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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: squidgetx on May 27, 2012, 07:49:55 pm

Title: [Contest] Embers:Phoenix
Post by: squidgetx on May 27, 2012, 07:49:55 pm
So while I haven't actually done any coding yet, I've decided on what I'm entering in the contest this year :D

The sequel to Ash:Phoenix-Ember:Phoenix
(Well actually in my mind there would be 3 games if I were to realize this series...Ash, Flame, and Embers).

Anyway, going against your typical FF style RPG (Verdant Forest) I'll be putting something more similar to Desolate together. Combat will take place in real-time against enemies with *gasp* (hopefully good) AI. The story will take place in the future, at the twilight of Earth's humanity. Society has begun to crumble...there have been no technological innovations for the past 300 years and the Earth is dying. That is, until the current head of the world government gets wind of a rumor that the formula for immortality has been discovered. He decides to send his top agent (you) to investigate...And the adventure begins.

Some specs I'm thinking about:
-8x8 monochrome, for speed and convenience
-Byte-sized tiles instead of nibbles for less intensive data organization and more variety in tiles. This is possible since each tile is 8 bytes as opposed to 64 in Ash:Phoenix.
-Pokemon style smoothscroll tilemapping
-A small variety of weapons
-Very smart/tactical AI (this is the hardest part XD)

(http://www.omnimaga.org/index.php?action=dlattach;topic=13672.0;attach=12903;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=13672.0;attach=12933;image)
Title: Re: [Contest] Embers:Phoenix
Post by: stevon8ter on May 27, 2012, 07:52:41 pm
Cool, if it works out well i'll try it :P
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on May 27, 2012, 09:06:29 pm
Good luck squidgetx. That's a pretty ambitious entry you have! =)
Title: Re: [Contest] Embers:Phoenix
Post by: Geekboy1011 on May 27, 2012, 10:33:47 pm
goood luck and work hard hopefully the month and a half is enough time :D
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on May 27, 2012, 11:52:15 pm
Well, it'll be shorter than most games I think. Probably equivalent to the length of Desolate or so. Also the battle engine will be significantly smaller and easier to code compared to the battle engine of a turn-based RPG. Additionally, after Ash and Zombie Gun I can wrap my head around most of the concepts needed (ie intensive data storage and management, bullet/enemy arrays, etc.)

Probably should get back to work though XD. I'm writing it all from scratch, hopefully so that I can organize everything better (Unfortunately there is no such thing as a black box in Axe programming...sigh)
Title: Re: [Contest] Embers:Phoenix
Post by: Sorunome on May 28, 2012, 05:20:41 am
Wha, good look with this project! It sounds cool! :)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on May 28, 2012, 09:19:13 pm
Basic tilemapping finished :) Holding ALPHA makes the character run at 2px/frame as opposed to 1px/frame. Some preliminary sprites made as well. Next, map linking :D
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on May 28, 2012, 11:17:38 pm
Looks good. Are you planning on adding masking to the main character to get rid of the white border around him? Also, I think having the main character move 2 pixels by default would look better. Moving a pixel at a time seems a bit sluggish IMHO, and enemies and objects may slow things down a bit.
Title: Re: [Contest] Embers:Phoenix
Post by: Deep Toaster on May 29, 2012, 09:31:30 am
I agree—when he's moving two pixels a frame, he looks like he's walking at a decent RPG speed.

Anyway, good luck. It sounds fun. Do you have an idea for what Flame:Phoenix would be like? :D
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on May 29, 2012, 09:57:37 am
I guess I can change it to 2px per frame, we'll see how it goes. The main character is masked btw, I just thought maybe giving him a 1px white border would help give it some distinction (but I can remove it and see how it looks) :)

Flame:Phoenix...Hmmm Well, since Ash was 12x12 3 lvl gray, Embers is 8x8 mono, maybe I'll make it 16x16 4lvl? XD Haven't thought that much about it yet, hmmm
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on May 29, 2012, 03:07:24 pm
Looks quite nice. When i saw Phoenix in the title I was sure it was related to Ash:Phoenix. Hoping this gets finished (along with Ash) :)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on May 29, 2012, 10:50:54 pm
Progress is coming...slowly-ish.

