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Messages - Hot_Dog

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1
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: July 02, 2022, 07:16:08 am »
Here's an update.  I decided to give Jamie's computer an overhaul to make it easier to determine an enemy's strengths and weaknesses.  Red means the enemy is immune to the weapon.  Beige means your weapon will work against the enemy, doing a normal amount of damage.  Blue means the enemy is weak and vulnerable to the weapon, so your weapon will do double damage.

 

In this update, the computer must be purchased at a shop.  This is to prevent beginners from either misusing or abusing the computer in earlier levels.




2
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: June 29, 2022, 03:23:18 pm »
Version 1.2 is now ready!

Major changes
------------------------
* Visual attacks for any weapons you or the enemy use
* Jamie now has a scan computer

Minor changes
---------------------
* Dialogue changes
* Bug fixes
* Regain health after collecting minerals

3
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: June 15, 2022, 09:19:53 am »
This is a courtesy download for a request / favor I'm posting on Cemetech.  You're welcome to try this "Version 1.2", but at your own risk!

4
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: May 13, 2022, 07:18:39 am »
While the game is absolutely playable "as is," with lots of positive feedback, there are a few things I'm still planning on doing with this project during my free time:

* A video walkthrough
* Adding weapons effects, something I was going to do originally but ran out of time to do
* Dialogue editing.  Some parts of the game's dialogue is unclear / inconsistent, other parts are dumb or sappy and can either be rewritten or removed
* Some more polish
* Some more graphical fixes

I had given some thought to either making a bigger research library in Level 7 or making some kind of Easter-Egg with a secret boss or something.  However, I have no ideas for these yet.  Another concern is, even though I'm sure no one uses a regular Ti-83+ anymore, I want the game to be small enough to run on a regular Ti-83+.

Some previews of the effects. 

   

5
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: April 08, 2022, 01:36:36 pm »
This is a "courtesy" attachment of the newest CE version of the game, which fixes a bug in the final cutscene.  I'm uploading it here because Cemetech is still approving the file.

6
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: March 29, 2022, 01:30:47 am »
The game is now officially complete! Hopefully without any bugs, since I did several playthroughs.  Enjoy!

83+ / 84+: http://ceme.tech/DL2236
84+ CE: http://ceme.tech/DL2237




7
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: March 20, 2022, 06:06:14 am »
After losing 2 weeks of progress, here's level 9 (out of 11).  Not completely debugged, but at least in colour.

Sorry about the small spoiler in solving the puzzle, but I figure it's a pretty easy puzzle, and later puzzles in the level aren't necessarily straight-forward.


8
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: February 13, 2022, 11:22:16 am »
More eye candy (In particular, the planets in the "viewscreen" are now in colour)


9
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: February 10, 2022, 12:14:35 am »
*Phew!*  Porting this has been harder than I thought it would be, but the most essential and difficult parts to port are done -- at least I hope so.



Just like in the B&W version, polish (such as getting rid of that weapon description out of battle) will come later.  Also, that temporary black-and-white square to select the enemy will be replaced with an arrow.

When I originally planned to make this game only for the 84+SE, I was fine keeping attack animations as basic as Dragon Warrior and Earthbound Zero / Earthbound Beginnings.  But in switching to the CE, I cannot, in good conscious   ;D ;D  do that anymore.  I'll be adding basic attack effects and coding them in such a way that they'll be easy to port from the CE to the SE.

10
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: February 02, 2022, 01:40:39 am »


The "fight background" (the image behind the enemy you're currently facing) was / is a super easy feature to implement, so I'll add it to the 83+/84+ SE version too.

Admittingly, there's too much brown, so I'll take some inspiration from "DOOM" and add some blue / green carpets in some areas.

11
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: January 31, 2022, 06:17:51 am »
Well, I was planning on releasing this game by this time, but I've decided it would make sense to release both this and the CE version at the same time.

Yes, I've changed my mind!  I'm porting this to the CE too.  This is because it's actually not as hard as I thought it would be.  To save time and preserve the sprite art aesthetics, I'm just using my old assets, but with colour.  What you see in the animated (but unpolished) screen shot is a 96x64 screen stretched to 3x its size.





12
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: January 10, 2022, 01:18:31 am »
The game's official release date will be January 31st!  (By "official," I mean that it will be released on ticalc.org and will no longer be considered "early-release.")

Apart from optimization and more spit-and-polish, here are some things I've changed:

* The very last level looks better now, with adjusted graphics and map layout.  Compared to my other levels, the last level looked rushed and unpolished, and it didn't look like it was at "night."
* One of your character's weapons can now damage 2 or 3 enemies at once, good for when you face groups of enemies.
* There are a couple of places in the game where your characters' health will be restored when you're about to face a "surprise" boss or a tough group of enemies.  The game will tell you that you're back to full health.

I think the last thing is to clean up the first level, since I found a few places where the transition from "metal" floors to "wooden" floors is somewhat ugly.  But I'm always finding some other things to adjust!  Come rain or shine, the game will be "officially" released on the 31st!

13
TI Z80 / Re: Elimination RPG: Early Release Build!!
« on: December 29, 2021, 02:50:34 am »
That's it!  The critical bug has been fixed, I'm happy with the changes, and I'm saying that, from my end, It's balanced enough unless other people think differently!  But it's still an early release build.


14
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: December 24, 2021, 10:11:54 pm »
What I can say is that this game is quite polished so far and you have polished it even more with this update I am sure (although I haven't gotten very far yet). :) Hopefully the bug can be fixed without too much hassle. Sometimes bugs take a while to figure out >.<

Thanks for the feedback  :)  It's encouraging to hear that the game is quite polished  :)

Thankfully, the bug is a quick fix.  It was a stack overflow bug, and the solution is quite simple.  I hope to have the "almost finished" product uploaded by next week.

15
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: December 21, 2021, 03:55:38 am »
I've given the game a third test run, and I think I'm happy with the results:

* I added three new enemies and some enemy groups to levels 8,9,10 and 11
* Megan has a decent weapon she can fire if need-be
* Weapons are much cheaper, but to offset this, it takes longer to level up.  This also solves a gripe I had of 2-hit enemies that could have been stronger.
* In spite of what the manual says, your team can no longer "gain up" on an enemy when you face groups of enemies.  This throws in a little more strategy and careful planning.
* Some enemies can now do two combined attacks.
* Better random-number routine
* Bombs can now only stun 50% of the time, but they have more attack power to compensate.
* The term "ray shield" is now "ray screen" to avoid confusion with normal shields.
* More bug fixes
* You can see how much strength your shields have, helping you to remember when you need to equip a new shield.

At some point I need to say "It's balanced enough.  It needs to get released."  But I found a rather critical bug.  I'm hoping this bug is just the result of wabbitemu going out of its mind after how many times I reloaded the app without saving leaving the game first.  In any case, I guess I need to test this game one more time, because I can't release it on TiCalc.org -- or on Cemetech for that matter -- if that bug isn't fixed.

EDIT: DJ Omnimaga, don't misunderstand me! Take your time!  The above is directed at myself -- at some point I need to say "Enough coding.  Enough new graphics.  The game's fine now."

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