Omnimaga

Omnimaga => Our Projects => Reuben Quest => Topic started by: Sorunome on April 24, 2014, 04:23:16 pm

Title: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 24, 2014, 04:23:16 pm
Reuben Quest: Ev Awakening
The game is done! Grab info here:
http://www.omnimaga.org/news/reuben-quest-ev-awakening-axe
Spoiler For old:
Public Beta: Reuben Quest: Ev Awakening
The old saves are not compatible with this version!
Yes, this reached the public beta stage! File here: http://ourl.ca/21046/382942
Please test it as much as possible and report bugs!
Quote from: readme
Reuben Quest: Ev Awakening

=======Installation=======
To install this game you
must send all the appVars
and the app to your calc.
It is recommended to place
the appVars into archive.
The game requires at least
4800 bytes of free RAM to
run.

=========Gameplay=========
Arrow keys: Move
2nd: Interact
ALPHA: Items and Stats
MODE: Graphic Settings
CLEAR: Exit

=========Settings=========
The first time you run it
you will be be asked to
adjust your grayscale set-
tings as they may vary
from calc to calc. After
that you should set your
delay which also depends
on the calc running it, it
defaults to values which
should be pretty close, if
not the actual correct
delay.

=========Credits==========
Programming: Sorunome
Graphics: Art_of_camelot
Story&Maps: DJ Omnimaga

Thanks to Runer112 for
making Axe!

Thanks to everybody who
supported me throughout
the development of this
RPG!


We have a website!
www.reubenquest.net
Spoiler For old post:
Yes, it is time!
The beta is closed
Please keep in mind that this is a beta and thus not the finished version. I know that it has a few bugs, the most noticable is probably some graphic glitches on enemy displaying.
It is still lacking some animations on the battle engine too.

Be sure to send the App and all three Appvars to your calc. It is recommended to place the appvars in archive.
You must have at least 10k of free RAM when starting the app i do not check that yet.

In order to re-adjust the greyscale you must delete the appvar GS
In order to start a new game you must delete the appvar θR1SAV

I will not attach it here because reasons.
And no, currently there is no way of viewing your current EXP, Item and stuff (I hope i got the math right :P)

To interact with the environment use the 2ND key.


Be sure to check your spam folder!
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Runer112 on April 24, 2014, 06:13:11 pm
Be sure to send the App and all three Appvars to your calc. The Appvars must be in archive.

Is there some weird reason behind this? Because the GetCalc(NAME,FILE) command for reading from archived variables has also worked with variables in RAM for a while now.

In order to re-adjust the greyscale you must delete the appvar GS

Just map a key to the GTune() function. :P Alternatively, you can be a bit more bold and make your own contrast/grayscale controls, in which case I'd advise checking out the source of the GTune() function to see how to properly change contrast and grayscale delay.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 24, 2014, 06:30:48 pm
Be sure to send the App and all three Appvars to your calc. The Appvars must be in archive.

Is there some weird reason behind this? Because the GetCalc(NAME,FILE) command for reading from archived variables has also worked with variables in RAM for a while now.
Oh, ok, then that is working too :P
Quote
In order to re-adjust the greyscale you must delete the appvar GS

Just map a key to the GTune() function. :P Alternatively, you can be a bit more bold and make your own contrast/grayscale controls, in which case I'd advise checking out the source of the GTune() function to see how to properly change contrast and grayscale delay.
I know, i just haven't gotten around adding that yet :P
Also, I noticed That i have to unload Greylib before archiving to not crash the calc :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 24, 2014, 06:41:54 pm
I'M interested in a copy of course :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: willrandship on April 24, 2014, 07:10:56 pm
If you don't mind me asking, why have a closed beta?

I'll take a copy, anyway.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 24, 2014, 07:12:53 pm
Because I don't want the file attached here and having random people stumbling upon it, not reading that it is a beta and saying that it sucks.
And, i should have mentioned, this beta is for omni members :P

Also, i'd need your email then :P (pm, irc, whatever other way)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 24, 2014, 07:23:28 pm
Be sure to send the App and all three Appvars to your calc. The Appvars must be in archive.

Is there some weird reason behind this? Because the GetCalc(NAME,FILE) command for reading from archived variables has also worked with variables in RAM for a while now.
Oh, ok, then that is working too :P
Indeed but if you make copies of the data you need twice the RAM. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 24, 2014, 07:28:28 pm
But still the same amount of free RAM :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 24, 2014, 07:31:05 pm
Yup. As long as it doesn't exceed half the user RAM it should work.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 24, 2014, 07:31:46 pm
wait, if you have ALL the appvars in ram at the same time, plus the 10K, i don't think that'd work, lol
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 24, 2014, 07:32:52 pm
I mean the size of data that should be copied. Well, bleh. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 25, 2014, 01:33:42 am
I just tried it a few hours ago but fell asleep through it. I turned my calc OFF in extremis when I almost feel asleep during a battle. Keep in mind that I was really tired, though, and it's not due to the game. XD It was pretty great so far :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 25, 2014, 03:20:54 am
Didn't have the chance to try it just yet. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 05:26:35 am
Glad to hear that you'r enjoying it :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 25, 2014, 05:48:14 am
Vegeta ! What does this scouter say about it's awesomeness level ?!
It's ovER NINE THOUSAND !

