Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: 123outerme on October 16, 2015, 11:45:50 am

Title: [TI-84+ Series] Sorcery of Uvutu
Post by: 123outerme on October 16, 2015, 11:45:50 am
 I have decided to update the graphics and gameplay of one of my old titles, Dragonsglid (https://www.omnimaga.org/ti-z80-calculator-projects/%28cse-basic%29-dragonsglid/)! In Dragonsglid, you went around  dungeons fighting randomly spawning enemies. At the end of each dungeon, a boss enemy with a clever pun would test your strength.

 Unfortunately, every dungeon was really linear and easy, with plain, open rooms, there was no backtracking in rooms or dungeons, and there were no secrets. I'm here to change all of that. Along with that, I'm introducing:
*A new extensive story (Done)
*Customizable moveset (Done)
*Interesting battle graphics (Done)

15 years after the events of Dragonsglid, the nameless One of the Prophesy made a choice that would change the future forever. Unfortunately, that change didn't last long, as his kingdom, taken first by the Dragonsglid, fell into disorder and crumbled. The One of the Prophesy lived on and had a child, who had immense potential to save those left of the Uvutians.


Spoiler For Screenshots:
(http://i.imgur.com/YP1k1BO.gif)
(http://i.imgur.com/aNVBFN7.gif)
Older Screenshots (http://imgur.com/a/uHFeH)
v1.4 uploaded. You could also find the GitHub here:
https://github.com/TildaCubed/SorceryofUvutu
Title: Re: Arcane of Uvutu
Post by: TIfanx1999 on October 18, 2015, 11:24:30 am
Looks pretty nice!
Title: Re: Arcane of Uvutu
Post by: 123outerme on October 18, 2015, 12:11:56 pm
Looks pretty nice!
Thanks!  And unlike all my other projects, I won't fully release Arcane of Uvutu until I am 100% satisfied with it.
Title: Re: Arcane of Uvutu
Post by: TIfanx1999 on October 18, 2015, 12:24:36 pm
Just make sure it doesn't get stuck in developmental hell where you are never satisfied and it ends up not getting released. :P
Title: Re: Arcane of Uvutu
Post by: 123outerme on October 18, 2015, 12:32:54 pm
Just make sure it doesn't get stuck in developmental hell where you are never satisfied and it ends up not getting released. :P
Yeah. If that happens, eventually I'll just give up and release it in the best state I can.
Title: Re: Arcane of Uvutu
Post by: 123outerme on October 25, 2015, 11:10:30 pm
I added map transition stuff, including buildings! Also reworked the tile that was previously a flower, and made it a tree. Some other small stuff too. BTW I may change the texture for the wood floor in the house.
(http://i.imgur.com/a9zS0TO.gif)
Title: Re: Arcane of Uvutu
Post by: TIfanx1999 on October 26, 2015, 11:55:09 am
Looks like it's coming along pretty quickly, nice work. I want to know why I can't exit the house through the window though. :P
Title: Re: Arcane of Uvutu
Post by: 123outerme on October 26, 2015, 09:08:50 pm
Looks like it's coming along pretty quickly, nice work. I want to know why I can't exit the house through the window though. :P
lol. It just seems that the main character has a conscience. And thanks, I'm liking the expected destination and the journey so far.
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 07, 2015, 02:46:33 pm
Here's a new screenshot showing off leveling up, the items menu, and battle backgrounds!
(http://i.imgur.com/iMpg8TV.gif)
Title: Re: Sorcery of Uvutu
Post by: TIfanx1999 on November 09, 2015, 03:00:00 pm
Looking good!
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 09, 2015, 03:24:27 pm
Looking good!
Thanks so much!
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 09, 2015, 10:42:09 pm
(Yes, I know I post a lot of screenshots)
(http://i.imgur.com/oGocz7P.gif)
*Changed battle backround as per DJ Omnimaga's request
*Added stat points number to stats menu
*Put Back option at the top of the items menu
*Added NPC rendering and dialog. Currently only for the insides of houses but will be changed later.
*(not in the screenshot) Added bosses, although not dialog and pun yet.
*Added function to Block attack
*Changed outside house tiles

Left to do:
*Item management inside the Items menu
*Item management inside the battle menu
*The rest of the artwork
*Adding more content like maps, NPCs, etc.
Title: Re: Sorcery of Uvutu
Post by: Sorunome on November 10, 2015, 03:41:29 am
(Yes, I know I post a lot of screenshots)
[...]
Well, screenshots show off stuff the best ;)

