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Messages - JamesV
16
« on: October 13, 2017, 03:59:49 am »
Based on some feedback I've received, I've uploaded a small update (v1.2.1). It should be available soon at the original download link above. Changes are as follows: - Fixed the "warp into wall" bug in one of the maps in the Pyramid of Snakes. - Can now press [2nd] to finish talking/reading/viewing inventory. - Fixed a bug with partial heart level when starting a game. - Wells now fully heal all your hearts, with the cost being increased to 150 Gold (up from 100 Gold). - Reduced Gold loss upon death to 1/4 (down from 1/2). - Player now revives at a nearby Well of Life after death. Additionally, I added in a little nod to the potential Banchor II
17
« on: October 07, 2017, 11:36:03 pm »
Alrighty then. I haven't played Golvellius, (master system wasn't very widespread or popular in the US) but isn't it more of a mixed game with side scrolling levels as well as overhead stuff? Bachor reminds me more of Zelda 1. It's nice to have a port to the color model regardless. I think the Golvellius port is a cool idea as well though, and I'm looking forward to it.
Yeah that's true, Golvellius had horizontal scrolling and vertically scrolling dungeons. Banchor is essentially a mix of my TI-86 attempt at Golvellius, and David Phillips' Zelda demo, and doesn't have the scrolling dungeons. Perhaps at some point in the future I'll update to Banchor to 4-bit colour, just to add some more life to it. I guess whilst I was at it, I would increase the map size to full screen as well (although the map editor would have to be redone, as it was originally written in VB6). I'll keep it in mind. Right now I want to keep working on Alien Breed though..
18
« on: October 07, 2017, 09:51:55 pm »
I've updated with the Download link Updating the graphics to colour was an option, but then the game would be so similar to Golvellius visually, that I decided against it. Just more motivation for me to keep working on Golvellius and get that finished at some point
19
« on: October 06, 2017, 02:55:55 am »
Back in 2006 I released Banchor, which was a Zelda-like grayscale RPG for the TI-86, using a modified version of an engine written by David Phillips of Assembly Coders Zenith. By the time I released it, the TI-86 was long since discontinued. I decided to do a quick port over to the TI-84+CE, with minimal changes to the original game. Even though there are probably numerous things that could be done to improve the game, I wanted to leave it mostly untouched. And it was simply a fun exercise in porting the grayscale engine, as well as giving Banchor a little more life, because all those years ago I had plans to turn it into a trilogy, with each game having different a different play style.. plans that never really went away... Zargul was secretly going to be a sequel or prequel to Banchor, using the first-person D&D style of Eye of the Beholder (thus, Zargul will become Banchor 2 if/when I get back to working on it). Anywho.. the port is complete. The TI-86 128x64 resolution is scaled up to 256*128 in the original 4-level grayscale. Here are a couple of screenshots. One final note - along with Zelda, Banchor was heavily inspired by Golvellius. Nevertheless, I'm still planning on continuing my 84+CE version of this at some stage, given that Golvellius will be in full colour, and Banchor is only in grayscale.. Download here
20
« on: September 11, 2017, 06:20:40 pm »
Wow, that looks really good! Glad to see something done with the monocrome calcs!
Yeah, I really want to keep the monochrome version of AB alive. I'm not sure I'll develop much in the way of new games for the monochrome calculators, but never say never! There are a ton of games I wanted to make over the years but never got around to
21
« on: September 11, 2017, 05:46:21 am »
The shooting sprites are now finished, and I've also improved the functionality a little to more closely match the Team 17 original. Here you can see the machine gun (still with no wall collision/explosion animation), twin laser, flame arc, plasma rifle and flamethrower all in action in colour: Whilst I was at it, I've updated the shooting sprites and functionality on the monochrome version to match as well. On the left are the old sprites from v2.1.0, and on the right are the updated sprites which are just scaled down and monochrome'd from their colour counterparts: I guess these screenshots also show what the same level/section looks like in both the colour and monochrome versions (I'm yet to do the colour spaceship tiles)
22
« on: September 06, 2017, 05:48:56 am »
Thanks! I've added a few more tiles, and the machine gun & twin laser sprites as well (but I haven't drawn the explosion animations or door opening animations as yet).
23
« on: September 03, 2017, 06:12:55 am »
After some time away from working on this, I've made some minor progress. I decided to go back to 16x16 sprites, and increase the view range to 16x12 tiles on the 84+CE. Here's an early screenshot.
24
« on: July 18, 2016, 07:05:02 am »
I've added in alternating floor/ceiling/wall tiles, so things look less static now. Also put in the blank character panels back in
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« on: July 17, 2016, 08:42:15 am »
It definitely looks much nicer on the CE
I think a little map underneath (that rotated along with you to show which direction you were facing) would look great, too.
The original Eye of the Beholder had a compass that rotates as you're walking around, to indicate what direction you're facing. I'll most likely be including the same thing. As for mapping, in the original game it was left to the player to jot their own map out on paper as they played. However, I intend to have an in-game map that populates as you explore each level
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« on: July 15, 2016, 07:43:05 am »
Here is the beginning of it working on the TI-84+CE. It definitely looks much nicer with buffering / no flickering!
27
« on: July 10, 2016, 09:26:23 pm »
It's been a while since I've touched this project, but over the weekend I had a bit of a look through things and started work on porting over what I'd done to the TI-84+CE, which is the calculator I'd eventually like to release this on. Also, whilst coding is a higher priority at this early point in development, story line elements have been brewing in my head a little bit (which was actually my motivation for opening up the project folder again). Hopefully I'll have something running on the CE later this week. My coding time is limited but I'll make the most of it
28
« on: March 15, 2016, 04:07:41 pm »
Here's a quick progress screenshot of integrating the colour engine into the game
29
« on: March 08, 2016, 10:16:06 pm »
I got a 1459, on medium, just now. Yes, I think a video would be nice.
Nice work! Was that finishing through to the end of the game? Or did you run out of lives?
30
« on: March 07, 2016, 04:09:09 pm »
My strategy used to get me 2000+ points on the TI-83 version back in the day, although I think the highest I've gotten recently during testing was around 1900 (on HARD difficulty). Perhaps I should post a play through video?
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