Anyway, a (very preliminary) enemy engine is up and running along with a map-linking routine that is reminiscent of Ash:Phoenix :). I also added player kick-back and recoil, for when you hit any solid object (although I had to rewrite the entire movement engine to do so x.x) Additionally, speed is now default 2px/frame.

Now for a lot of spriting and mapmaking (and item/status management :O)
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on May 30, 2012, 12:12:37 am
Nice, I like the walking speed actually. It reminds me a bit of Robot Wars, minus the intense physics it had of course. :)
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on May 30, 2012, 02:55:35 am
Wow, that's looking excellent! You're making very nice progress with this. =)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on May 31, 2012, 07:38:15 pm
CalcGS+Word macro+TokenIDE = massive productivity :D

You will also notice a completely broken AI and the beginnings of a UI stat/info overlay. I can't quite decide if I want to have money/shop in this game... hmmm

To do:
-Enemy AI, injury/kickback
-Pickupable items and item system
-Sprite enemies, items, more tiles
-NPC dialog/script engine
-Name input engine
-Finish game content (mapmaking, enemies, conversations, etc.)
Title: Re: [Contest] Embers:Phoenix
Post by: aeTIos on June 01, 2012, 05:42:11 am
OMFG!! EPIC!
Title: Re: [Contest] Embers:Phoenix
Post by: LincolnB on June 01, 2012, 12:32:06 pm
Wow, we're going to have stiff competition for this contest. This looks dang good.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 02, 2012, 04:15:23 pm
Thanks everyone! :)

Currently I am recoding the entire movement engine (again) to allow for native 8-directional movement :D. This actually makes the movement engine more streamlined; the entire movement/kickback engine is under 30 lines long! I may actually be able to recycle this for the enemy collision engine as well, once I get the few bugs remaining ironed out.

Also I started working on the item system. I decided that items will not be a major part of this game. There will be 15 items overall, 5 each of Quest, Equipable, and Consumable types. Instead of a fancy function-based item system like Ash's, I think I'm simply going to hardcode the few functions that each item has :P
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on June 03, 2012, 11:19:20 am
MMMMmmmm 8 directional movement... /me noms onnna that idea :P
This is gonna be really awesome. Can't wait to see more! :0
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 03, 2012, 06:33:32 pm
8-directional movement works! :D Movement engine has been recoded for the 3rd and (hopefully) final time!

In the meantime I started working on the item menu layout (visible in the last part of the screenshot). Do people like it the way it is, with a text menu and a sprite info-box? Once I finished I started thinking, Hm, maybe I'd rather have a graphical menu (Zelda style) with a bar telling you what the item is instead of the other way around...
Title: Re: [Contest] Embers:Phoenix
Post by: stevon8ter on June 03, 2012, 06:57:10 pm
Very nice

But maybe it would indeed be cooler with items shown and text info
But i think you're game is great and if the AI works out well that you have a big chance of winning...
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on June 05, 2012, 11:21:50 pm
As far as the item menu goes I think either is fine. Your current setup looks good to me, and it's really a matter of preference. If you have time later and decide you want to change it then do so. If it works and is function for now leave it as it is. Focus on getting a complete working product first. :)
Title: Re: [Contest] Embers:Phoenix
Post by: jsj795 on June 05, 2012, 11:28:13 pm
As far as the item menu goes I think either is fine. Your current setup looks good to me, and it's really a matter of preference. If you have time later and decide you want to change it then do so. If it works and is function for now leave it as it is. Focus on getting a complete working product first. :)

yeah if it works, get other things done first, and then if you still have time and want to change it, do it then :)
Current setup looks pretty good, so it's not a big deal imo
Title: Re: [Contest] Embers:Phoenix
Post by: chickendude on June 06, 2012, 12:34:34 am
Wow... This looks amazing! The world you have already looks really big and intense. I can't wait to see how this will turn out!
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 06, 2012, 04:47:41 pm
Haha I already changed it. It's actually smaller now and more compact (both in code and display) than before. I'm on the wrong computer atm, but I hope to get a screenshot soon :)

In other progress-related news, I've almost got the NPC engine up. I'm having a bit of trouble with my script-generator (a separate program I use to spit out the NPC data helper array) but once that's working it should be relatively functional.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 07, 2012, 10:02:31 pm
Woohoo update time!

