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Messages - 123outerme

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Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: Yesterday at 10:32:56 pm »
I decided I wanted Sorcery PC to be a little less old-school and a straight port of the CSE version, so I added a lot more visual flare! The opening text fades in from black, the character sprite moves around per-pixel (although still in tile-sized chunks), attacking animations now highlight who's attacking with more style, and more! I updated the OP to include the download links, which I'm now hosting off GitHub instead of Dropbox. Here's the screenshot:

I show the same things off as before, but with a lot more visual style, emphasizing the work I did to make everything pop and feel more lively on a more powerful machine! I figured since I had the space and speed for complicated animations and movement, I figured I might as well put it to good use. I can fine-tune the look of all my animations, so give me some feedback on what you (dis)like!

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 18, 2017, 03:29:24 pm »
Thanks to my testers, I've confirmed that SoU can successfully build and run on Windows 10, Windows 7, and Linux (Ubuntu at least). Let me know if your version works or doesn't work. So far, I know that when I was testing it on my Linux VM, I got a segfault after creating a new game, after passing the intro text. I've figured out it was something about drawing tiles, but it looked to be a fault of the SDL library on Linux, not of my own fault. Let me know if you can help me with debugging and getting around this issue. If you want to see the full synopsis of this problem, you can find it as a question I asked on StackOverflow here. Otherwise, the game should totally work. However, I've limited your progression to just the first world; all 8 worlds will come with the official v1.0 release!

Download (build it yourself):
Download (prebuilt):

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 16, 2017, 06:00:43 pm »
And strangely, I find myself nearing the end of development for this game sooner than I anticipated. I've added many things that so far it has lacked, including all NPC text, boss quips before your battle, move upgrading, and more. With the completion of the code that makes your teleport Stone, an essential item for game progress, function correctly, it appears it can be played fully, just like the CSE original. However, I could test every single possible interaction to confirm this, or I could do it the more fun way, both for you and for I, and release it into public beta!
Public beta will come soon; just as soon as I confirm that the game builds and runs perfectly fine on machines other than my own. If you'd like to do that (and I'll put a :P right here when I've found my person -> :P), please PM me or highlight me on IRC. All you need, as far as I know, is my distributed package, and a computer. I have custom build scripts for both Windows and Linux (and Mac too, pretty sure the Linux script will work on Mac).

And now, for a screenshot! However, this is different than a normal screenshot, because it's a video, not a gif! Every tool I've used to convert mp4s to gifs either reduce the quality pretty bad, or lower the framerate to ~10 FPS. I decided that neither were acceptable to showing off a soon-to-be-finished product, so I just uploaded the mp4 straight to Youtube!

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 12, 2017, 06:10:56 pm »
Inception-like idea:
Maybe we could port the pc port to the nspire? :D
Spoiler For Spoiler:
And then port that port of a port somewhere else.
I like the idea! My original plan was to port the CSE original to the Nspire, but as I focused more and more on the monochrome version, it fell through. I really like that idea, though! If in any way you can point me in the right direction (other than the Nspire C stuff, I already know about that) or help, that'd be awesome!

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 11, 2017, 10:37:34 pm »
Update: No screenshot update yet, as most things left don't impact anything visual. I have, however, reworked some code to allow the move upgrader to finally work, and have also finally allowed custom keymapping! The keymapping will be saved in the savefile, but if anyone thinks I should make a config file I'll definitely do that and add some nice other options as well! The default is the layout I've been using, WASD, Space to act as 2nd (aka an Interact button), and Esc to act as Mode (aka the Menu button). However, once I'm done, you'll be able to go to a config menu to change the keymapping to anything you like! Have fun with different keymappings and tune your layout to your desires! Or, at least you better, or I'm gonna ask for some money in exchange for the couple of hours I pondered and worked on it ;)

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 05, 2017, 09:56:48 pm »
I'm going back to school tomorrow, so I figured I'd do more work on this project, seeing as I'll probably be working less on Sorcery PC. I figured I'd knock out some features that were looming over my head for quite a while. I got (almost) full item functionality programmed in! Seeing as I'll be more busy, I figured I would make another screenshot to show off these things before I either forgot about what changed or lost steam entirely. All that's left to do now is a few tweaks, adding in the teleport stone drops and functionality, and then NPC and boss text!

Yes, I know the dialog box that pops up here doesn't specify the item. That will be fixed whenever I get around to it, but it's getting later and later and I don't want to oversleep on the first day.

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: September 05, 2017, 01:27:29 pm »
Yet again, I haven't worked on configurable key bindings, or world-sized maps. However, I've added chest and boss display (only chest shown off here). As well, bosses properly trigger battles.

I also show off the innkeeper, who actually does heal, and another battle.

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: August 25, 2017, 06:48:13 pm »
No updates on custom keymapping, which is still in the conceptual phase, or being able to run my game without Code::Blocks, which is still in the I-don't-even-know-where-to-begin phase but I do have battles to show off ;)

Here, I also show off NPCs in houses (which I added last update, but forgot to show off), my new take on the name entry screen, and more! I'm really excited to almost be entirely done with the whole engine! Except you can't use upgrade points yet, fight bosses, or acquire items yet, but that'll be easy to do.