:D


Bug : When you sleep, the contrast is restored to the OS setting while it should be restored to the GrayLib setting. :P
Another one : Some text says "Itns too hot in the lava mine".

Also : please return to the last save point instead of quitting when the player dies.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: ben_g on April 25, 2014, 06:40:52 am
This game worked great fot me, apart from one bug: Sometimes when you walk past the border on the screen (to get to an other area), then immediately walk over the edge again, then you sometimes get teleported to a random location. This already happened twice to me in an hour or so of playing, but in both cases, when I tried to trigger that glitch again, it worked fine, so I haven't been able to replicate the glitch.
It doesn't seem to cause memory corruption and doesn't crash your calc, and everything works perfectly after you exit the game and start it again.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 06:44:32 am
With walking there shouldn't be memory corruption of any kind as i only read from RAM there. I'll try to hunt it down, even though it would be helpful if somebody could reproduce it, lol
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TIfanx1999 on April 25, 2014, 07:51:46 am
I'm interested as well. You should already have my email, but if not poke me.

It's also worth mentioning that this works on the normal TI-83+ as well. The grayscale isn't quite as great, but it does still look quite nice. :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Phero on April 25, 2014, 11:52:51 am
This game worked great fot me, apart from one bug: Sometimes when you walk past the border on the screen (to get to an other area), then immediately walk over the edge again, then you sometimes get teleported to a random location. This already happened twice to me in an hour or so of playing, but in both cases, when I tried to trigger that glitch again, it worked fine, so I haven't been able to replicate the glitch.
It doesn't seem to cause memory corruption and doesn't crash your calc, and everything works perfectly after you exit the game and start it again.

Similar issue. Got the shovel, left that cavern, then exiting to the left from outside of the cavern transported me into a wall somewhere on the screen that would have been to the *right* of where I was rather than the screen to the left. Stuck in wall, kept walking into the wall, got in a random battle. When I came out of the battle, I was in some area that I hadn't been before.

Also, when it's says "found" the shovel, the word "found" is missing a letter.

Game looks great thus far. The main recommendation is a different background for battles when in different areas, if possible. Was a bit odd to see trees while fighting the boss that pops up in the lava area.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 11:57:49 am
Different backgrounds is planned and the engine for that also written, i just forgot to put in the sprites for this beta >.<

And thanks for the typo notice :)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 25, 2014, 12:57:39 pm
By the way, when restarting the game, does it reload from last save?


Also, an issue I noticed when walking around is that it's incredibly hard to get inside narrow areas. Reuben has to be perfectly aligned into it in order to get through. The Verdante Forest had this problem too. Do you think you could make the game detect those areas and have Reuben moves towards it when trying to go through?

Also, when trying to walk on a solid tile, the random enemy count keeps dropping anyway. In the original game, it only dropped when walking on floor tiles.

Another issue I encountered is that sometimes, all of a sudden, escaping battles will no longer work, even if you try like 10 times in a row, and one of the forest enemy sometimes does 20 damage. I am unsure if he did this much damage in the original game.

Also, for the battle transition, when the screen flashes, the last row and column of pixels are not erased. You should make the flash affect 96x64 rather than 95x63.


Another thing I noticed is that certain lowercase letters like u and n are missing pixels, so they're split into two parts. The lowercase p also looks like an uppercase P.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 01:00:01 pm
By the way, when restarting the game, does it reload from last save?
Yes
Quote

Also, an issue I noticed when walking around is that it's incredibly hard to get inside narrow areas. Reuben has to be perfectly aligned into it in order to get through. The Verdante Forest had this problem too. Do you think you could make the game detect those areas and have Reuben moves towards it when trying to go through?
That is why you can use multiple keys at the same time and "slide" accross the wall. Anyways, it might be possible if i can fit it in, currently i only have 120 bytes left :P
Quote
Also, when trying to walk on a solid tile, the random enemy count keeps dropping anyway. In the original game, it only dropped when walking on floor tiles.
Noticed that too but didn't think this was an issue.
Quote
Another issue I encountered is that sometimes, all of a sudden, escaping battles will no longer work, even if you try like 10 times in a row, and one of the forest enemy sometimes does 20 damage. I am unsure if he did this much damage in the original game.
Blame Axe's random on that :P
Quote
Also, for the battle transition, when the screen flashes, the last row and column of pixels are not erased. You should make the flash affect 96x64 rather than 95x63.
I knew i put the wrong dimensions /somewhere/ :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 25, 2014, 01:08:43 pm
Well, the issue with the random enemy count is that it can get annoying when you run into the narrow path issue mentionned just before. Until you manage to get through, you can end up having a random battle after only two or three steps. >.<

Btw will the next version have a menu and title screen? (which i assume will be a tilemap with text put on it?)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 01:10:17 pm
Well, the issue with the random enemy count is that it can get annoying when you run into the narrow path issue mentionned just before. Until you manage to get through, you can end up having a random battle after only two or three steps. >.<