-Basic NPC engine structure implemented
-Item system completed
-Stun dart infrastructure has been started (not visible in screenshot)
Title: Re: [Contest] Embers:Phoenix
Post by: jsj795 on June 08, 2012, 12:17:43 am
wowww looks really good! How long do you think the game play time is going to be?
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on June 08, 2012, 12:58:17 am
this is positively gorgeous =)
good luck finishing it up on time.
Title: Re: [Contest] Embers:Phoenix
Post by: TIfanx1999 on June 08, 2012, 10:56:07 am
@squidgetx: This looks better each time you make a new post. O.O Great work man, this i gonna be quite nice! ^^
Title: Re: [Contest] Embers:Phoenix
Post by: Nick on June 08, 2012, 11:46:32 am
i like the item thingy a lot. it's just wonderful how you use those icons :) and the textboxes too, and the sprites, and the smoothyness (is that a word?)..

@squidgetx: This looks better each time you make a new post. O.O Great work man, this i gonna be quite nice! ^^
and yeah, luckily xp it would be sad to see the quality getting worse every time xp
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 08, 2012, 12:29:05 pm
Thanks everyone ^.^ I was stuck for a while because I didn't like the messiness of having fixed width text routines like in Ash:Phoenix. But that I remembered that the Text() command automagically moves the cursor the appropriate number of pixels already :O so with a little hax (aka Deep Thought telling me the pointer to penCol) I managed to create the super-perfect align typewriter effect you see here :)

How long do you think the game play time is going to be?
I'm hoping it will be about as long as a typical calculator game--about as long as Dying Eyes or Desolate, if you've played those. The town, houses, and office building you see represent maybe 1/10th of the whole game? (estimate)
Title: Re: [Contest] Embers:Phoenix
Post by: zeldaking on June 08, 2012, 03:10:16 pm
I have been looking at this, and wow it is looking very nice! This looks like an awesome idea I really hope you finish it. I am working on an RPG also but mine dims in the comparison of yours. Good job and good luck.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 10, 2012, 06:26:13 pm
update! There's not a whole lot new about this externally, but I made a lot of changes internally. I did end up (kinda) rewriting the movement engine; it's actually a subroutine now. It takes a couple pointers as arguments, and can write kickback and movement to those pointers. Basically what that means is that all enemies now go through the same 8 directional collision checks and kickbacks as you do..at the cost of about 100 bytes XD. This is in preparation for the AI I'm about to put in (There's a very basic one present in the screenshot...it just moves towards you. Also I have no enemy sprites yet...)

Not in the screenshot:
-I also started to refine the npc engine...it can properly handle long (<2 line) conversations
-Added installation/free RAM error/quit messages to detect that the proper appvars are in Archive and that enough RAM is free, since it was suggested after StickNinja cleared a lot of people's RAM when they didn't install it properly
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 12, 2012, 06:29:22 pm
Update! Showcasing a fancy title screen (and underneath what's visible, we've got ourselves a working save/quit/load/new functions). It seems that the monster in my room kicked me out in this screenshot:O
Title: Re: [Contest] Embers:Phoenix
Post by: ben_g on June 13, 2012, 12:18:04 pm
It's a bit hard to read, could you make it a bit clearer? Maybe by doing the background in gray.
The rest looks good.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 13, 2012, 04:53:52 pm
Hm, I'd rather redo the text than make the background gray due to size constraints. What does everyone else think?
Title: Re: [Contest] Embers:Phoenix
Post by: Nick on June 13, 2012, 04:56:54 pm
you should definitely change something, now it's just too dark and the words are almost unreadable (tbh i could read it because i knew what was written there xs )
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 13, 2012, 08:42:27 pm
Hm, how about this one? (Made the letters bigger, basically)
Title: Re: [Contest] Embers:Phoenix
Post by: Nick on June 14, 2012, 01:54:51 am
that's a lot better already :) now you can read what's written
Title: Re: [Contest] Embers:Phoenix
Post by: LincolnB on June 14, 2012, 02:39:50 pm
I would make the letters black and have a white outline, personally. Its still kinda hard to read.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 14, 2012, 09:49:46 pm
Eh, I kinda like it this way. I don't want to have 'outlines' for the letters, and at this point each component of each letter is fully articulated... Call it an artistic vision if you will

