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Messages - Geekboy1011

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46
Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 09, 2015, 04:40:00 pm »
Will pull to alpha and distribute before evening end.

47
Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 07, 2015, 10:40:38 pm »
Most of this I think could be on the bitbucket. Would allow us to track it a little nicer :P if you have the time. That aside Can you clarify on point 4 please, Zera would like to know which towns so it can be updated.

As for most of the other things Iambian will look into some of them and see what can be done. Ill explain in more detail in a bit. If he does not get to it first.

48
Technology and Development / Re: Serial Link, TI Z80
« on: November 07, 2015, 09:10:10 am »
That would most definetily not work due to how the Silverlink works @Minty !. That being said. Link cables are cheap enough on ebay. If you shop around something to the tune of less then $2usd a piece.

As for @Xeda112358 How did your link shenanigans go? I will honestly suggest looking into CalcNet2.2 by KermM It fits most of your criteria ;P and from personal experience is pretty robust and fast. I do realize that would have been outside of the scope of you making your own to learn though~

49
Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 06, 2015, 10:05:48 pm »
Alpha branch updated. Zip was updated to reflect the new alpha.

@calcdude84se
@Chirlian
@merthsoft
@pimathbrainiac

50
Escheron: Twilight over Ragnoth / Re: E:ToR ~ Alpha Test thread
« on: November 01, 2015, 07:06:11 pm »
The alpha testers have been decided!

They are
@calcdude84se
@Chirlian
@merthsoft
@pimathbrainiac
@Escheron
They have been sent the alpha, Thank you all for your applications. Now lets get bug hunting! Hopefully this thread will get active now :P

51
The Axe Parser Project / Re: Features Wishlist
« on: October 30, 2015, 05:58:06 pm »
Do you think it would be possible to add keyhook functionality when compiled as an app?
getkeyH(key,key state) adding a state feature would let the app test for state like 2nd + mem.
It would be a really cool feature (assuming you aren't worried about people creating a bunch of memory protectors)

I've abstained from providing hook functionality for a few reasons. But the main reason is that hooks are simply too low level and too closely tied to the OS.

To operate meaningfully, most hooks need OS RAM and call equates, and there are far too many of these to add as built-ins to Axe. In a similar vein, there are many useful hooks. If one was added, then it would only feel right to add the others, and this would also clog up built-ins. And if only some things existed as built-ins to avoid clogging them up, then you'd probably end up turning to assembly to fill some gaps. In which case, you could reasonably just use assembly for all of it. And you can already implement hooks with a minimal amount of assembly that run Axe code for their main functionality.

Just to add a note to this. From my limited experiane with axe this is really what axioms accelerate at. Adding functionality that is out of scope for axe but would be really nice to have. Sadly yes you need to know asm for it, But it serves the purpose of setting/managing hooks far better then an internal setup.

52


Lol bugs. Character I was talking do did not have all of the facings so it loaded a dead person >.>

53
Site Feedback and Questions / Re: Username change
« on: October 27, 2015, 10:06:37 am »
Please PM me with why and i can change it given a good reason (eg what trademark claim). We usually do not do forum username changes and you have few enough posts that that reason does not seem very valid.

54
News / Escheron: Twilight over Ragnoth Hits Alpha
« on: October 25, 2015, 01:21:46 pm »
An epic RPG by Iambian, Zera, and Geekboy1011 has finally hit alpha!


Iambian has been working on and off of the Escheron series for 6+ years now. With many changes and restarts and changes of the engine its core design and base story. Attempted versions have ranged from a full featured grayscale version all the way to what they have now. A full featured black and white version, and yes while that may seem like a step backwards. Zera worked his artistic ability to give you something descriptively ornate anyway with a touch of old style charm.

They are currently looking for alpha testers to help find and hunt down any remaining bugs in the system that they have implemented. The alpha currently features a fully populated and interconnected overworld. Containing 99% of the NPC's, 99% of the chests and an almost feature complete set of maps. It supplies multiple ways of travel, land, sea and air. The ability to swap leaders and have guest NPCs in your party. It also shows off a randomly generated 8 level deep dungeon and some bed bugs?!? Sadly the only major feature missing at this point is a title screen.... Oh wait I meant the battle engine. Well it does not have a title screen either :P .

If you are interested in testing head over to the thread and put in an application and show some support!

56
Escheron: Twilight over Ragnoth / E:ToR ~ Alpha Test thread
« on: October 23, 2015, 10:09:49 pm »
Welcome to the alpha testing thread for Escheron: Twilight over Ragnoth.


This is a closed alpha. What does that mean for you all? It means you need to be granted access to participate. Sadly there are also a limited number of slots due to a request by Zera to keep story exposure to a minimum. No reason to spoil the story to the whole community before the game is out

To be granted access to participate in this beta you must send me a private message detailing why you are good candidate for the alpha, and how much time you are willing to dedicate to the project. What we are asking for is below in the read me included in this post.