Aside from all the gameplay work, I was thinking about maybe redoing all of the "story" in Sorcery (across all platforms) to something that actually fits the title. As I was thinking, I realized that the title had not a whole lot to do with the game. Sure, you can be a sorcerer if you use magic attacks, but it's not something that's forced. Sure, you can say that the World 8 Boss kinda uses a magic attack (if he uses the attack I remember thinking about giving him), but there's nothing about Sorcery in Sorcery of Uvutu. I wanted to get a little feedback from the community, since this would be a really great opportunity to solidify the narrative and stop joking to myself "Sorcery has a plot?" So, in essence, I wanted to know who thinks I should rewrite/redo/actually write the story, since it's been on my mind.

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: August 23, 2017, 08:30:44 pm »
I've done a lot more work and it's looking really good so far, if I do say so myself. It's taken me quite a while, but I have a lot of the engine code already done! Just random battles need to be implemented, and the game engine will be done, pretty much. Here's a new screenshot:

I finally show you guys the collision I did. I also showed off the custom text input routine, basic items menu, and a little more. I also implemented NPCs in houses this build, but totally forgot to show it off.

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: August 23, 2017, 02:38:31 pm »
I've done a lot more work on Sorcery PC, including doing the overworld menu and Stats sub-menu, so here that is:

(go here for all screenshots)
I also show off loading a save file, and the new font I'm using to avoid legal issues with TI. This font is a very slightly modified version of one found here. It's a very retro font, and the closest one I could find to the TI-84+'s font without doing too much research.

I would be lieing if i said we have gotten distracted by other projects over the last few months. And motivation to return to this, At least onmy end is rather low. That being said. We left off re-implementing the battle system.

That's ok, it happens to the best of us (everyone knows I got majorly sidetracked porting Sorcery Monochrome). If as a tester, you need my help, I'd be absolutely ready to test.

Computer Projects and Ideas / Re: Sorcery of Uvutu PC Port
« on: August 18, 2017, 06:57:58 pm »
That's awesome, good luck on this, and thanks for crossposting! :D
Thanks! I'm pretty confident I can complete this project now, since all the maps are already made!

It's been pretty long since the last update, but I just wanted to post my support; I looked through the source a little bit and it looks like progress is going good! I understand how much of a pain it is to rewrite a game engine, and then I understand I have to multiply that pain by 20 since you're dealing with ASM. If you have any progress to show, I'd love to see!

Computer Projects and Ideas / Sorcery of Uvutu PC Port
« on: August 18, 2017, 06:08:21 pm »
I'm learning C; primarily for computer usage, although I would love to figure out CE development. I figured that a good way to progress my skills, as always with hobbyist programmers, is to make a game. However, I love Sorcery's sprites too much (especially @LDStudios ' great main character sprite that I have yet to give a name), so I can't just make a new game in a new genre. I have to stick to my roots and create a port! I plan to make this version another fully-fledged port of the CSE original.

It's built in C using SDL. SDL can also combine with OpenGL for all of you OpenGL beasts, although I'm not gonna be using that for this project. Here's the Github repo if you want it. Here's the list of stuff I have to get done for me to call the engine complete, and then the stuff for me to call the game complete:
Spoiler For Engine Checklist - DONE!:
* Turn rendering from individual PNGs to spritesheet rendering
* Reading from a different line for a different map
* Collision detection
* Make user movement locked during text box stuff
* Menu screen
* Help menu
* Save file
* Random battles
* Map transitions
Spoiler For Game Checklist - DONE!:
* Make all maps
* Add all enemies
* Add all attacks
* Add all boss quips and NPC text
* Add menus
* Add item pickups
* Add overworld HUD
Spoiler For Video:
[ Invalid YouTube link ]
(Youtube link:
(go here for all screenshots)
In this new screenshot, I show off the general flow of the game, the intro text, etc., and provide a full-res, full-speed glimpse into Sorcery!

I've released SoU v1.0.9 RC now. You can download it below this text. If you wish to build it, download and run a_makeWindows.bat in the build subfolder. Linux currently compiles as well, but you'll have to run the commands by following the instructions in a_makeLinux.txt, which I explain why in there. Note that the Linux version (at least for me on my Linux VM) currently doesn't work; specifically, it segfaults trying to draw the map. If you can get it to run without crashing, let me know. If you are on Windows and you want to download the .exe without having to build it (especially if you don't have GCC), then download It'll have all the tools you need to run a pre-built version of Sorcery.

Download Sorcery of Uvutu PC v1.1.0rc here:

TI Z80 / Re: [TI-84+ Series] Sorcery of Uvutu
« on: July 02, 2017, 10:30:21 pm »
Awesome! Just downloaded it. I'll try it out tomorrow! :) Congrats on the release!
Thanks so much! I'm really excited to not have to work on maps anymore ;) it was a big weight. Enjoy!

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