Unless everyone else feels really strongly about it? I mean, most people will already know what it's supposed to say anyway :P
Title: Re: [Contest] Embers:Phoenix
Post by: LincolnB on June 15, 2012, 07:11:33 pm
Things like this usually aren't a particularly big deal, artistic expression and whatnot. Just do whatever.
Title: Re: [Contest] Embers:Phoenix
Post by: leafy on June 17, 2012, 06:56:25 pm
Wow, I just looked through this topic and I have to say, this is some really impressive stuff! Especially given the time you took to make it, which wasn't much. This even looks better in some ways than Ash :P

Keep up the great work, and good luck on the contest!
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 21, 2012, 03:46:41 pm
Wow, I just looked through this topic and I have to say, this is some really impressive stuff! Especially given the time you took to make it, which wasn't much. This even looks better in some ways than Ash :P

Keep up the great work, and good luck on the contest!

Thanks :D

In the meantime, I've overhauled to enemy system after reading about the AI in Halo to try and streamline the AI process. I'm not gonna say that much about it here since I want it to be part of the first-time adventure experience of playing the game :3
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on June 30, 2012, 10:23:06 pm
I guess I should provide another update+screenie...
Changed since last update
Enemy movement engine overhauled again...now supports 256 directions, simple obstacle-avoidance routines, and customizable attack and retreat patterns
16x16 enemies supported (not shown in screenie)
Many areas added, storyline modified slightly
Key/Door routines
Save bug fixed
Death routines created
UI overhauled to help the tilemapper run faster

To-do (required)
Add more behaviors for the AI (60%)
Sprite/Code more enemies (40%)
Sprite/Tile maps (70%)
Breakable tiles random chance give you health packs
Move some data to appvars to make more room (this will be an app)

To-do (if I have time)
Particle effects for enemy deaths and tile breakage
Fake wordwrapping
RLE compression
Consolidate appvars
Title: Re: [Contest] Embers:Phoenix
Post by: leafy on June 30, 2012, 11:28:12 pm
Sorry shmibs, he ain't allowed to release code until the contest's over.
Runer112's developing a very quick little tilemapper as well, if you want to check that out.
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on July 01, 2012, 01:10:36 am
i know he can't release it :P we only have <9 days left, though.
on that note, good luck finishing this up, squidget =D
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 01, 2012, 09:32:14 am
Thanks :3

The tilemapper's nothing special, it precaluclates a little and redraws every frame (and gets to draw less since the HP bar blocks one column's worth of tiles) :P It might get a little slower because I think I'm going to have to move the main tileset into an appvar...:(
Title: Re: [Contest] Embers:Phoenix
Post by: leafy on July 01, 2012, 01:08:54 pm
Wow, it redraws every frame? That's actually really impressive :O
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 01, 2012, 07:47:03 pm
I guess I might as well add that it also runs on arbitrarily sized maps that are located in an arbitrary spot in memory ;)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 08, 2012, 08:17:58 pm
Phew, made it into the contest! Let me know what you guys think, and make sure that you get the right download here (http://ourl.ca/16546/309901). I'll also try to get a screenshot up ASAP
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on July 08, 2012, 09:14:01 pm
i'm glad you caught that bug =D/me was really confused about there being, seemingly, no objective.
Title: Re: [Contest] Embers:Phoenix
Post by: LincolnB on July 08, 2012, 10:57:58 pm
Soo...is there a bugfixed version I can download? This is fantastic, but as it is, incredibly short.