Quote

/---------Escheron: Twilight Over Ragnoth ~ Alpha--------------
|
|                  Rodger "Iambian" Weisman
|                 Tim 'Geekboy1011' Keller
|                           Zera
|
/----------- All these dots must fit on one line. -------------
|
|..............................................................
|
/---------------------------Preface----------------------------
|
|  This is the initial, and first official, semi public release
|     Of E:ToR. Welcome to the world of Escheron!
|
/---------------------------Scope------------------------------
|
|  In this alpha test we are looking for you to run around and
|     try to break all of the things. No seriously I mean it
|     We want to know all of the bugs you can find. So we can
|     fix them and make this a better game for everyone.
|
|
|  On top of all of that we want your opinion, yes you have
|     one. We want you to let us know what you think of the
|     maps, user interface, Dialog display issues and well
|     anything.
|
/----------------Known Issues And Incomplete areas-------------
|
|   I: Why is there no fancy title screen, Those are the best.
|   S: Because that is a project killer! Would not just want
|          "Another Fancy Title Screen Demo v9001" again do
|          we?
|
|   I: Fey Wood is not a puzzle yet.
|   S: We know it will be implemented in beta
|
|   I: While using NoClip X.....
|   S: Yeah anything abnormal in noclip mode will be ignored
|          Or marked as wontfix. Seriously its for debug use
|
|   I: Why is it not smooth scrolling?
|   S: Pepperidge Farms rememebers we tried that once.....
|
|   I: Using DevBlock while on the (air)ship makes me fly/sail
|          indoors.
|   S: Yeah we know. Its fun right? Call it a feature.
|          (Its a debug item people....)
|
|   I: I can't take items/delete spells on the Guest NPC's
|   S: We know, it's coded that way to save you from deleting
|          important items as we do not track their inventory
|
/------------------------Controls------------------------------
|
|  2nd = Comfirm
|  Mode = Back
|  D-Pad = move
|
/----------------------Debug Controls--------------------------
|
|  Y= Debug info, Toggle Noclip mode
|  Del = Generate and spawn in a random Underdeep map

/-----------------------Debug Items----------------------------
|
|  Devblock = Use it to return to the debug map from anywhere
|
/---------------------Additional Notes-------------------------
|
|  The battle engine is not completed. Instead you get a popup
|     saying what you would have encountered. You can figure
|     out what you encountered in Src/Data/EnemyFormations.z80

|  We want to know what you think of the flow of maps. Do they
|     feel appropriatly sized and spaced, Not confusing etc.
|
|  The underdeep is 8 floors deep. Using Del will reset you to
|     floor 1
|

/--------------------Thank you for testing!--------------------
|
|Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee
|      Rrrrrraaaaaawwwwwwwwwwwwwwwwwrrrrrrrrrrrrrr!~~~~~~
|

Those of you accepted into the alpha will be granted access to "supported" Alpha dev builds. After the alpha period is over we will gladly send you a new build to continue testing as we add new feature and what not. All you need to do is ask. Hopefully that is some good incentive for you all to apply!

Seriously everyone if you have the time apply. We are not looking for any specific skill set in this. We are just looking for some people with the time and inclination to scour the game for bad/messed up content, because quite frankly we have been staring at this for way to long and have a long time to go. So some fresh eyes are really welcome!
 

I will add a list of accepted alpha testers upon me making that decision. Currently I have received 3 request for participation.

57
They are pseudo randomly generated. There are 9 quadrants of which have 3 versions of each section. It then randomly assembles them on calculator following a set of rules to ensure that the dungeon is feasible.


So its half and half :P

58
So lets have a minor(major) content update. Iambian has been working on the underdeep, an optional dungeon in E:ToR that is required to get some of the better equipment and loot in the game.

It is a psuedo-randomly generated dungeon each floor is randomly generated based off of a deterministic algorithm to ensure that all of our map requirements are met.

We were uncertain if the maps were being generated randomly enough. To verify this I wrote a small python script to extract some of the randomly generated maps. I exported 20 maps for you all to see :P




More of them are in this album.
http://imgur.com/a/7Tgwj

The player is randomly placed on these floors. They have a moderate encounter rate, All of which will be with the strongest enemy formations in the game. The dungeon has 8 floors with a dungeon boss as the end. Each map will have an emergency exit and stairs to the next level. Dispersed randomly will also be treasure chests and pots.


For those of you interested in the python script. It is view-able here.

It reads out the raw tileset data and tilemap data from a wabbitemu instance then using the com object wabbitemu exposes. Then use Pillow mangle it into a PNG for your pleasure :p

59
A demo will be out When it is ready. Iambian and Zera are working really hard at getting all the things worked out so a closed alpha can be released. More on this when it happens. That aside internally we are currently working on getting most of the shops and stuff implemented as well as npc placement and such. And getting all of that tested and tuned.

60
TI Calculators / Re: ti 85 + PC
« on: September 26, 2015, 11:28:07 pm »
it dosent run on my PC.


Why does it not run? Like what is the issue. Alternativly try the latest beta.

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