Author Topic: [SPINOFF]Trio and Niko: Dawn  (Read 8680 times)

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Offline DJ Omnimaga

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #15 on: January 24, 2011, 07:05:21 pm »
Basically it's kinda like how FinaleTI had two Nostalgia games, one for the (now defunct?) RPG  Cage Match and the other in Axe.

Can't wait for screenshots Ashbad :D

So Pyrix was related to Trio and Niko?
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #16 on: January 24, 2011, 08:28:05 pm »
Basically it's kinda like how FinaleTI had two Nostalgia games, one for the (now defunct?) RPG  Cage Match and the other in Axe.

Can't wait for screenshots Ashbad :D

So Pyrix was related to Trio and Niko?
I dunno about the other match, as Raylin said it would happen after The Storm, but if nothing related to that happens by sometime in February, I'll pick up Sky's Story regardless.

On a more-related note, can't wait to see this Ashbad. I know you'll provide some good competition in The Storm, along with all the other competitors.


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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #17 on: January 25, 2011, 01:19:16 pm »
thanks for the support!  I still have my engine, but I lost my map data from a crash (never run DCS7 BASIC programs from archive on very low battery >_>)

Will post when I get home from school in an hour, though no battle system yet :)

Offline DJ Omnimaga

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #18 on: January 25, 2011, 03:01:14 pm »
THat sucks X.x. And yeah in DCS7 when the error message appears the calc is in busy mode. With TI-OS message you can remove batteries but not with DCS ones.

However as soon as the low battery message starts appearing I recommend changing batteries anyway.

I hope you did not lose too much progress :/
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #19 on: February 01, 2011, 08:46:34 am »
I am sorry to say that this title will no longer be competing in the cage matches.  I wish I could, but it has been distracting me too much from my TaNF game; also the many code failures are finally starting to get on my nerves.  But, maybe after I get significant progress done on TaNF I'll continue it (not under pressure of the cage matches though) ;)

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #20 on: February 02, 2011, 03:36:20 pm »
Sorry to hear :(. I hope you finish it though. I'm glad you're still working on something at least. :)
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #21 on: February 02, 2011, 03:37:07 pm »
when I do finish it, it will most likely still be in ASCII but written in axe :D for speed and size.  I was modeling it off ROL by the way :D

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #22 on: February 02, 2011, 03:39:04 pm »
Oh ok. Was it actually delayed for BASIC coding issues? I think there was a topic in the Cage matches section to get help so you could have asked there. As for ROL do you mean the maps or the code?
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #23 on: February 02, 2011, 03:39:53 pm »
Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #24 on: February 02, 2011, 03:40:01 pm »
Well based on ROL like in the battles and such :)

also, it;s just that I have so much else going on, so I decided to limit what I do :/

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #25 on: February 03, 2011, 12:42:10 am »
Ah ok so it uses a similar looking battle system? (For those who never played ROL1 or 2 it looks like this kinda:
)

And I understand, it's best to not put too much on your plate.

Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
Probably not slower, but the speed gain from Axe over BASIC would probably not be very huge. TI text routines are just so slow.
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #26 on: February 04, 2011, 09:58:33 am »
Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
Confirmed. I tried this yesterday. It's hella slow. BASIC-level slow. I was floored.
« Last Edit: February 04, 2011, 09:59:36 am by JustCause »
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #27 on: February 04, 2011, 05:13:45 pm »
Another issue with home screen display routines is that they always update the LCD. I don't think there are ways to not update it automatically.
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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #28 on: February 04, 2011, 05:42:04 pm »
Couldn't you use sprites, but sprites looking exactly like the ASCII chars?  Isn't that what FinaleTI did for Nostalgia?

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Re: [SPINOFF]Trio and Niko: Dawn
« Reply #29 on: February 04, 2011, 05:47:33 pm »
Couldn't you use sprites, but sprites looking exactly like the ASCII chars?  Isn't that what FinaleTI did for Nostalgia?
That's what I'm gonna do.
But I haven't done that yet in any build of the engine, and it runs at a decent speed. It takes a noticeable speed hit compared to sprites, but it still runs faster than BASIC.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.