EDIT: Nvm, found it.
Title: Re: [Contest] Embers:Phoenix
Post by: Stefan Bauwens on July 09, 2012, 02:10:25 pm
I tried this game, and I was impressed. I think I already fighted a boss and I must say I loved the AI.
I think this game, of all the entries has the best AI, and thats the main reason why I voted for it. :)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 09, 2012, 03:19:29 pm
I tried this game, and I was impressed. I think I already fighted a boss and I must say I loved the AI.
I think this game, of all the entries has the best AI, and thats the main reason why I voted for it. :)

Thanks Stefan! I did spend a lot of time on the AI, and while I did give it as many behaviors as I liked to, it's certainly functional. Some simple ideas/rules turned out to be quite effective in combat such as the circle/charge attack tactics :D
Title: Re: [Contest] Embers:Phoenix
Post by: chickendude on July 12, 2012, 10:28:53 am
I thought it was very well designed and looked very professional. Right from the beginning everything sorta drew me in, the world was really pretty and made me want to explore even more. The only two things are: 1) the text wrapping, and 2) at times, like walking around corners or buildings and whatnot it looks a little clunky. Other than that, i was really really impressed by it and would love to see more! It felt very polished and now i just want to play more! This is something that would definitely stay on my calculator :D Thank you for writing it!
Title: Re: [Contest] Embers:Phoenix
Post by: Yeong on July 12, 2012, 10:29:57 am
I love this game :D even though I really don't get the last part of the arrow panel maze thingy (the ending) is the part of the text cut off or am I missing something?
Title: Re: [Contest] Embers:Phoenix
Post by: chickendude on July 12, 2012, 03:07:09 pm
Btw, did this just happen to me? I think it's supposed to say "formula". And is there a way to leave the city? After fighting the little miniboss guy i've just been wandering wondering what to do with the key the guy gave me  ???
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 12, 2012, 03:18:49 pm
I love this game :D even though I really don't get the last part of the arrow panel maze thingy (the ending) is the part of the text cut off or am I missing something?
Yeah that part's broken. Shhh don't tell anyone! Haha, no, but I'll fix that (yes the text is cut off)
I thought it was very well designed and looked very professional. Right from the beginning everything sorta drew me in, the world was really pretty and made me want to explore even more. The only two things are: 1) the text wrapping, and 2) at times, like walking around corners or buildings and whatnot it looks a little clunky. Other than that, i was really really impressed by it and would love to see more! It felt very polished and now i just want to play more! This is something that would definitely stay on my calculator :D Thank you for writing it!
Thank you! 1) The text wrapping, mhm yeah, I don't have a word wrapping algorithm per se, but whenever the text parser encounters a certain byte in the text data it will reset the cursor to the next row/pause and reset the whole box. So all the text wrapping is manual which is why much of the text isn't wrapped properly after the first few areas of the game (time constraints). When I make another release I'll try to get all of those fixed :)
2)Looks a little clunky? Could you elaborate on that? (What does it look like)
Btw, did this just happen to me? I think it's supposed to say "formula". And is there a way to leave the city? After fighting the little miniboss guy i've just been wandering wondering what to do with the key the guy gave me  ???
Yes it's supposed to say "formula", TokenIDE auto tokenized the mu to the character you see there. I assume you're referring to the key that's supposed to get you out of the city right? Well, idk if you noticed before but one of the houses on the edge of the city was locked before ;)
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on July 12, 2012, 05:36:28 pm
when walking diagonally, it doesn't check for walls properly, so you can walk part way into them. this also lets you walk past the guy blocking the door at the end of the long corridor in pipe town and pop up into an endless wasteland :P

