Author Topic: [Contest] Illusiat 11 Grammer Port  (Read 6515 times)

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Offline Xeda112358

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #30 on: January 03, 2013, 11:25:14 pm »
Cool! I take it that is why you wanted to know how to draw text to another buffer?

Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #31 on: January 03, 2013, 11:36:09 pm »
Does the item count now show up in battles? That was quite a problem in the original game, especially vs Legend Weapon >.<
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Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #32 on: January 04, 2013, 11:58:33 am »
Yes the item count shows up :)
Also icons will turn to something like X sign if u can't use it (not enough mp, no items, etc)
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #33 on: January 04, 2013, 01:25:40 pm »
Wouldn't it be better to not show the item at all in the case of items? :P Else, it kinda sucks to spoil all existing items right at the game start (although there are only 4 items so that might not be that bad. I know some of my early games actually did that since you selected items from a Menu() thing.

Do you plan to show the abilities that come with each battle command so we know in advance what gets equipped? (possibly enabling the ability to use Cure outside battles in the process)
« Last Edit: January 04, 2013, 01:27:07 pm by DJ_O »
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 Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #34 on: January 04, 2013, 01:46:20 pm »
For items, it is already set up that way :)

Also for ability I could include info in menu
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Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #35 on: January 04, 2013, 02:23:17 pm »
I realized that i won't have time to upload screenshot this afternoon, so I'll do it now even though physical attack is not really complete.
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Re: [Contest] Illusiat 11 Grammer Port
« Reply #36 on: January 04, 2013, 10:33:09 pm »
Kinda nice. It would be nice to add some slash animation over the enemy when he is hit (unless if you miss where there shouldn't be any animation on him)
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 Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #37 on: January 04, 2013, 11:39:54 pm »
As I said, the animations are not complete yet :)
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Offline Sorunome

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #38 on: January 04, 2013, 11:48:56 pm »
Looking nice already!
And is the greyscale on-calc also so flimery?

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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #39 on: January 04, 2013, 11:59:10 pm »
As I said, the animations are not complete yet :)
Just making sure, since earlier on IRC you seemed to have in mind to go for FF1 NES-like magic animations :P, which would kinda have been a massive backward step from the original game released more than a decade earlier :P
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 Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #40 on: January 05, 2013, 12:32:26 am »
Don't worry. My rpg will have decent graphic, even if it weas pure ti-basic http://ourl.ca/15211 :P
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #41 on: January 05, 2013, 01:16:57 pm »
Lol that actually kinda looked nice for ASCII. The issue with ASM/Axe/non-TI-BASIC RPGs is often that authors cut down on battle graphics for some reasons. In most cases, they do not even show a single monster/char sprite so battles are pretty much menu-based, and when there are graphics, the only magic animations they're really simple. If you don't do this you might even be the 3rd ever non-BASIC 83+ RPG to ever feature battle animations at all, behind Dying Eyes and Final Fantasy 1.198. :P
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 Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #42 on: January 05, 2013, 01:33:45 pm »
How about tvf?
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Offline DJ Omnimaga

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Re: Re: [Contest] Illusiat 11 Grammer Port
« Reply #43 on: January 05, 2013, 02:23:48 pm »
We miss 100% of the time due to bugs so I never had the chance to see magic in action. :P
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 Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #44 on: January 06, 2013, 08:57:52 pm »
Today's update:
-magics and items work. But no effect yet
-o yay I found my old tilemapping(scroll) routine. I thought I had to reprogram routine O.O
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