Anyhow, it's looking awesome so far, a shame I won't be able to play it (as I don't have a CSE) :P
Title: Re: Sorcery of Uvutu
Post by: TIfanx1999 on November 10, 2015, 12:51:49 pm
@123outerme : I'm always Impressed by how quickly you work. This is really coming together nicely. I like that you have different colored npcs to give a little variety. On another note, how did the you enter that second house from the back? Do they have a back door? :blah:
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 10, 2015, 04:16:56 pm
(Yes, I know I post a lot of screenshots)
[...]
Well, screenshots show off stuff the best ;)

Anyhow, it's looking awesome so far, a shame I won't be able to play it (as I don't have a CSE) :P
Thanks! Maybe someone will have to do a reverse Escheron: Twilight over Ragnoth and demake it for monochrome calculators :P
@123outerme : I'm always Impressed by how quickly you work. This is really coming together nicely. I like that you have different colored npcs to give a little variety. On another note, how did the you enter that second house from the back? Do they have a back door? :blah:
Thanks! I plan to have even more types of NPCs, but for now that's what I did. And about the door thing, let's just say they have two doors now :blah:

Edit:
I don't think it deserved it's own 5 minute long .gif, but I started item management! So far, you can only view the item icons and names in the items menu. You can't see them in the battle menu, nor can you do stuff with them in either menu.
(http://i.imgur.com/9vYrjaf.gif)
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 15, 2015, 10:56:02 am
Unfortunately I've hit a rut. The program size is too large, so when it tries to load a map, I get an ERR; MEM. I thought that DCSE ran the program directly from ROM, but I guess it copies it to RAM. All of the features and one world are currently in place.
So, I've had to cut the ability to access your items within the battle menu. I couldn't even launch the game to test it, for one. And it was a pretty unnecessary feature that removing adds unintended depth. You'll always have to think about your HP, now.
Unfortunately, I will most likely have to cut other small features like that if I want to fit in the content that I want. As of right now, the program is 18705 bytes, including the arbitrary header bytes. It's that large, and I only have one world fully completed. And speaking of completing one full world, I will be releasing a demo version! Only the first world will be available.
Title: Re: Sorcery of Uvutu
Post by: Sorunome on November 15, 2015, 11:16:31 am
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 15, 2015, 12:18:01 pm
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
Title: Re: Sorcery of Uvutu
Post by: c4ooo on November 15, 2015, 02:00:53 pm
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
I do :P

What you could do is have **someone** make you a launcher that will uncompress your main program. (that will be compressed via another tool)

But that will slow down development for you <_<
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 15, 2015, 02:10:50 pm
You could try to split your game up into multiple programs and archive/unarchive as necessary :)
If it comes to that, I'll have to. But I'd rather it not. I don't want my game to clog up the PRGM menu (although nobody uses it) and just reduce confusion because of stuff like "which programs need to be where" and "which should be run".
I do :P

What you could do is have **someone** make you a launcher that will uncompress your main program. (that will be compressed via another tool)

But that will slow down development for you <_<
I could do that myself. It only has to copy some code into a temporary program, delete the code from the main one, then at the end bring that code back to the main program and delete the temporary program.
Title: Re: Sorcery of Uvutu
Post by: c4ooo on November 15, 2015, 02:15:20 pm
But you dont know asm  ??? , right?
What i would do is store the program as an appvar. The launcher would work like this:
1) Archive the appvar (just in case the user unarchived it)
2) Copy the data from archived appvar into a ram prgm (no archive required)
3) run the program

Exit: you say the data does not fit in ram? That might be a problem as you need to fit the whole thing uncompressed to actually run it. I think i misunderstood you :P
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 15, 2015, 02:21:47 pm
But you dont know asm  ??? , right?
What i would do is store the program as an appvar. The launcher would work like this:
1) Archive the appvar (just in case the user unarchived it)
2) Copy the data from archived appvar into a ram prgm (no archive required)
3) run the program

Edit: you say the data does not fit in ram? That might be a problem as you need to fit the whole thing uncompressed to actually run it. I think i misunderstood you :P
You can do stuff like copying code into seperate programs with Celtic II CSE. And yes, not all of the program at 20000 bytes can fit into RAM. But currently it's about 18000 bytes, so it works for now.
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 15, 2015, 05:04:18 pm
Bump: Here comes that beta demo version! Attached in the OP. It only has one world, however. Let me know if I've messed anything up.
(http://i.imgur.com/Fpnx0tc.gif)
(The name STEVYP is in honor of my school's marching band coming to an end. My nickname was Stevie P)
Title: Re: Sorcery of Uvutu
Post by: TIfanx1999 on November 17, 2015, 04:51:42 pm
Looks nice! I'll have to try to find some time to check it out. Also, I really like the new character sprite, it looks great!
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 17, 2015, 05:24:41 pm
Looks nice! I'll have to try to find some time to check it out. Also, I really like the new character sprite, it looks great!
Thanks! If you like the new character sprite, be sure to let LDStudios know. He designed it himself, and gave it to me. I like it as well!
Title: Re: Sorcery of Uvutu
Post by: 123outerme on November 30, 2015, 08:49:41 pm
Beta version 0.2b is out now! I've updated the original post to contain the download. Here are a list of changes from version 0.1b:
*Minor color changes of grass textures for overworld and battle background/sky
*Speed and size optimizations
*Removed small glitch that made options menu appear a split second before battle ending text displayed
*Added progress bar to the blue "Saving" screen
*Added functionality to armor. Now a usable item that ups HP based on the power of the armor
*Changed Doors CSE icon to more closely resemble the new character sprite made by LD Studios
*Small functionality tweaks

