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Offline 123outerme

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[CSE BASIC] Dragonsglid
« on: September 12, 2014, 07:50:14 pm »
I'm starting work on a turn-based, graphscreen RPG for the CSE. You will wander around the overworld, fighting monsters and bosses. Defeat the Dragonsglid army, and free Uvutu!
Spoiler For Story:
10 years after the events of Source Seekers, the Dragonsglid army invaded the nation of Uvutu, starting with the town of Taoweh. You, a young kid, fight in the battle to save your people. The forces of Taoweh manage to deter the attackers, but it's only a matter of time before they strike again.
Spoiler For Images:


The download is below.
« Last Edit: October 18, 2014, 03:35:13 pm by 123outerme »

Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #1 on: September 12, 2014, 09:47:50 pm »
So this is the sequel to source seekers?

Spoiler For the thing I always say to 123outerme:
You are so productive. I admire the speed of you getting ideas.

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #2 on: September 12, 2014, 09:49:43 pm »
So this is the sequel to source seekers?

Spoiler For the thing I always say to 123outerme:
You are so productive. I admire the speed of you getting ideas.

:P Yes, it is. Because some don't have a CSE, I will make a LP of this, once it's been released so that those with monochrome calcs can still experience it.
« Last Edit: September 12, 2014, 11:19:43 pm by 123outerme »

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #3 on: September 12, 2014, 11:29:14 pm »
Actually with the gray border the layout looks quite nice, but I think that some dungeons should use different border and line colors to add more variety to the game (for example if you are in forest ruins, an ice dungeon, a standard one, etc), same for the character. Also to make the world/dungeons look less flat you could even add extra dungeon walls made of lines, as the mockup below shows:




Or you could make them so we see all 4 walls like in Zelda.
« Last Edit: September 12, 2014, 11:31:12 pm by DJ Omnimaga »
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Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #4 on: September 13, 2014, 12:08:11 am »
I'm starting work on a turn-based, graphscreen RPG for the CSE. You will wander around the overworld, fighting monsters and bosses. Defeat the Dragonsglid army, and free Uvutu!
Spoiler For Story:
10 years after the events of Source Seekers, the Dragonsglid army invaded the nation of Uvutu, starting with the town of Taoweh. You, a young kid, fight in the battle to save your people. The forces of Taoweh manage to deter the attackers, but it's only a matter of time before they strike again.
Spoiler For Images:

More info coming soon!
FYI, you earned a +1 for productivity
Actually with the gray border the layout looks quite nice, but I think that some dungeons should use different border and line colors to add more variety to the game (for example if you are in forest ruins, an ice dungeon, a standard one, etc), same for the character. Also to make the world/dungeons look less flat you could even add extra dungeon walls made of lines, as the mockup below shows:




Or you could make them so we see all 4 walls like in Zelda.

or perhaps like RQ:EA that there's different wall sprites.

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #5 on: September 13, 2014, 12:13:27 am »
That too but then he would need to use Doors CSE xLIBC or Celtic2CSE libraries. It all depends if he wants his game to remain pure-BASIC or not (so that it works on calcs that don't have DCSE installed or be ported easier to older models)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #6 on: September 13, 2014, 12:21:23 pm »
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
« Last Edit: September 13, 2014, 12:35:34 pm by 123outerme »

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #7 on: September 13, 2014, 05:11:19 pm »
I just:
*Added some stuff to the overworld screen
*made it so enemies can attack you
*Fixed several things
*Added a menu (which doesn't work right now :P)


Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #8 on: September 13, 2014, 11:14:48 pm »
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
Keep in mind the mockups I posted don't require libs, though. :P

Also I had another idea: Maybe having backgrounds like in Zelda: Sord of Atari? Of course it would make characters look weird due to the white background but with the background color settings the color is usually drawn fast and if you want white or gray dungeon walls you can just use Text(-1,Y,X,"          " or stuff like that.

Also I like the battle layout so far. The cutscene thing is nice too although a bit slow to draw, but I guess not much can be done about that due to the calc speed.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #9 on: September 13, 2014, 11:22:27 pm »
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
Keep in mind the mockups I posted don't require libs, though. :P

Also I had another idea: Maybe having backgrounds like in Zelda: Sord of Atari? Of course it would make characters look weird due to the white background but with the background color settings the color is usually drawn fast and if you want white or gray dungeon walls you can just use Text(-1,Y,X,"          " or stuff like that.

Also I like the battle layout so far. The cutscene thing is nice too although a bit slow to draw, but I guess not much can be done about that due to the calc speed.
Thanks DJ! As for the backrounds, I like it the way it is. As for the battles, It was sorta supposed to represent the opening sequence of a Pokemon battle :P

Edit: Quick question: Do you prefer GIF 1 when it comes to the character blinking, or GIF 2?
Spoiler For GIF 1:

Spoiler For GIF 2:

« Last Edit: September 13, 2014, 11:36:51 pm by 123outerme »

Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #10 on: September 13, 2014, 11:41:54 pm »
 I like gif 2. Though I don't see too much difference. the gif 1 seems to be a bit faster at erasing while the second has a small trail for a fraction of a second.

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #11 on: September 14, 2014, 12:12:22 am »
I actually prefer GIF 1
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #12 on: September 15, 2014, 07:08:49 pm »
Oh and source seekers 68k might be slightly more like this because I'm tweaking a lot of things.

Offline chickendude

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Re: [CSE BASIC] Dragonsglid
« Reply #13 on: September 16, 2014, 08:16:33 am »
I like the first gif better, too. The second one looks too slow in drawing/erasing. The battle screen also looks nice :)

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #14 on: September 16, 2014, 08:18:45 am »
Thanks everyone! Now I'll just have to figure out the code placement for that :P