Btw will the next version have a menu and title screen? (which i assume will be a tilemap with text put on it?)
Yes and Yes and good news, I just got an idea on how to re-write dynamic map stuff to free me some memory :)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Runer112 on April 25, 2014, 02:29:44 pm
I was curious, what's the distribution of the 10KB of RAM needed? That sounded like a lot to me, especially considering this had to be a BASIC game that resided in RAM itself in the past.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 25, 2014, 02:49:36 pm
Max in ram is all the sprite data, which is about 1.6k and all the map data, which is about 7.9k, so i actually only need 9.5k, lol.
I free the map data when loading the enemy sprites, which are about 6.1k
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: ben_g on April 25, 2014, 07:39:59 pm
I managed to repeately trigger the random teleporting glitch, and I made a video of it (I already had the video by noon, but I had no way to transfer it untill now).


click here if the video doesn't show (http://youtu.be/_W9oizpSTvw)

The procedure for triggering this glitch is quite simple: go to an area where you can move past the right screen border. Walk to that border, but do it carefully, and stop walking immediately after you've walked past the border and the next area loads. Then, walk back to the left immediately. You should then move out of the screen area witout loading the previous area again. If it did load the previous area again, then retry the previous steps. If it does work, then keep walking to the left or any other direction than to the right, and you will either be teleported to a random location, or the screen will show a random location but reuben isn't visible.
If you encounter this glitch, it's quite easy to recover: If you've saved recently, just exit and restart the game. That will bring you to the last save point again. If you haven't saved in a long time, then just keep pressing the arrow keys to keep warping to random areas. Sometimes, you'll appear in a one tile thick wall and are able to walk out. Do so and try to walk back to the beginning. If you ended up in an area that you haven't unlocked yet, then try to retrigger the glitch untill you end up at a location that you do have unlocked.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 26, 2014, 03:52:27 am
My guess is, because it appears so randomley, that it depends on what you have in your RAM right around the map, that if you have a ton of 0's the bug is triggered more likley and stuff.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 27, 2014, 08:09:34 am
So, I just noticed how i got the experiencing wrong in this beta, it won't be just as easy to advance to the next level in the final game ;)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Phero on April 27, 2014, 12:05:11 pm
Also, an issue I noticed when walking around is that it's incredibly hard to get inside narrow areas. Reuben has to be perfectly aligned into it in order to get through. The Verdante Forest had this problem too. Do you think you could make the game detect those areas and have Reuben moves towards it when trying to go through?

That is why you can use multiple keys at the same time and "slide" accross the wall. Anyways, it might be possible if i can fit it in, currently i only have 120 bytes left :P

I feel like when I do this, I get more random encounters. Like, perhaps it's treating the fact that I'm pressing two keys as taking two turns, making it more common? I don't know, could just be a misperception, but I would swear that this is the case.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 27, 2014, 12:10:42 pm
No, that is just a feeling then, because I increase the enemy counter per cycle where you move, that is either horizontally, vertically or both.
Also, on the bright side: I made the moving engine now that it is way more easy to enter those narrow gaps :)
And have only like 350 bytes left x.x
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 27, 2014, 01:40:15 pm
Awesome to hear. :D

However, if you run out of space, does it means Reuben is dead? O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 28, 2014, 07:47:55 am
Oh no, that means it was time for some more optimization stuff, i have like 1k-1.5k free space now :P
It also means i'll require more user RAM <_<

EDIT: Did some RAM optimization which actually also made the app like 30 bytes smaller, well, now i require 4666 bytes user RAM :P
EDIT2: And that is even though I moved like 2.5k more data into appvars :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 01:20:12 am
Btw are the menu and title screen identical to the original game? (although maybe not the title screen menu since that looked kinda ugly lol)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 30, 2014, 02:16:01 am
I suck at making title screens plus I didn't really find it so ugly thus I am afraid it is the same :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on April 30, 2014, 10:54:44 am
/me has a title screen partially made by AoC. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 01:11:15 pm
I suck at making title screens plus I didn't really find it so ugly thus I am afraid it is the same :P
Well I felt it would be best to keep the same screen anyway because it's a tilemap, so it's much smaller than an actual picture. However, if you use Horiz mode like I did for the New Game/Continue text this might not work on OS 2.53 MP and higher. However, the Reuben Quest logo was made with plenty of Line/Pxl-test for the italic effect so it might be best to make it part of the sprite sheet.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 30, 2014, 01:22:45 pm
To shift it up i copy everything from the lower half of the screen buffers to the upper half, lol
EDIT: also, for the text, i just used my font
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 04:18:47 pm
What do you mean by shifting up? ??? There was no shifting up in the original title screen ???

I see what you mean about the text, though.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 30, 2014, 04:19:19 pm
After you hit any key the whole screen shifted up for that menu to appear
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 04:39:07 pm
Oh ok, but in the original it didn't actually shift up, it's the bottom part of the title screen that got erased.

Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 30, 2014, 04:44:25 pm
It did shift some up else reuben would have been covered
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 04:46:01 pm
Actually6 now that you think about it, it does. I was sure I scrapped that, but I forgot >.<

Also in MP OSes the text at the bottom didn't appear.

Btw since the game setups contrast during calibration, will the title menu omit the contrast setup?

