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Messages - DJ Omnimaga

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31
TI Z80 / Re: Elimination RPG: Early Release Build!!
« on: November 25, 2021, 07:49:10 am »
I cannot send the 8xk file to my 84+. I get an error saying the application file is broken and to redownload it again, and if it doesn't work, to contact TI for help. D:

32
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 24, 2021, 07:21:42 pm »
I didn't get to try this yet, but the next time I get on my 84+ this is the first game I load in. :)

33
TI Z80 / Re: Mimas - an on-calculator assembly IDE
« on: November 20, 2021, 07:42:29 am »
This is because the updated version of the most used ASM guide is not on ticalc.org, but rather a different URL now. Unfortunately, https://tutorials.eeems.ca/ASMin28Days/lesson/toc.html shows a Cloudflare error and I forgot the other link. I am surprised people even get TASM to run considering I never got it to run on any 64-bit system.

34
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 18, 2021, 01:40:57 pm »
I love those graphics. :) By the way, is the fade-in/out effect generated with grayscale or do you change the contrast? On some calculators the screen darkness is different than other hardware revisions or models, so the best thing would be to make sure the fade-out effect starts at the current screen contrast value and that fade-in returns to that value, rather than returning to a fixed value set by the game. One of my old calc RPGs is unplayable on a TI-84+ from 2011 because the screen is too dark to see anything.

35
I went with some frenchcore this time around:


I also released a Christmas music cover of Jingle Bells two weeks ago:

36
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 07, 2021, 06:45:19 am »
I like the idea actually. It should give you much more freedom when designing monsters. :)

37
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: November 01, 2021, 02:42:46 pm »
Damn, you got a lot of work done already and the scrolling looks very smooth. I also like the battle layout. :)

38
TI Z80 / Re: Elimination: An RPG inspired by Earthbound / Pokemon
« on: October 24, 2021, 07:16:36 am »
Heya, nice to see you around again! I think I recall seeing a game Elimination from you before* but I do not remember if it was a similar project. This looks pretty cool, by the way :)


*EDIT: Oh right, it was the Gemini 3D hack.

39
News / Re: Bringing the community together!
« on: October 23, 2021, 12:30:06 pm »
Oh well, there's always the Darkblasters OnlyFans.

40
Here is an EP featuring multiple versions of my 2017 song Clouded Future, which was used during Superstar Hero game introduction. The UK hardcore remix was released in 2020, while the house, eurodance and extended electronic power metal remixes were released in September 2021.



https://djomnimaga.bandcamp.com/album/ep-unclouded-future

It will be released on Spotify, Amazon, Apple Music, Deezer and some other music stores in the next few weeks.

41
Thanks! And yeah I wanted a logo that could work on light color backgrounds easier without having to use a shadow. But yeah you're right, most of my backgrounds end up dark lol.

Also the logo changed again, with the white part being thicker. This should be the final version now:




I also worked on my 15th album:
https://djomnimaga.bandcamp.com/album/15th-album-in-the-works

42
Other Calculators / Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« on: September 22, 2021, 06:06:16 pm »
If I did a color port, I'd have two options, which is grosged's sprite and text lib, which would probably not be too slow given the extra CE CPU speed. I could also use ICE, but it tends to break after a while when new C libs come out and I haven't used it in a long while. If I use grosged's libs, the game won't be in one file, but two other games I made use the same libs so if people have them installed then it's not too bad.

But yeah the layered text sprites trick doesn't work on the color models, sadly.

43
Other Calculators / Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« on: September 15, 2021, 08:07:24 pm »
20 years minus 7 days ago, I released my first ever TI-83 Plus RPG, Illusiat. Today, after over 16 years without releasing an original RPG for calculators, I am finally releasing a new one: Darkblasters!





Inspired by Lufia, Quest 64, Dragon Quest, Illusiat and Mana Force series, Darkblasters is a role-playing game meant to showcase pure TI-BASIC graphical capabilities while trying to keep speed as fast as possible. It features over 390 rooms to explore, NPC's, some items and magic spells, many monsters and sprite-based graphics. No ASM/Axe/Grammer lib were used, in order to ensure full compatibility with 15 MHz z80 calculator models that lacks official ASM support.

Quote
A long time ago, mankind became nearly extinct after the entire world population did the Tide Pod
eating challenge simultaneously. From the dead rose a new illness that transformed animals into
monsters and many humnan survivors into Darkblasters, evil mages that look like knights.

Today, the Darkblasters stole the three crystals protecting the Kingdom of Walritia. You must defeat
the mages before they take over the world.

Here are the download links:
https://www.ticalc.org/archives/files/fileinfo/476/47684.html
https://tiplanet.org/forum/archives_voir.php?id=2790407
https://www.cemetech.net/downloads/files/2178

44
Other Calculators / Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« on: September 13, 2021, 08:14:04 pm »
Thanks! Here's a boss fight:



Note that the stats are placeholders and I still need to fix the damn wall magic spell. It kept stopping working entirely for no reason over and over again so I gave up and altered it, but the battle system I am using makes it near impossible to keep it under control and from glitching out.

45
Other Calculators / Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« on: September 11, 2021, 12:10:48 pm »
Thanks! An UPDATE!
-There are now two actual monsters
-You start with 500 HP instead of 300
-All battle commands and enemy moves are implemented, except one boss attack pattern.
-You can now activate switches to open new paths
-NPC's are implemented, including those who give items.
-You can grab items from the ground.
-Some random optimizations to save space or increase speed, because the game is over 11 KB now.

I made a Youtube video:

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