oh, and i agree; this is really well done. the dialogue was particularly old rpg-like =)
Title: Re: [Contest] Embers:Phoenix
Post by: chickendude on July 13, 2012, 07:03:09 am
Yeah that part's broken. Shhh don't tell anyone! Haha, no, but I'll fix that (yes the text is cut off)
I thought it was very well designed and looked very professional. Right from the beginning everything sorta drew me in, the world was really pretty and made me want to explore even more. The only two things are: 1) the text wrapping, and 2) at times, like walking around corners or buildings and whatnot it looks a little clunky. Other than that, i was really really impressed by it and would love to see more! It felt very polished and now i just want to play more! This is something that would definitely stay on my calculator :D Thank you for writing it!
Thank you! 1) The text wrapping, mhm yeah, I don't have a word wrapping algorithm per se, but whenever the text parser encounters a certain byte in the text data it will reset the cursor to the next row/pause and reset the whole box. So all the text wrapping is manual which is why much of the text isn't wrapped properly after the first few areas of the game (time constraints). When I make another release I'll try to get all of those fixed :)
2)Looks a little clunky? Could you elaborate on that? (What does it look like)
With the mask around the player it looks like you are standing on top of the building or makes the world feel flatter instead of "3d" (see attachments)

And i just found "that" door, thanks :D

As for text-wrapping, what you do is add the size in pixels of each letter to the current pencol (or whatever the axe equivalent is, essentially the X position on screen of your text) until you reach a space or some other special character you want to break up words (maybe an EOS token, generally a 0). If you don't know or don't feel like calculating the size of each letter, you can just use the average size for each letter (maybe 4 or 5 pixels) and it should work well enough. For example, this is all just one line in my code:
(http://www.mirari.fr/tL0m)

It makes it much easier because then you don't have to separate each text by screen, you can count how many lines you've drawn and when it goes to draw the third row of text you can automatically pause it and draw the next set of text after pressing 2nd/whatever key. It's really not that complicated, but if you'd like i could write an asm textwrapping routine for you :)
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 13, 2012, 08:44:56 am
Ah ok. I think the collision boundaries are just stored in an array, so it shouldn't be too hard to fix :D

The problem with the text wrapping is that I'm already abusing the pencol/penrow so I can't modify it to help in a wordwrapping routine without having to make a couple annoying workarounds. I'll see what I can do though
Title: Re: [Contest] Embers:Phoenix
Post by: chickendude on July 13, 2012, 10:01:36 pm
So how do you display the texts? Something has to keep track of where the next character gets displayed. Anyway, it's not a huge issue, the game itself is incredible those are the only real issues i can find with it, and they don't keep it from being amazing :) Congrats and good luck in the contest!
Title: Re: [Contest] Embers:Phoenix
Post by: Deep Toaster on July 15, 2012, 01:47:53 am
Whoa, a lot of work on this I've missed. It's looking great! I haven't downloaded new anything on my calculator in months (it's a shame), but I'll probably have to put this on top of my list ;D
Title: Re: [Contest] Embers:Phoenix
Post by: ben_g on July 19, 2012, 04:11:25 pm
I think I found a bug:
(http://picturestack.com/728/403/1HTbugorglitcClp.gif)

It happened at entering the door when you sneak around the crimson lab. A secound door appeared next to the normal one, and when I got at the location shown in the screenshot, it said "II2IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII".
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 19, 2012, 07:37:50 pm
Oh my, that shouldn't happen :P

Can you reproduce it, or is it a one-time bug? If you can repro it, does it happen on other doors?

I'm suspecting that since the sliding-door animation requires a slightly hackish (read: circuitous and inelegant) call to the warp routine, you might have entered the door at a direction/position combo that doesn't mesh with the logic I used and is rare enough that I didn't uncover it while coding. (Usually the warp tile coords can be taken from your x,y, but the sliding door needs to be taken via your projected x,y using your current x,y and direction. This would also explain why a second door appeared)
Title: Re: [Contest] Embers:Phoenix
Post by: ben_g on July 19, 2012, 07:43:08 pm
I have never tried to reproduce it, but it didn't happen on other doors.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 19, 2012, 07:46:23 pm
Since each door is just represented by a 5 byte piece of data telling target map, x, y, target x, and target y there I don't think a single door can mess up without other doors also able to mess up (which makes the problem easier, yet in a way more difficult to fix)

If anyone else encounters the same problem, please let me know. In the meantime I guess I'll get out my own calc and take a look at the code again.
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on July 19, 2012, 11:02:15 pm
while you're at it, you should try fixing the collision checks so that you can't walk through things when going diagonally./me is all demanding :P
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on July 22, 2012, 04:34:52 pm
Just tried it and I loved it. As for going into doors I didn't find it that hard actually. The only annoyance was going on computers only to have yourself smashed away from the wall besides it because it swings the sword when you're not aligned properly. Also the boss collision detection seemed weird. It was hard to hit him and I never actually took any hit from him. Also the sword was kinda hard to find XD. Nice job.

