, 2005, 11:33:00 am
Hard is only relative... some of my games are easy for me, yet others find to be... borderline impossible.  When you design a game, you have an edge.  Oh, and you sprite really well.
Title: Blue World Quest
Post by: VahnRPG on September 18, 2005, 06:25:00 pm
Thanks. it's from lots of helpful feedback ^_^
Title: Blue World Quest
Post by: Ranman on September 18, 2005, 06:32:00 pm
QuoteBegin-VahnRPG+13 September 2005, 10:19-->
QUOTE (VahnRPG @ 13 September 2005, 10:19)
However, I decided that for now I'll worry more about getting the maps made and go from there than tie myself down to a particular method. Just makes more sense that way, doesn't it  

 I agree... Code first and optimize later  ;)wink.gif
Title: Blue World Quest
Post by: DJ Omnimaga on September 19, 2005, 02:11:00 am
lot of people do that, I think its better or you'll try to optimise like mad and become bored or confused and you'll probably lose motivation. Make sure you dont fall into the "I have to rewrite the whole code" category though, optimize at least a few things while coding :)smile.gif
Title: Blue World Quest
Post by: VahnRPG on September 19, 2005, 04:35:00 am
naturally. in looking back through my code in just putting it all together as an app i optimized a couple minor things. right now i'm just gonna focus on making the maps and then go from there
Title: Blue World Quest
Post by: VahnRPG on October 21, 2005, 06:46:00 am
Alright....I haven't thought about my game in a while...been trying to focus on my comic, but now that it's my day off and I don't really wanna work on the comic so I'm thinking about the game...

Anyway, what with Kev's awesome XXR, tr1p's Desolate, Spencer's Zelda, and all this other stuff going around, i need...something. Something to make my game really...neeto, for lack of a better word. Perhaps not make my game "revolutionary," but something to just make it something awesome and remembered (in a positive way) for years to come. Something I can feel PROUD of. However, I got no clue what to do >.>
So, any ideas? :Dbiggrin.gif
Title: Blue World Quest
Post by: Spellshaper on October 21, 2005, 07:12:00 am
innovative and interesting battle system? %)rolleyes2.gif

here, what I thought of for my RPG:
QuoteBegin-spellshaper+-->
QUOTE (spellshaper)

 Well, what my Battle system is (supposed) gonna work like:
basicely it works like the battle system of Grandia2 (great computer RPG, inspired me a lot!), what means that it will be semirealtime.


action bar
|
\/

__________________|_____________|
-----wait bar--------readyness bar--

the action bar will be segmented into 2 parts. the first and bigger part is the wait bar. it slowly fills according on hoe u distribute ur attribute points. When the wait bar is full, u choose your action (attacks, magics, move, items). After you have chosen your action, the second bar (readyness bar) begins to fill up. The speed with which the readyness bar is filled up is not dependable from ur stats, but from the chosen action and the level of the action. normally, the mightier the chosen action, the longer u have to ready yourself to do it (example: chanting time for spells). When the readyness bar is full, the chosen actin takes place. Besides damage, normal attacks also stop the progress of the enemy
Title: Blue World Quest
Post by: VahnRPG on October 21, 2005, 07:31:00 am
well, for the battle system, i was planning on turn based for one version of the game, and fighting style system for the others. The turn based on the turns are determined by speed and I'm working on if you are 2 (or more) times faster than your opponent (or he to you) you will have 2 turns to his 1.
I never really could figure out how to have it so that you both are just standing there, waiting for the other person to attack. Well, what I mean is, in 'real life' it just...doesn't...make..sense, ya know? And that's what i'm going for in my fantasy games, a sense of realism :Pblah.gif
Good idea, tho ;)wink.gif
Title: Blue World Quest
Post by: Spellshaper on October 21, 2005, 07:38:00 am
ok, in Asm you don
Title: Blue World Quest
Post by: VahnRPG on January 14, 2006, 04:23:00 pm
forgot this topic existed. guess it's better than that other one...

ahem, anyway, i've been working a tad bit on the game. actually, replace "tad bit" with "bit bigger tad bit." Last time I was working on MtSQuest to try and clean it up a bit, I was trying to put the linking combos system into THAT game and somehow accidentally completely switched to the Blue World - Quest code. Anyway, I've worked on it a tad. It now uses the maps from MtSQuest...but they are capable of scrolling. I say capable because although the engine allows for smooth scrolling maps, the maps from MtSQuest fit the screen so there's nothing to scroll ^^' However, the sprite DOES move pixel-by-pixel which makes it a tad bit annoying when you're trying to get into a small opening (or, any opening, come to think of it). Just takes a bit of getting used to. Don't worry, it won't ALWAYS be the small maps, this is just for testing purposes.

