Author Topic: [Beta] Reuben Quest Axe Remake  (Read 42707 times)

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Offline ben_g

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Re: [Beta] Reuben Quest Axe Remake
« Reply #15 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.
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Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #16 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

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Offline TIfanx1999

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Re: [Beta] Reuben Quest Axe Remake
« Reply #17 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

Offline Phero

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Re: [Beta] Reuben Quest Axe Remake
« Reply #18 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.

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #19 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 :)

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #20 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.

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #21 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

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Offline DJ Omnimaga

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Re: [Beta] Reuben Quest Axe Remake
« Reply #22 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?)

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #23 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 :)

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Offline Runer112

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Re: [Beta] Reuben Quest Axe Remake
« Reply #24 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.

Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #25 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

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Offline ben_g

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Re: [Beta] Reuben Quest Axe Remake
« Reply #26 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

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.
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Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #27 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.

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Offline Sorunome

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Re: [Beta] Reuben Quest Axe Remake
« Reply #28 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 ;)

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Offline Phero

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Re: [Beta] Reuben Quest Axe Remake
« Reply #29 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.