Here's a screenshot:
(http://i.imgur.com/3DwrMyO.gif)
Title: Re: Sorcery of Uvutu
Post by: 123outerme on December 02, 2015, 04:45:21 pm
I uploaded 0.3b with not too many changes. No screenshot this time since none of the changes require one.

*Fixed minor lag in battle background gradient drawing as per @DJ Omnimaga  's request
*Changed method of storage for map data from program (inside the main program) to a separate Appvar. This will allow me to keep the game to one program and allow me to make almost too many maps.
Title: Re: Sorcery of Uvutu
Post by: 123outerme on December 05, 2015, 10:50:07 pm
I've hit another size issue. I just can't have the scope of the game I want. I either have way fewer maps per world or just release it now how it is. I've completed two worlds and their bosses so far. I'll give you the choice. Just know that the quality will be lower and the game will feel more rushed if I have fewer maps, but if I release it as it is now it'll feel as if it was just cut off suddenly. I'm sorry to have to do this but it's the only way. I've even put a ton of the code into a subprogram. I just can't do it all. I'm also thinking about handing it over to someone else, so if you would like to take the reins of this project, just PM me.

EDIT: I have a solution. Basically, I'll have just a 250 byte program loaded into RAM to handle map data, so there are no issues. If you want the long description of how this works, just ask. But this gives me a total of about 20k bytes worth of tilemap data to use now.
Title: Re: Sorcery of Uvutu
Post by: 123outerme on December 14, 2015, 06:14:31 pm
I've completed work on the second and third worlds, here are their towns (not spoiling anything else):

(http://i.imgur.com/yFBuTS0.png)(http://i.imgur.com/I3rDdoG.png)
Title: Re: Sorcery of Uvutu
Post by: chickendude on December 16, 2015, 01:27:35 am
It's looking really great, just some of the screens look really repetitive. Making some of the tiles appear a bit less square would help a lot, in my opinion. As for the memory issue, i'm sure there's a tool to read something from archive into RAM, that's what i've done in my games when i needed extra memory, just keep tilemap data, etc. in archive and when i load a level/set of maps, just load that data into RAM. Maybe it's similar to your method now. I'm glad you found a solution, though, hopefully it'll give you the space you wanted.
Title: Re: Sorcery of Uvutu
Post by: pimathbrainiac on December 16, 2015, 08:30:48 am
Looking great as always! Is the story going to be portrayed through NPC dialogue or though narration?
Title: Re: Sorcery of Uvutu
Post by: 123outerme on December 16, 2015, 07:09:11 pm
Looking great as always! Is the story going to be portrayed through NPC dialogue or though narration?
Through NPC dialogue. Usually the towns will provide this info, but every now and again there's some useful NPC in the town. You always have to check there to make sure you're not missing important attack upgrades or anything ;)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on December 28, 2015, 05:27:27 pm
Warning: Discussion of beta features, maps, etc. may include SPOILERS. Proceed at your own caution.

- Signing Up
If you would like to sign up for the closed beta, please PM me to avoid cluttering the topic. I won't accept many testers, to avoid many cooks in one kitchen, as well as to contain possible spoilers. If I accept you, you will be PM'd a link to the newest beta whenever they are released, as well as a save file editing program, and instructions.
As you will be able to modify your save file and experience a lot of content in a short time, I ask that if you would want to experience the game free from beta duties, that you not sign up. Other than that, go for it!

- Beta Information
As for what beta testers will be testing, I say just playtesting. If you see a possible bug, try to replicate it, and report it. If it is unreplicatable, report it anyways but make sure you specify that it's unreplicatable. Worlds 1 and 2 have been thoroughly tested. World 3 has been tested a bit, and World 4 hasn't been tested at all.