Anyway, I've started working on the Normal Arts abilities but not the Hyper Arts (too lazy to draw up more sprites). Unlike MtSQuest, when a NA punches or kicks it will do damage like a regular punch or kick. The most  Normal Art does at max level is close to 700 damage before any defense stat is figured. Add to that that you can link combos and you could seriously toast an enemy with little difficulty. Of course, because of this, I'll be making sure the enemies have a healthy supply of HP and a reasonable amount of defense :Pblah.gif

Oh, and I've also decided to drop the fighting-style system. It would've required a larger game and much more work to make decent (like, sprite flipping and jumping). Sorry to all those who were hopin for it :(sad.gif

More later all!
Title: Blue World Quest
Post by: Liazon on January 14, 2006, 04:39:00 pm
QuoteBegin-Spellshaper+21 October 2005, 13:38-->
QUOTE (Spellshaper @ 21 October 2005, 13:38)
ok, in Asm you don
Title: Blue World Quest
Post by: dragon__lance on January 14, 2006, 05:05:00 pm
sound good :thumb:google.gif cant wait to hear more :Dbiggrin.gif
Title: Blue World Quest
Post by: Liazon on January 14, 2006, 05:07:00 pm
QuoteBegin-calcul831415+14 January 2006, 22:39-->
QUOTE (calcul831415 @ 14 January 2006, 22:39)
QuoteBegin-Spellshaper+21 October 2005, 13:38-->
QUOTE (Spellshaper @ 21 October 2005, 13:38)
ok, in Asm you don
Title: Blue World Quest
Post by: VahnRPG on January 18, 2006, 05:43:00 am
why did it not email me about replies -.-
Title: Blue World Quest
Post by: DJ Omnimaga on January 18, 2006, 05:48:00 am
did u clicke dtrack this topic?  sometimes invisionfree is pretty annoying with that. In fact i dont even know if anyone even got that feature to work on this forum :Pblah.gif
Title: Blue World Quest
Post by: dragon__lance on January 19, 2006, 03:17:00 pm
i never even tried it, i just look under most recent reply :Pblah.gif
Title: Blue World Quest
Post by: VahnRPG on January 20, 2006, 06:01:00 am
Well, maybe it's cuz i did a quick reply?
Sorry to say, but this place isn't the highest priority on my 'forums to check' list, so i kinda forget if i've posted in here ^^'
Don't feel too bad. same things happen when no one replies to my topics on maxcoderz ^^'
Title: Blue World Quest
Post by: kalan_vod on January 20, 2006, 11:11:00 am
At least I do! So has there been any changes yet?
Title: Blue World Quest
Post by: DJ Omnimaga on January 20, 2006, 03:29:00 pm
Vahn could u send me the lastest version again via pm or next time we are on IRC because I think I lost it on my PC and I dunno where is it :(sad.gif
Title: Blue World Quest
Post by: kalan_vod on January 20, 2006, 04:54:00 pm
Awww, no fair! [email protected]
Title: Blue World Quest
Post by: spengo on January 20, 2006, 05:01:00 pm
Lol, I think I'll wait till the finished version though- don't wanna ruin it. :)smile.gif
Title: Blue World Quest
Post by: VahnRPG on January 21, 2006, 06:46:00 pm
no, not much has changed from my last purposeful post. been trying to work on the comic instead. I'll send you what I have when I see you on mIRC next, Kevin. No one else though. Not till I have something a bit more substantial for you all to play around with.

I'm trying to figure out how to do leveling up and the Hyper Arts. unlike last time, I don't want you to just buy them at the store as though they were deli meats or something. However, I'm not coming up with any decent ideas that make sense in a "real life, but it's a video game" sorta way. As for the leveling up, I'm not sure if I want to have some sorta equipment to go along with leveling up stats, it's the equipment that levels up and not you, or what. I'll have to see how well it all plays together.

I can't say for certain when I'll get to working on it again, but with what little time I have thanks to my job, and this comic coming up, I'm not sure how 'extras' is going to fit into all that.

On the other hand, I have a whole 1 comic done! whoo!
Title: Blue World Quest
Post by: DJ Omnimaga on January 22, 2006, 10:57:00 am
sound nice I cant wait, I'll prbly be here tuesday and wednesday
Title: Blue World Quest
Post by: DJ Omnimaga on March 16, 2006, 02:21:00 am
deleted from featured section since there have been no updates in the past 30 days
Title: Blue World Quest
Post by: VahnRPG on March 16, 2006, 12:32:00 pm
that's an understatement :/
Title: Blue World Quest
Post by: kalan_vod on March 16, 2006, 01:02:00 pm
Vahn please don't let this die agian :*(
Title: Blue World Quest
Post by: VahnRPG on March 19, 2006, 10:59:00 am
i just don't really have time for much, let alone the desire to do anything. not to mention the fact that i'm currently reworking the story so I'm not even sure what i make for the game will fall in line with what i make for the comic, which is kinda what i want. That plus the fact that all these ideas i have are too great and grand than an 83+ (the only thing i have) can handle.