(http://img.ourl.ca/reuben1intro.gif)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on April 30, 2014, 04:52:54 pm
yes, it says instead Clear: Exit
Also, to be able to change settings in-game you will have to hit MODE
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 30, 2014, 05:14:14 pm
Ok thanks for the info. :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 03, 2014, 10:56:57 am
i really can't wait for this to be finished :D
it's already looking so good!
keep up the good work! :thumbsup:
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 03, 2014, 12:03:46 pm
Btw, if aeTIos was to never do magic animations (since he usually disappears every 6 month or so for a long while from the community x.x), what happens to the game if everything else is completed? Would you use placeholders (such as the Illusiat 2004 magic sprites from the title screen) or would the game be delayed until next year or so?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 03, 2014, 01:44:52 pm
i would attempt my own animations x.x
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: aeTIos on May 03, 2014, 01:49:11 pm
Btw, if aeTIos was to never do magic animations (since he usually disappears every 6 month or so for a long while from the community x.x), what happens to the game if everything else is completed? Would you use placeholders (such as the Illusiat 2004 magic sprites from the title screen) or would the game be delayed until next year or so?
Not entirely true there lol. I usually disappear for a few weeks every summer due to me going on vacation. And I will finish the animations lol :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 03, 2014, 04:21:30 pm
Indeed that's a quite inaccurate statement there DJ. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: aeTIos on May 03, 2014, 04:33:22 pm
Don't hate me now, but I lost the source game
:trollface:
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 03, 2014, 04:40:18 pm
/me lost x.x
/me curses aeTIos
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 03, 2014, 05:05:08 pm
Btw, if aeTIos was to never do magic animations (since he usually disappears every 6 month or so for a long while from the community x.x), what happens to the game if everything else is completed? Would you use placeholders (such as the Illusiat 2004 magic sprites from the title screen) or would the game be delayed until next year or so?
Not entirely true there lol. I usually disappear for a few weeks every summer due to me going on vacation. And I will finish the animations lol :P
You disappeared for a while during fall or Winter almost every year, though, to play that video game I forgot :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 03, 2014, 05:37:28 pm
Kerbal space program ? :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 04, 2014, 05:43:19 pm
Btw, not really a bug, but more of an exploit in the beta I got a while ago: If you go in a dungeon where enemies are weak enough to never hit you, all you have to do is put tape over the left arrow when walking against a wall, then you'll automatically attack when a battle occurs, so if you have good batteries, you can do like the Lete River trick in Final Fantasy VI and level up overnight while you sleep.

In the original game this was impossible, because the random battle enounter count doesn't go down when you try to walk over a wall.



EDIT: Also, I found a bug with HP restoring, when using water or cure: Sometimes, my HP loops back to 1 O.O


Also, map design bug:

(http://img.ourl.ca/wabbitemu-3.png)



Also, why does the screen flash after exiting your house or in the final area where there's no battle?


EDIT: ALso when you beat the final boss, it goes back in the game rather than showing the ending :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 05, 2014, 09:32:37 am
Btw, not really a bug, but more of an exploit in the beta I got a while ago: If you go in a dungeon where enemies are weak enough to never hit you, all you have to do is put tape over the left arrow when walking against a wall, then you'll automatically attack when a battle occurs, so if you have good batteries, you can do like the Lete River trick in Final Fantasy VI and level up overnight while you sleep.

In the original game this was impossible, because the random battle enounter count doesn't go down when you try to walk over a wall.
Eh, do i really have to fix that? :P
Quote

EDIT: Also, I found a bug with HP restoring, when using water or cure: Sometimes, my HP loops back to 1 O.O
I think ben_g already reported me this one on IRC
Quote
Also, map design bug:

(http://img.ourl.ca/wabbitemu-3.png)
Nice catch!

Quote
Also, why does the screen flash after exiting your house or in the final area where there's no battle?
Pretty sure I already fixed it
Quote

EDIT: ALso when you beat the final boss, it goes back in the game rather than showing the ending :P
If that would have worked you'd have a time machine calculator, as the code for that wasn't in the beta O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 05, 2014, 11:09:57 am
Ok thanks for the info :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 07, 2014, 10:00:47 am
Public Beta: Reuben Quest: Ev Awakening
The old saves are not compatible with this version!
Yes, this reached the public beta stage! File is attached.
Please test it as much as possible and report bugs!
Quote from: readme
Reuben Quest: Ev Awakening

=======Installation=======
To install this game you
must send all the appVars
and the app to your calc.
It is recommended to place
the appVars into archive.
The game requires at least
4800 bytes of free RAM to
run.

=========Gameplay=========
Arrow keys: Move
2nd: Interact
ALPHA: Items and Stats
MODE: Graphic Settings
CLEAR: Exit

=========Settings=========
The first time you run it
you will be be asked to
adjust your grayscale set-
tings as they may vary
from calc to calc. After
that you should set your
delay which also depends
on the calc running it, it
defaults to values which
should be pretty close, if
not the actual correct
delay.

=========Credits==========
Programming: Sorunome
Graphics: Art_of_camelot
Story&Maps: DJ Omnimaga

Thanks to Runer112 for
making Axe!

Thanks to everybody who
supported me throughout
the development of this
RPG!