- Known Issues
*World 3 seems short, I think.
*Not really an issue but I have to implement DJ Omnimaga's battle background code.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 03, 2016, 07:00:09 pm
I created a new image to put on the front page of the topic and to update some things:
(http://i.imgur.com/qkpqepu.gif)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 27, 2016, 01:16:25 pm
Have no fear, it's still being worked on! I'm getting there slowly, but I'm at work with the beta testers to make sure everything is fixed. Eventually I'll get to making more maps, but for now it's just bugs we're working on.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 18, 2016, 10:02:54 pm
In case ALL this traffic my post has been getting, with no responses from me has you worried that it's not getting completed, well, worry no more.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: chickendude on February 19, 2016, 10:15:30 am
So what's currently being worked on? The game looks great, i just don't have a CSE to test it out on unfortunately.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 19, 2016, 04:30:29 pm
So what's currently being worked on? The game looks great, i just don't have a CSE to test it out on unfortunately.
I've fixed several bugs in the beta, added weaknesses to some enemies, improved battle calculations, and a bit more. As of now, I'm currently working on adding more maps for my testers to play on. There aren't many visual changes, although if there are, I'll make a gif. I'll still probably make a new one anyways.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on February 20, 2016, 04:21:07 pm
Glad to see you're still hacking away at this. :D
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: E37 on February 23, 2016, 03:09:22 pm
Still looks awesome!
How long is the game?
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 23, 2016, 05:04:45 pm
Glad to see you're still hacking away at this. :D
Thanks! I'm glad I'm getting this done eventually.
Still looks awesome!
How long is the game?
Thank you! Currently, there are 8 worlds planned, with about 5-6 maps per world. I'm not sure what that translates to in hours, but I'm willing to guess maybe 5-8 hours. These aren't real numbers, just what I expect/hope for the time to be.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 24, 2016, 05:04:04 pm
What you see here is the newest screenshot, with many features suggested by the testers who work with me. Not many tiles, if any, have changed since the last screenshot. Most of what changed is internal work, such as a small chance that you can attack first, even if you don't outspeed the enemy (and the opposite is also true). This isn't demonstrated in the screenshot, but it's an example.
(http://i.imgur.com/Z97cCZ5.gif)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: E37 on February 25, 2016, 04:22:34 pm
Well... I don't have a color calc, but is there any way I can help? (even just an occasional good job)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 25, 2016, 04:32:53 pm
Well... I don't have a color calc, but is there any way I can help? (even just an occasional good job)

Well, feedback on any asset of the game (in your case, seems you're limited to visuals, and based on screenshots) is extremely helpful. I may need people to make maps in the future, but it's more likely that I can do all that myself.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on February 27, 2016, 07:52:52 am
What you see here is the newest screenshot, with many features suggested by the testers who work with me. Not many tiles, if any, have changed since the last screenshot. Most of what changed is internal work, such as a small chance that you can attack first, even if you don't outspeed the enemy (and the opposite is also true). This isn't demonstrated in the screenshot, but it's an example.
(http://i.imgur.com/Z97cCZ5.gif)

So basically you can either have a chance of executing a surprise attack on the enemy or have a chance of the enemy getting a surprise attack on you. Pretty neat. This is a mainstay of a lot of old school RPG's, so it's nice to see something like this added. :)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 27, 2016, 11:48:38 am
What you see here is the newest screenshot, with many features suggested by the testers who work with me. Not many tiles, if any, have changed since the last screenshot. Most of what changed is internal work, such as a small chance that you can attack first, even if you don't outspeed the enemy (and the opposite is also true). This isn't demonstrated in the screenshot, but it's an example.
(http://i.imgur.com/Z97cCZ5.gif)