By the way, is there anything after getting the security logs yet? After getting them, I had no clue where to go ???
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 25, 2012, 10:35:00 pm
RELEASE!

Thanks for everyone who supported me in the contest! XD

I tried to fix most of the bugs, lemme know what you guys think!
(http://img.removedfromgame.com/imgs/EPscreen1.gif) (http://img.removedfromgame.com/imgs/EPscreen2.gif) (http://img.removedfromgame.com/imgs/EPscreen3.gif)

Edit: also added to ticalc
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on July 25, 2012, 10:36:41 pm
Is it the entire game or a demo? O.o I might have to try it soon if it adds more stuff past the first boss (I don't even know if there was anything afterward, because if there was, then I was stuck lol).

You should put it in Omni downloads section if it's the final version.
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 25, 2012, 11:00:32 pm
DJ, see me other post for what to do after you get the security logs
I think my other post either never got sent or was deleted??

Anyway, after the security logs talk to Jenkins (one of the guys in Eli labs) to get a key that lets you out of the city
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on July 25, 2012, 11:04:41 pm
Probably was never sent or something. Or you accidentally part of it. And thanks :D
Title: Re: [Contest] Embers:Phoenix
Post by: shmibs on July 26, 2012, 01:04:28 am
WOOOOO/me runs off to test
Title: Re: [Contest] Embers:Phoenix
Post by: Stefan Bauwens on July 26, 2012, 03:31:18 am
Yay to new release! I'lll try this when I've time. :) (Although I think I actually finished the game already)
Title: Re: [Contest] Embers:Phoenix
Post by: Yeong on July 26, 2012, 09:34:13 am
how do you achieve scrolling maps and enemy at the same time? I tried that once but I couldn't do it.
Title: Re: [Contest] Embers:Phoenix
Post by: leafy on July 26, 2012, 09:36:46 am
Just treat enemies as you would tiles. Even though they move around, they still have an absolute position that you can adjust according to the camera's x and y to draw onto the screen. It takes a bit to bend your mind around the concept, but once you get it it's actually quite simple ^^
Title: Re: [Contest] Embers:Phoenix
Post by: Yeong on July 26, 2012, 09:46:30 am
Ok, thanks. I'll try that.
Title: Re: [Contest] Embers:Phoenix
Post by: Sorunome on July 31, 2012, 10:34:51 am
Great game, but there is some bug....
I went to pipetown into the lower right house where you have to destroy a pipe.
and then i was in 'secret cave'
there were lots of arrows, i saved as using some needed to restart game, like that you are stuck
then there was some cave with treasures, in one of them there opend then a dialog that looked to me like the end dialog, in a other one was some random speach
EDIT: now i don't have my real saves :(
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 31, 2012, 01:59:04 pm
Is that the latest download available on ticalc? That bug should have been removed in that release
Title: Re: [Contest] Embers:Phoenix
Post by: Sorunome on July 31, 2012, 01:59:54 pm
I don't remember which download, lol
i think it was the latest off this thread
Title: Re: [Contest] Embers:Phoenix
Post by: squidgetx on July 31, 2012, 02:01:32 pm
Hm, try this one (http://www.omnimaga.org/index.php?action=dlattach;topic=13672.0;attach=13302) and make sure to replace the appvars as well. If it still behaves that way let me know
Title: Re: [Contest] Embers:Phoenix
Post by: Sorunome on July 31, 2012, 02:03:20 pm
But then i have to replay, lol :P

I'll just replay ^
Title: Re: [Contest] Embers:Phoenix
Post by: DJ Omnimaga on July 31, 2012, 02:50:43 pm
Squidgetx to prevent confusion, you should also upload a copy in the Omnimaga archives. That way it will also be directly on the front page for a while. :)