We have a website!
www.reubenquest.net
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 07, 2014, 10:10:11 am
Cool. :D Gonna give it a shot sometime today. :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 07, 2014, 02:15:55 pm
FINALLY :D
i've waited a long time for this and now i'm going to play the hell out of this :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 07, 2014, 06:44:23 pm
Fun fact: This version of Reuben Quest: Ev Awakening is 35376 bytes on-calc. The original, if we include the Omnicalc app, was over 100 kilobytes large and in order to run, it required almost as much RAM as Gemini 3D.

This was because the original used Omnicalc to generate grayscale (using sprite(0,0,0,96,62,0,0 commands after almost every TI-BASIC line of code to XOR the checkerboards fast enough to generate grayscale on 15 MHz calcs). In addition to that, maps were generated using xLIB (before it became an APP), which used matrices and could only draw tiles from Pic0. Also, Flash Gordon was not very reliable for RAM management compared to real(10 in xLIB.

Had the original been written half a year later, it would probably be several dozens of KB smaller and run twice as fast. It would be nowhere as smooth nor small as this remake, though.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 07, 2014, 07:00:53 pm
Wow that's actually quite awesome ! :D
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 01:08:44 am
Here's a Youtube vid of the game in action:




So far, it's near perfect, although I noted the following issues (most are minor or just nitpicking):

-The first frame for the sword animation appears for a shorter amount of time than the other two. At some frequencies, it's so fast that we only see the 2nd and 3rd sword animation frame. On the regular 83+, the 2nd frame actually flickers (the entire sword flashes once so it's like if the frame showed up twice)

-The battle backgrounds for the 1st and 2nd dungeons are not the right ones. I don't know about the mountain nor the Ev Palace, though, because I haven't reached them yet.

-It would be nice if we could access the grayscale/delay setup menu from the title screen and battles instead of just on the map.

-The enemy death animation doesn't fill the enemy sprites completely. It's worse with larger sprites.

-There are in-game inconsistencies such as how you can exit dungeons without pressing enter, but have to press enter to get in. You should maybe make doors so that you can enter any building without pressing Enter.

-On the title screen menu, the x2 and down arrow keys go back to the title screen the same way CLEAR does. Not that this is a problem, although this was a bit strange :P

-Talking to the first guy is kinda hard because Reuben keeps moving past him. I guess I can live with it, though, since the new walking routine makes it MUCH easier to walk through narrow areas.

-The enemies never seem to attack first. In the original game, they sometimes did.

-Random encounter rate is very high. I think in the original game it was randomly set between 10 and 30 steps after every battle, but now it always seems to be 10 or 15 (multiples of 8 pixels).

-The intro scrolling animation is missing, but I don't remember if this was intentionally left out or not.

-When setting up the grayscale quality, if you go too low, the calc keys almost completely becomes unresponsive. Maybe make the grayscale settings so that if the user doesn't press any key for 1 minute then it exits the program?

-There's absolutely no indication at the start of the game stating who made the game or at least a copyright (such as 2004-2014 Omnimaga or 2004 version by DJ omnimaga/2014 Remake by Sorunome). If someone sends the game to a school friend without the readme then he won't know it's from Omnimaga. Maybe before the title screen the screen could turn black with the following text on two lines "2004-14 Omnimaga" "www.omnimaga.org".

-The readme itself misses the credits for the original sprites. Although they were converted by Art of Camelot for the most part, almost all enemy sprites were originally ripped from Final Fantasy II and III for the NES (Square-Enix). It also doesn't state that I made the original 2004 game. :P It might also be a good idea to include a link to Omni in the readme since the original game came from here (although it came from Epic Programming Studios but EPS has died long ago so...) and put a download link for the beta on reubenquest.net :P


I might have forgotten some stuff but that's what I could find so far. Most of those are mainly nitpicking, though, and minor issues, except the wrong battle backgrounds and very high encounter rate.

EDIT: Wow I didn't realize this post was this long O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 08, 2014, 02:24:21 am
I've found a bug:
when you've reached level 16, your maximum hp is 14...
this makes the game impossible to play
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 02:47:41 am
Here's a Youtube vid of the game in action:



Thank you!
Quote
So far, it's near perfect, although I noted the following issues (most are minor or just nitpicking):
hehe
Quote
-The first frame for the sword animation appears for a shorter amount of time than the other two. At some frequencies, it's so fast that we only see the 2nd and 3rd sword animation frame. On the regular 83+, the 2nd frame actually flickers (the entire sword flashes once so it's like if the frame showed up twice)
They should all be the same amount of time as the delay is the same. It consists out of 5 frames, up, up+left, left, left+down and down
Quote
-The battle backgrounds for the 1st and 2nd dungeons are not the right ones. I don't know about the mountain nor the Ev Palace, though, because I haven't reached them yet.
I pulled the ones form here: http://www.omnimaga.org/ti-z80-calculator-projects/reuben-quest-axe-remake/msg381495/#msg381495
Quote
-It would be nice if we could access the grayscale/delay setup menu from the title screen and battles instead of just on the map.
Will do from the menu, battle would be too much code IMO as probably noone will ever need it :P
Quote
-The enemy death animation doesn't fill the enemy sprites completely. It's worse with larger sprites.
If I made it fit in it would clear "Level up!" partly, thus I decided I'd put it like this
Quote
-There are in-game inconsistencies such as how you can exit dungeons without pressing enter, but have to press enter to get in. You should maybe make doors so that you can enter any building without pressing Enter.
IMO interaction by walking onto something is only very good if you walk whole tiles at a time.
Quote
-On the title screen menu, the x2 and down arrow keys go back to the title screen the same way CLEAR does. Not that this is a problem, although this was a bit strange :P
Wut......that might be an Axe bug O.O
Quote
-Talking to the first guy is kinda hard because Reuben keeps moving past him. I guess I can live with it, though, since the new walking routine makes it MUCH easier to walk through narrow areas.
Maybe I can add that it doesn't do that aligning with NPCs ;)
Quote
-The enemies never seem to attack first. In the original game, they sometimes did.
Crap, knew I forgot something :P Do you happen to know out of the top of your head what the chance for that was?
Quote
-Random encounter rate is very high. I think in the original game it was randomly set between 10 and 30 steps after every battle, but now it always seems to be 10 or 15 (multiples of 8 pixels).
I used this http://www.omnimaga.org/ti-z80-calculator-projects/reuben-quest-axe-remake/msg330930/#msg330930
Quote
-The intro scrolling animation is missing, but I don't remember if this was intentionally left out or not.
Omitted on purpose :P
Quote
-When setting up the grayscale quality, if you go too low, the calc keys almost completely becomes unresponsive. Maybe make the grayscale settings so that if the user doesn't press any key for 1 minute then it exits the program?
Grayscale tuner is by Runer, it is part of Graylib, so won't fix :P
Quote
-There's absolutely no indication at the start of the game stating who made the game or at least a copyright (such as 2004-2014 Omnimaga or 2004 version by DJ omnimaga/2014 Remake by Sorunome). If someone sends the game to a school friend without the readme then he won't know it's from Omnimaga. Maybe before the title screen the screen could turn black with the following text on two lines "2004-14 Omnimaga" "www.omnimaga.org".
I decided to move that to the end of the game as that fit in there better IMO, but I guess I'll have to look some credits through again and add some more :P
Quote
-The readme itself misses the credits for the original sprites. Although they were converted by Art of Camelot for the most part, almost all enemy sprites were originally ripped from Final Fantasy II and III for the NES (Square-Enix). It also doesn't state that I made the original 2004 game. :P It might also be a good idea to include a link to Omni in the readme since the original game came from here (although it came from Epic Programming Studios but EPS has died long ago so...) and put a download link for the beta on reubenquest.net :P
Same as above :P
Quote
I might have forgotten some stuff but that's what I could find so far. Most of those are mainly nitpicking, though, and minor issues, except the wrong battle backgrounds and very high encounter rate.
the game
Quote
EDIT: Wow I didn't realize this post was this long O.O
Hehe :P

I've found a bug:
when you've reached level 16, your maximum hp is 14...
this makes the game impossible to play
Wut, Level 15 is supposed to be max O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 08, 2014, 04:24:48 am
I've found a bug:
when you've reached level 16, your maximum hp is 14...
this makes the game impossible to play
Wut, Level 15 is supposed to be max O.O
that might explain why my max hp is 14...
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: bb010g on May 08, 2014, 05:10:16 am
-There's absolutely no indication at the start of the game stating who made the game or at least a copyright (such as 2004-2014 Omnimaga or 2004 version by DJ omnimaga/2014 Remake by Sorunome). If someone sends the game to a school friend without the readme then he won't know it's from Omnimaga. Maybe before the title screen the screen could turn black with the following text on two lines "2004-14 Omnimaga" "www.omnimaga.org".
I decided to move that to the end of the game as that fit in there better IMO, but I guess I'll have to look some credits through again and add some more :P
It doesn't have to show up for very long (1-2 seconds?)...just the rho with "Omnimaga: 2014" underneath. I think it would look a bit cooler with the splash.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 07:59:26 am
I've found a bug:
when you've reached level 16, your maximum hp is 14...
this makes the game impossible to play
Wut, Level 15 is supposed to be max O.O
that might explain why my max hp is 14...
Fixed this in my local version :)

-There's absolutely no indication at the start of the game stating who made the game or at least a copyright (such as 2004-2014 Omnimaga or 2004 version by DJ omnimaga/2014 Remake by Sorunome). If someone sends the game to a school friend without the readme then he won't know it's from Omnimaga. Maybe before the title screen the screen could turn black with the following text on two lines "2004-14 Omnimaga" "www.omnimaga.org".
I decided to move that to the end of the game as that fit in there better IMO, but I guess I'll have to look some credits through again and add some more :P
It doesn't have to show up for very long (1-2 seconds?)...just the rho with "Omnimaga: 2014" underneath. I think it would look a bit cooler with the splash.
I'll see if i can fit it in :)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 08, 2014, 08:47:35 am
what are you supposed to do after returning the shovel?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 10:17:11 am
what are you supposed to do after returning the shovel?
Explore and find out what to do :)
Hint: try to get to areas you haven't been to before ;)

(when playing the original game the first time that part took me hours to figure out, lol)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 12:55:02 pm
For the battle backgrounds, the first dungeon is supposed to be the brick background, the cave the rocky background, the mountain and final boss room must have the background where you see a rock border with the sky at the top and the ev palace has the castle background with windows in the wall.