So basically you can either have a chance of executing a surprise attack on the enemy or have a chance of the enemy getting a surprise attack on you. Pretty neat. This is a mainstay of a lot of old school RPG's, so it's nice to see something like this added. :)
Yes, this is true. Thanks!
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: E37 on February 29, 2016, 03:47:28 pm
How fast does the screen refresh? From the screen shots it looks like it is pretty slow.
Adding a sliding animation when the character walks instead of just appearing in the next square would be cool.
It looks like the screen refresh rate would be the prohibiting factor.
I'm not sure if this has been discussed already.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on February 29, 2016, 08:08:46 pm
How fast does the screen refresh? From the screen shots it looks like it is pretty slow.
Adding a sliding animation when the character walks instead of just appearing in the next square would be cool.
It looks like the screen refresh rate would be the prohibiting factor.
I'm not sure if this has been discussed already.
No, this hasn't been discussed yet! As of now, it's a playable speed. If I could, I'd love to increase it, but it doesn't seem plausible. I've pretty much optimized as much as possible, although I could take another look at it. But it's not like the screen refreshing is unusable. I'd be cool to add a sliding animation, but unfortunately I think it would make the existing load time about 3x greater or more. There's not a really easy way to read lines of map data and add them to the current map, splicing so that everything appears the same.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: chickendude on March 02, 2016, 04:32:27 am
I think it's pretty standard when compared to other TI-BASIC/Hybrid RPGs. The speed looks fine to me personally, assuming that the speed in the screenshot is accurate. I really like the battle interface, btw. It reminds me of some of the QBasic RPGs i played in middle school :)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on March 02, 2016, 07:30:35 pm
I think it's pretty standard when compared to other TI-BASIC/Hybrid RPGs. The speed looks fine to me personally, assuming that the speed in the screenshot is accurate. I really like the battle interface, btw. It reminds me of some of the QBasic RPGs i played in middle school :)
Thanks! It does run at the speed shown, you can ask any of my testers (being DJ Omnimaga, Unicorn, and DWMelon so far).
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on March 11, 2016, 03:23:32 pm
(http://i.imgur.com/0tKIFJ4.gif)
Here's a new gif of weaknesses and upgraded attack animations! The yellow flash indicates that you've used a move that the enemy is weak to. Instead of just guesswork, the NPCs will also hint to/tell you the enemies' weaknesses. On top of this, NPCs will also offer other helpful advice (especially in the first dungeon) and and offer to upgrade your attacks. (Although that last one was always present)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on March 13, 2016, 06:15:50 pm
Oh hey, a frozen area! Looks cool! It's also nice that weaknesses are shown in battle now. :)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on March 13, 2016, 09:40:11 pm
Oh hey, a frozen area! Looks cool! It's also nice that weaknesses are shown in battle now. :)
Thanks! I think it looks pretty cool, personally.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 03, 2016, 04:16:10 pm
Shh... I didn't drop this preview of the fifth world here...
(http://i.imgur.com/QOrUi0q.png)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on April 04, 2016, 08:06:34 am
Looking good! :thumbsup:  Hopefully Xlib gets released for the CE soon so that people can play on that calc as well. :D
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 04, 2016, 03:07:25 pm
Looking good! :thumbsup:  Hopefully Xlib gets released for the CE soon so that people can play on that calc as well. :D
Yeah! Kerm said he would actually use xLIBCE to test SoU, and vice versa.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 09, 2016, 01:27:49 pm
Pretty big update:
Thanks to some xLIBC feature and tr1p1ea's help, I've been able to speed up the saving process a ton! Unfortunately for testers, I had to slightly change the way some data was saved. I'll tell you guys how to fix that in the PM, once I send it all out. Here's the difference. I tried to be exact when I pressed the Save button, but it may not be perfect.
(http://i.imgur.com/PxAWZcx.gif)
(http://i.imgur.com/D4glEqK.gif)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 17, 2016, 08:10:52 pm
Unfortunately, the xLIBC command which I use to convert numbers to strings in Ans (real(6,1) aka the one that displays numbers on screen) can neither deal with decimals nor numbers greater than 9999. Due to the way I have to work around the first problem, I run in to the second sometimes. Not all the time, like in the screenshot, but eventually I do. I'll have to revert back to the old way of saving, unfortunately. I'll get this fix out to testers soon. Of course if tr1p1ea raises the limits of this command like he said he was thinking about once, this faster saving routine would be possible.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on April 18, 2016, 12:34:54 pm
It is what it is I guess. :/ Maybe something can be worked out though.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 18, 2016, 08:42:14 pm
It is what it is I guess. :/ Maybe something can be worked out though.
Like I said, tr1p1ea was thinking about upping the limits to real(6,1), so it's possible I could implement it in the future. But for now, I'll have to stick with what I had. It's okay though. Progress is steadily going, and I'm also starting work on a new side project as well.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on April 18, 2016, 09:07:21 pm
Ok, sounds good. Be sure to post about your side project when it gets mature enough! ;)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on April 26, 2016, 10:56:23 am
Ok, sounds good. Be sure to post about your side project when it gets mature enough! ;)
I will! It has promise so far, but I'm not sure if it'll come to fruition. If it does, I'll be sure to let the community know.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on August 27, 2016, 03:39:14 pm
For some weird reason, my keyboard hasn't been working up until a week ago or so. Now, I have my keyboard back and I've made lots of progress with the game, so I'm sending a build out soon. The 5th world has been finished, and for space, I've changed the save file format back to its original. But, I've included two save files (one an OP, over the top powerful save, and the other a normal one that is currently at the first world).
(http://i.imgur.com/8NWhvYJ.png)
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: TIfanx1999 on September 03, 2016, 10:09:41 pm
Looking good!
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on September 07, 2016, 03:07:33 pm
Looking good!
Thanks! I like to think development's running somewhat smoothly right now, so I'll keep it up with these world screenshots.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on November 16, 2016, 04:58:57 pm
Unfortunately, I'm experiencing a bit of a burnout with this project. Probably unrelatedly, with games in general. I know I've learned a lot from this project, and I don't mean for this to be a cry for attention, but I'm thinking it's time to take what I've learned and move on. I'll get to work on the last 2 worlds, but by then I might not have enough steam to make the experience any more than it already is for 2 more worlds. Meaning probably no sidequests, no auto-battle mode, no 9th world. I just don't have the energy with this project to try to make it any more engaging than it already is, which I fear is little. I'm going to take what I learn here and use it to make better projects on the CSE, and possibly the CE too, if I decide to get one.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 07, 2017, 01:56:07 pm
Since I have literally nothing to do today (except homework :banghead: ) I think I'll work on some of this. I've started work on world 6, the Under City. One thing that I hope to add soon will be a decent story or at least a driving motive. Due to the way I've set things up so far (planning on reworking the engine somewhat, though) the only way I can tell a story would be through the townspeople, which mostly only occur in each town. Hopefully when I rework the engine I can make townspeople outside of buildings, signs, pieces of paper, etc. trigger a dialogue (at least), meaning more chances to add to the story. For now, just townspeople and soon to be the New Game screen.
Most likely, I will release version 1.0 with the engine I have now, and rerelease the reworked version as v2.0, or by adding "Reworked", "Remastered", or something like that to the title.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 10, 2017, 09:18:00 pm
Project update: For those of you who are testers, I sent out the latest build that fixed a lot of bugs. You got the PM explaining it.

