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Messages - 123outerme

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121
TI Z80 / Re: Sorcery of Uvutu (CLOSED BETA)
« on: January 03, 2016, 07:00:09 pm »
I created a new image to put on the front page of the topic and to update some things:

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TI Z80 / Re: Sorcery of Uvutu (CLOSED BETA)
« on: December 28, 2015, 05:27:27 pm »
Warning: Discussion of beta features, maps, etc. may include SPOILERS. Proceed at your own caution.

- Signing Up
If you would like to sign up for the closed beta, please PM me to avoid cluttering the topic. I won't accept many testers, to avoid many cooks in one kitchen, as well as to contain possible spoilers. If I accept you, you will be PM'd a link to the newest beta whenever they are released, as well as a save file editing program, and instructions.
As you will be able to modify your save file and experience a lot of content in a short time, I ask that if you would want to experience the game free from beta duties, that you not sign up. Other than that, go for it!

- Beta Information
As for what beta testers will be testing, I say just playtesting. If you see a possible bug, try to replicate it, and report it. If it is unreplicatable, report it anyways but make sure you specify that it's unreplicatable. Worlds 1 and 2 have been thoroughly tested. World 3 has been tested a bit, and World 4 hasn't been tested at all.

- Known Issues
*World 3 seems short, I think.
*Not really an issue but I have to implement DJ Omnimaga's battle background code.

123
TI Z80 / Re: Sorcery of Uvutu
« on: December 16, 2015, 07:09:11 pm »
Looking great as always! Is the story going to be portrayed through NPC dialogue or though narration?
Through NPC dialogue. Usually the towns will provide this info, but every now and again there's some useful NPC in the town. You always have to check there to make sure you're not missing important attack upgrades or anything ;)

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TI Z80 / Re: Sorcery of Uvutu
« on: December 14, 2015, 06:14:31 pm »
I've completed work on the second and third worlds, here are their towns (not spoiling anything else):


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TI Z80 / Re: Sorcery of Uvutu
« on: December 05, 2015, 10:50:07 pm »
I've hit another size issue. I just can't have the scope of the game I want. I either have way fewer maps per world or just release it now how it is. I've completed two worlds and their bosses so far. I'll give you the choice. Just know that the quality will be lower and the game will feel more rushed if I have fewer maps, but if I release it as it is now it'll feel as if it was just cut off suddenly. I'm sorry to have to do this but it's the only way. I've even put a ton of the code into a subprogram. I just can't do it all. I'm also thinking about handing it over to someone else, so if you would like to take the reins of this project, just PM me.

EDIT: I have a solution. Basically, I'll have just a 250 byte program loaded into RAM to handle map data, so there are no issues. If you want the long description of how this works, just ask. But this gives me a total of about 20k bytes worth of tilemap data to use now.

126
TI Z80 / Re: Sorcery of Uvutu
« on: December 02, 2015, 04:45:21 pm »
I uploaded 0.3b with not too many changes. No screenshot this time since none of the changes require one.

*Fixed minor lag in battle background gradient drawing as per @DJ Omnimaga  's request
*Changed method of storage for map data from program (inside the main program) to a separate Appvar. This will allow me to keep the game to one program and allow me to make almost too many maps.

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TI Z80 / Re: Sorcery of Uvutu
« on: November 30, 2015, 08:49:41 pm »
Beta version 0.2b is out now! I've updated the original post to contain the download. Here are a list of changes from version 0.1b:
*Minor color changes of grass textures for overworld and battle background/sky
*Speed and size optimizations
*Removed small glitch that made options menu appear a split second before battle ending text displayed
*Added progress bar to the blue "Saving" screen
*Added functionality to armor. Now a usable item that ups HP based on the power of the armor
*Changed Doors CSE icon to more closely resemble the new character sprite made by LD Studios
*Small functionality tweaks

Here's a screenshot:

128
TI Z80 / Re: Sorcery of Uvutu
« on: November 17, 2015, 05:24:41 pm »
Looks nice! I'll have to try to find some time to check it out. Also, I really like the new character sprite, it looks great!
Thanks! If you like the new character sprite, be sure to let LDStudios know. He designed it himself, and gave it to me. I like it as well!

129
Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 17, 2015, 05:20:58 pm »
Just a few things that I've noticed in the most recent revision, revision 220+ (as noted in the Y= information):
*It seems that running the app, then quitting with ON (which is as far as I can tell the only way to exit the app) leaves about 6000 bytes taken away from RAM, as seen here:

This means that if you run the game once, to run it again you must clear RAM. There are no items in the "Memory Management: 1. All" menu.

*Just a really small nitpicky thing, but you forgot a space in between "bytes" and "are". Also, there seem to be 3 spaces between "to" and "run". So it seems to be formatted to display correctly for monochrome screens. Like I said, a really small nitpicky thing that you probably already know about.


Aside from all those things, it looks pretty solidly built! I have yet to go through and do more grindy testing, but that's what I noticed when I was first trying it out.

130
TI Z80 / Re: Sorcery of Uvutu
« on: November 15, 2015, 05:04:18 pm »
Bump: Here comes that beta demo version! Attached in the OP. It only has one world, however. Let me know if I've messed anything up.

(The name STEVYP is in honor of my school's marching band coming to an end. My nickname was Stevie P)

131
TI Z80 / Re: Sorcery of Uvutu
« on: November 15, 2015, 02:21:47 pm »
But you dont know asm  ??? , right?
What i would do is store the program as an appvar. The launcher would work like this:
1) Archive the appvar (just in case the user unarchived it)
2) Copy the data from archived appvar into a ram prgm (no archive required)
3) run the program

Edit: you say the data does not fit in ram? That might be a problem as you need to fit the whole thing uncompressed to actually run it. I think i misunderstood you :P
You can do stuff like copying code into seperate programs with Celtic II CSE. And yes, not all of the program at 20000 bytes can fit into RAM. But currently it's about 18000 bytes, so it works for now.

132
TI Z80 / Re: Sorcery of Uvutu
« on: November 15, 2015, 02:10:50 pm »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
I do :P

What you could do is have **someone** make you a launcher that will uncompress your main program. (that will be compressed via another tool)

But that will slow down development for you <_<
I could do that myself. It only has to copy some code into a temporary program, delete the code from the main one, then at the end bring that code back to the main program and delete the temporary program.

133
TI Z80 / Re: Sorcery of Uvutu
« on: November 15, 2015, 12:18:01 pm »
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".

134
TI Z80 / Re: Sorcery of Uvutu
« on: November 15, 2015, 10:56:02 am »
Unfortunately I've hit a rut. The program size is too large, so when it tries to load a map, I get an ERR; MEM. I thought that DCSE ran the program directly from ROM, but I guess it copies it to RAM. All of the features and one world are currently in place.
So, I've had to cut the ability to access your items within the battle menu. I couldn't even launch the game to test it, for one. And it was a pretty unnecessary feature that removing adds unintended depth. You'll always have to think about your HP, now.
Unfortunately, I will most likely have to cut other small features like that if I want to fit in the content that I want. As of right now, the program is 18705 bytes, including the arbitrary header bytes. It's that large, and I only have one world fully completed. And speaking of completing one full world, I will be releasing a demo version! Only the first world will be available.

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Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 13, 2015, 04:54:29 pm »
Are you guys going to need testers for the CSE version?

Insofar, the CSE port is just the base game with a compatibility layer tacked on. Escheron won't be properly ported to the CSE will full color support because that would necessitate a complete rewrite.

Whether or not @Geekboy1011 will want to submit a test release is entirely up to him.
That's understandable. Thanks for the quick response, and I look forward to the game's release :)

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