For the sword animation I don't see 5 frames, just 2 ??? (Or 3 if I manage to barely see the up left frame). Maybe a 84+ only issue?


And yeah IMHO there should be a 2004-14 Omnimaga or something at the start. That way people don't have to finish the entire game before knowing who made it, and generally readmes also have a full copy of the credits. It's common netiquette when releasing stuff.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 12:58:55 pm
Oh, there is also a background with the bricks? lol, i'll change that right away :P

And I guess for the animation it is too fast for you to see, so that it is more a constant flow (i hope)

And I will add something like that.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 01:18:52 pm
Yeah it's just a plain brick background. I didn't put it in the post you linked to because it's identical to the dungeon bricks, so it didn't need any new tile. Here are the color ones btw (although the 2nd one in the original is really made up of just 1 plain brick tile)
(http://img.ourl.ca/reubencolorbattlebgs-1-1.png)


For the animation, what I basically see is the following on the TI-84 Plus:

Up+left during 0.05 seconds
left during 0.2 seconds
down+left during 0.2 seconds


On the regular TI-83 Plus I see:
up+left during 0.01 seconds
left during 0.25 seconds
left (yes, I see it twice) during 0.25 seconds
down+left during 0.25 seconds

I can't see any up nor down frame
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 01:22:37 pm
For me the frames are too fast to differentiate, but i can clearly see that the sword is going from top to bottom, on my 83+, 93+SE and 84+
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 01:28:42 pm
On an unrelated note, was the beta uploaded on TI-Planet and ticalc.org?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 01:29:32 pm
On an unrelated note, was the beta uploaded on TI-Planet and ticalc.org?
No, only omni and cemetech.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 08, 2014, 01:29:56 pm
93+SE
/me wantz :3
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 01:32:16 pm
On an unrelated note, was the beta uploaded on TI-Planet and ticalc.org?
No, only omni and cemetech.

Ah ok, do you plan to upload the game there when it's complete, tho? It would gain more exposure (I could upload the TI-Planet one when ready if you don't have an account, since we are allowed to upload anyone's program there it seems), especially considering Omnimaga doesn't have a proper download archive anymore.


Also back to bugs: It seems we cannot cancel magic selection. Once you enter the magic menu, you can't go back to the main battle commands: You are forced to waste a magic spell. IIRC, in the original we could cancel with ALPHA.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 01:34:44 pm
On an unrelated note, was the beta uploaded on TI-Planet and ticalc.org?
No, only omni and cemetech.

Ah ok, do you plan to upload the game there when it's complete, tho? It would gain more exposure (I could upload the TI-Planet one when ready if you don't have an account, since we are allowed to upload anyone's program there it seems)
I only planned ticalc, i kinda forgot tiplanet <_< I have an account there, though :P
Quote
Also back to bugs: It seems we cannot cancel magic selection. Once you enter the magic menu, you can't go back to the main battle commands: You are forced to waste a magic spell. IIRC, in the original we could cancel with ALPHA.
You could cancle that in the original game? lol, never knew that. i'll add that then.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 01:46:59 pm
Ok I found another weird bug: When you exit the game, if you press ON on the home screen, program editor, memory manager, Y=, window settings, format, mode or tlbset screens, the graph coordinates appear at the bottom of the screen O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 01:57:00 pm
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 02:15:40 pm
Oooh I see. I guess I can live with it if it's not dangerous, though. It doesn't seem to cause any harm other than a few display issues when scrolling the MEM menu. :P I was just making sure you were aware of it.


Also, if you want I could help you update the readme later because the current one might need some extra info, including known bugs (at least the ones that won't get fixed)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: ben_g on May 08, 2014, 02:21:09 pm
what are you supposed to do after returning the shovel?
Explore and find out what to do :)
Hint: try to get to areas you haven't been to before ;)

(when playing the original game the first time that part took me hours to figure out, lol)
I don't know it for sure but it may be this:
Spoiler For Spoiler:
There is fire in the lava mines (where you got the shovel), there is fire.
Spoiler For Spoiler:
You can take the fire with you in your bottle (press 2ND while standing in front of the fire).
Spoiler For Spoiler:
That fire can be used to melt ice.
Spoiler For Spoiler:
Do you still don't know what to do?

There is ice when you walk to the right past the lava mines, then walk up when you reach the sea. Or at least it was somewere in that area.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 02:26:28 pm
Yeah, as a reminder, Reuben was originally described as a puzzle-RPG, so there's quite a bit of exploring to be done when you see something special and fewer clues. ;). In the sequel, the only real puzzles are pushing blocks around, though.


EDIT: ANother bug: When you interact with the fire pillars, it tells you you need fire to melt ice instead of water to unlit fire. ???

Also, when you took down  the fire with actual water, the water remains intact in the bottle. I didn't see if it happens with the fire too, but just pointing out.

EDIT 2: Another bug: The very rare enemy in the final dungeon (the one with 15 level that gives 255 experience points) has a weird line of pixels through it. Corrupted sprite data?

EDIT 3: Also, it appears that the fire item ignores elemental weaknesses. I think a similar bug was present in the original game, but normally the item behaves exactly like fire, but is supposed to do twice as much damage (meaning four times more damage than regular attacks if done against an enemy weak against fire)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 03:08:20 pm
Yeah, as a reminder, Reuben was originally described as a puzzle-RPG, so there's quite a bit of exploring to be done when you see something special and fewer clues. ;). In the sequel, the only real puzzles are pushing blocks around, though.