For those who are just browsing, I'm about 90% done with the project. I have worlds 1-7 completely finished (have to do some testing to know if they're all working but I have no reason to suspect they aren't), all sprites, enemies, etc. are all completed, and all game systems are fully functioning and balanced. All I have left to do is create World 8, add the necessary assets, add a satisfying ending screen, add an intriguing "New File information dump" screen, and do a test playthrough. After I release the game, I will release various data such as move explanations, world maps (these include tons of spoilers, so I'd look at these at your own risk), etc.

Given the time I have available to me due to semester exams approaching, lots of homework to do (for some reason), and various other life stuff, I aim to release it next week, with a possible release time this weekend. I'm very excited for release, feedback, and traffic my game will be getting at that time, since it won't be locked into private beta anymore. This is the largest project I've ever taken up. It's taken me the longest to develop, the most art to create (actually it was the first time I actually made art for a game), the most depth I've ever had in a title, etc. I'm very proud of it, and it seems that sort of quality, to me, that would feel right at home on the NES. Of course, the memory limitation and 8x8 pixel graphics help that feel too. :P
And don't worry, post-launch sentimental posts are coming. You have been warned. I will say "thanks" or some varation of that word at least 340945690 times.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 11, 2017, 06:02:44 pm
I had another issue with program size, but thankfully it's fixed now, and permanently. Thanks to DJ Omnimaga, kotu, and c4ooo, I've fixed the problem and even reduced the number of files needed! Unfortunately, though, talking to a regular townsperson (aka has no function other than dialogue) has a 2-3 second delay from the bubble popping up (immediately after pressing 2nd) to the text appearing. It's either that, or the game won't run. I had to do what I had to do.

Edit: Nevermind. I just put the strings in a new AppVar, in the beginning lines, and it's only about a half-second delay. But I removed one of the data AppVars, essentially.
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 13, 2017, 04:35:08 pm
I haven't updated with a screenshot in a while so I figured I'd do it after changing the status bar to something a little more useful:

(http://i.imgur.com/yElWFWi.gif)

That's right, it's got health there now (Thanks to a year-old request of DJ Omnimaga's)! And when your health gets to >=30%, the normal yellow color will turn red to signify you need healing. On top of that, I demonstrated some of the older stuff again such as talking to NPCs, the menu, and saving.

Update:
Another screenshot! This time, I've implemented the "intro exposition dump". Let me know if you like the color of the background and text.
(http://i.imgur.com/IATnAvL.gif)
(Hidden not really hidden message somewhere in there [hint: the name])
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 14, 2017, 01:08:25 pm
It's been a long ride, but I've finally gotten to Release Candidate stage! Together, with me and the people who generously donated their time to helping me test my game, I've gotten Sorcery of Uvutu to the final stage of the game development cycle. If I really needed/wanted to, I would be perfectly okay releasing the game as is. However, I prefer to wait for my testers to report their feedback and assure the quality of this product I've made. I'm so glad to have made it here!
(And no, this is not the touchy-feely post yet, that'll come when I release :P )
Title: Re: Sorcery of Uvutu (CLOSED BETA)
Post by: 123outerme on January 14, 2017, 07:04:11 pm
I am extremely glad to be announcing; Sorcery of Uvutu is finally released! I am completely done with everything; gameplay, mechanics, graphics, and the experience! Thank you to my testers for making my life easier. It wouldn't have made it this far without them. Even if you only tested for a short time, your contributions still mattered. Thank you to everyone who has posted in my topics, your support, kind words, and suggestions mean the world to me. As such, I am proud to present my newest, most ambitious, and most refined title, Sorcery of Uvutu!

You can find the download in the original post.
Title: Re: Sorcery of Uvutu (Released!)
Post by: Sorunome on January 14, 2017, 07:09:55 pm
This is awesome to hear, you have been working on it for such a long time, it's awesome that it's finally done! ^.^

Unfortunatly I can't try it out, though, as I don't have a color calc >.<
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 14, 2017, 07:14:56 pm
This is awesome to hear, you have been working on it for such a long time, it's awesome that it's finally done! ^.^

Unfortunatly I can't try it out, though, as I don't have a color calc >.<
Thanks! I think I mentioned, but it's been nearly 2 years in the making, and I'm glad to finally have it done.
That's okay, the feedback is still appreciated! :)
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 16, 2017, 09:31:29 pm
Spontaneously, out of nowhere (yes that phrase is redundant), I've decided to fix a few minor issues detailed below. Now magically appears a changelog:
Spoiler For Changelog v1.1:
*Made saving a little faster (the downtime at the end, when the bar is full, is a lot shorter now)
*Tweaked the health of the final boss (+40 health, specifically)
*Fixed issue with pressing New Game, and it automatically selects Yes, Delete Save when holding 2nd
I've already updated the OP.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 18, 2017, 09:03:17 pm
Well, since I had several suggestions and I decided I had nothing to do today, I've uploaded v1.2 with 99% aesthetic changes.
Spoiler For Changelog v1.2:
*Added color invert to some magic attacks and one physical attack
*Added more flair to intro and outro text walls
*Changed game ending to Save + Continuing, not Save + Quitting
*Removed requirement for SOUVUTUS to be in RAM; this protects against RAM clears, and makes it easier to install
*Added chair sprites to every house to make it more lively and less plain
*Slightly changed some sprites
*Behind-the-scenes work to give the user more of a "RAM buffer"; users need slightly less RAM in order to run and not crash the game
I've uploaded it to the original post.
Here's a screenshot:
(http://i.imgur.com/YP1k1BO.gif)
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 29, 2017, 01:36:52 pm
Recently, I've started work on a port of Sorcery of Uvutu to the monochrome z80 calculators. I'm using xLIB (monochrome) in place of xLIBC and have already started work on the black and white spritesheet and some porting of the main engine. String data, non-DCSE specific commands, and general ideas I've used can all stay, yet they'll probably all have to be changed in one way or another. Map data, some tricks using color (screen inversion, intro text fade-in, probably screen shaking, etc.) and other CSE specific things will all have to be entirely reworked for this port. I don't have any screenshots yet, as I'm still working on sprites and the like, but that will come soon.

As for my vision, I expect the monochrome version to likely run faster, due to the CSE's speed limitations being removed here. Also, as each overworld map will be colorless and the screen size will have to make each map smaller, I can only do so much in each, and battles will probably have to be more frequent per map. Think of it this way: In Sorcery CSE, battles would occur at a minimum, every 11 steps. For the CSE, 11 steps was enough to traverse half of most maps, making battles occur 1-2 times per map. This played a huge part in the balance I did for exp/money gain, HP, etc. Now, 11 steps will probably be enough to traverse 1.5 typical maps, meaning by the time you reach a boss in a world, you'd likely be underleveled without serious grinding. I'm looking to reduce that number to every 5-6 steps, which will mean technically more encounters, but encounters per map screen will likely stay the same.

(http://i.imgur.com/IYStS8a.gif)
Here's a tileset/overworld test. I added functionality to move diagonally, since it was available with Doors CS 7. The game figures out which tile to redraw after moving on-the-fly, as seen when I walk over the door. I have more tiles for more worlds, and I'll be testing them too, but here's just a basic map. You can also see the collision with the tree (not letting you move, no matter how you approach it) and the house window.
Title: Re: Sorcery of Uvutu (Released!)
Post by: Sorunome on January 29, 2017, 06:12:11 pm
awesome, glad to see more monochrome-calc progs popping up! I wish you good luck on porting it.