EDIT: ANother bug: When you interact with the fire pillars, it tells you you need fire to melt ice instead of water to unlit fire. ???
Woooooops, it still stores the string for the water thing, though, but never calls it aparently :P
Quote
Also, when you took down  the fire with actual water, the water remains intact in the bottle. I didn't see if it happens with the fire too, but just pointing out.
Ok, maybe i should say that I didn't really test the game a lot :P
Quote
EDIT 2: Another bug: The very rare enemy in the final dungeon (the one with 15 level that gives 255 experience points) has a weird line of pixels through it. Corrupted sprite data?
Yeah, probably corrupted data, may be because i builded all those things on my calc which was having some flash corruption. I should build everything on another calc >.<
Quote
EDIT 3: Also, it appears that the fire item ignores elemental weaknesses. I think a similar bug was present in the original game, but normally the item behaves exactly like fire, but is supposed to do twice as much damage (meaning four times more damage than regular attacks if done against an enemy weak against fire)
I thought it was supposed to be that way O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 08, 2014, 03:12:26 pm
Yeah normally the fire item isn't supposed to be that way but apparently as I mentionned in an old Reuben Axe post it's buggy so it ignores elemental weaknesses :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 08, 2014, 04:14:35 pm
Oooh I see. I guess I can live with it if it's not dangerous, though. It doesn't seem to cause any harm other than a few display issues when scrolling the MEM menu. :P I was just making sure you were aware of it.
According to runer it is safe :P
Quote
Also, if you want I could help you update the readme later because the current one might need some extra info, including known bugs (at least the ones that won't get fixed)
Yeah, that would be awesome, i won't be here this weekend (including Friday), though >.<
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Runer112 on May 08, 2014, 05:11:55 pm
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.

Try using ClrDraw(L2+103) before exiting.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: TheCoder1998 on May 09, 2014, 06:08:04 am
why is level 15 max anyway?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 09, 2014, 06:41:10 am
Because that's how the original was. :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 09, 2014, 07:18:33 am
Because the game was pretty short in overall :P. In the 2nd game it's 20 (kinda like Mario RPG if I recall correctly)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 13, 2014, 02:50:23 pm
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.

Try using ClrDraw(L2+103) before exiting.
still giving that bug >.<
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 13, 2014, 05:26:15 pm
You could maybe have two versions: One with the glitch and the other that requires extra RAM. Not that this is a serious issue, though. You could just put a warning in the readme that this is not harmful.

Btw has most reported bugs other than the known ones been fixed since the last release?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Runer112 on May 13, 2014, 05:29:29 pm
That is a known bug, due to abusing L2 as a whole buffer, and there is no way around fixing that except getting rid of double-buffering and thus have it flicker all over the place or by using up 768 more bytes of user ram which is IMO not worth it.

Try using ClrDraw(L2+103) before exiting.
still giving that bug >.<

I'll try to investigate a way to solve it.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 15, 2014, 03:23:09 pm
Minor bug in the RC1 version: Above Reuben in the menu, you see the text 84/8 ???


EDIT: This appears to be his MP, and the MP: text is missing O.O
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 15, 2014, 03:29:15 pm
Woops, i guess that dates back to when that menu got corrupted :P
And damn, I litterly had 0 free bytes, let's try to squeez it in there :P
EDIT: Ok, this actually freed 34 bytes as all I had to do was call a custom subroutine instead of the built-in text comment.
Any other bugs you saw?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Streetwalrus on May 16, 2014, 02:17:30 pm
http://www.ticalc.org/archives/news/articles/14/148/148613.html
Congrats Soru, you earned it ! :D
See, you're not that stupid, are you ?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on May 16, 2014, 04:27:56 pm
Hehe, thanks :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on May 17, 2014, 01:42:57 am
Congrats indeed. I am glad you managed to finish this. It's rare to see RPGs coming out for calcs (even back in the days only BASIC ones were made). Of course, this is a remake of an already existing game, but it still required a complete rewrite and graphical updates. Also, while the BASIC version was not limited by a 16384 bytes code cap, your version was, so good job on managing to fit everything in. :)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on June 04, 2014, 05:51:48 pm
Question: What's new in the ticalc update that just got approved a few hours ago?
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on June 05, 2014, 12:34:42 am
Oh, it's finally up? That only took a few days :P

Anyways, what is in there is that I fixed the bug on if you lose boss battels it'll first pretend you won them.
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on June 05, 2014, 12:44:15 am
Oh ok lol I didn't know about that one since I always won vs bosses due to being too strong :P (I am used to old RPGs so I tend to overlevel lol)
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: Sorunome on June 05, 2014, 12:45:01 am
I didn't know about it until one of my friends in school asked me about it :P
Title: Re: [Beta] Reuben Quest Axe Remake
Post by: DJ Omnimaga on June 05, 2014, 01:12:21 am
I guess it's good to know that the game still has decent difficulty even at Axe speed, though (without abusing the fast grayscale/delay settings of course). I worried that the mega speed increase over the original would result in everyone getting overleveled >.<