Due to you using xlib i'm guessing that you are using hybrid basic, is that correct?
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 29, 2017, 06:43:05 pm
awesome, glad to see more monochrome-calc progs popping up! I wish you good luck on porting it.

Due to you using xlib i'm guessing that you are using hybrid basic, is that correct?
Yes, I am using xLIB. I'm excited to be writing for monochrome calcs as well!
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 30, 2017, 05:28:04 pm
Update:
(http://i1381.photobucket.com/albums/ah217/123outerme/testgif4_zpslwjusb4w.gif) (http://s1381.photobucket.com/user/123outerme/media/testgif4_zpslwjusb4w.gif.html)
Edit: Sorry for the photobucket :P )
Showing off all of the features I've done so far. Here, you actually see maps changing like it does in the CSE version of SoU (although I clear the screen here for a little more clarity of what's going on, which I may transition over to the CSE version as well), handling 2nd keypresses properly (does nothing unless you're talking to an NPC (who right now is invisible :P ), starting battles (although like when I tested it for CSE, it is binded to PRGM for testing purposes, no random encounters as of yet, although that'll be pretty easy), and opening the overworld menu (in this version, the screen will scroll down, painting the screen black, and then clear to display the actual menu). In this version I will have to cover up more of the screen to display enough text, but that probably won't end up being an "issue" (aka something that annoys me), and will most likely have to reduce inventory space (aka the items menu) due to the screen obviously being smaller.
Title: Re: Sorcery of Uvutu (Released!)
Post by: Sorunome on January 31, 2017, 06:47:08 am
This is looking quite awesome!

Also you should totally add a DCS icon :P
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on January 31, 2017, 02:15:30 pm
This is looking quite awesome!

Also you should totally add a DCS icon :P
Thanks! I'm enjoying the porting process, strangely enough.
I have an icon for the main program. I was thinking about putting it on the tileset test program, because I might just rewrite the engine (by copying all the code that would still work and making new code that wouldn't otherwise, like DCSE commands). Eventually the game will have an icon, just like the CSE version.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 01, 2017, 06:24:01 pm
There is a line just below your character to tell you where the ground it, so let me know if it looks good. I've also changed most of the code so that text, sprites, etc. don't update the screen until the last one is reached. I think it looks a lot better. This means that now stuff like text, character redraw, etc. are all instantaneous (for the most part, you don't see character blinking or text drawing one line at a time). I've also done more work on the battle menu and added the ability for NPCs to say stuff, like in the original! In xLIB (vs in xLIBC), I can draw about 26 characters per line of text vs 20, but still 5 lines for each, although the xLIB text fits in the box better. Here's a screenshot of this stuff in action:

(https://img.ourl.ca/battletest2andNPCs.gif)
Title: Re: Sorcery of Uvutu (Released!)
Post by: Sorunome on February 02, 2017, 07:07:42 am
As I already said on IRC I'd try removing the corner pixels of the box in the fight screen, other than that it's looking cool IMO ^.^
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 03, 2017, 09:28:49 pm
As I already said on IRC I'd try removing the corner pixels of the box in the fight screen, other than that it's looking cool IMO ^.^

Agh, I forgot to try that this build. I'll make screenshots comparing the two styles you described. Do you want both top and bottom corner pixels removed, or just one of those?

(https://img.ourl.ca/menutest1.gif)
This is the newest screenshot! I finished the menu screen (except for the items screen; I don't really have the save file save file set up, so I can read from to find the items. I imagine it'd be fairly easy, though). I like the way it looks personally, and I hope everyone else does too. I tried to keep the style and layout as close to the menu screen in Sorcery CSE. I really had an itch to add some other stuff, but I don't think I will (unless I decide to add it to the CSE version, but I don't know if I even have the space for that :P ). The Save and Continue / Save and Quit options don't work, but once this code is imported into the main program (or more correctly, once I import the rest of the main program into this), it should work correctly.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 04, 2017, 05:45:09 pm
Update:
(https://img.ourl.ca/battletest3menutest2.gif)
This is my progress so far! Battles are nearly complete (just have to have the Exp code, the leveling up, etc.), The main menu is finalized (the code is all set up so that I can go in and add creating a new save file, loading from the save file, etc.), and the Overworld menu is still 90% complete (still, I don't have the save file, so I can't really read from that to get any items). The last things I have to add are boss encounters, chest pickups, save file code, and the entire 8 worlds. I hope I'll be able to learn some language so that I can write a program to make maps from the computer. I can't use Tokens, because the data is stored as a matrix, not as a hex string. Otherwise, creating new maps will likely be extremely tedious, so I think if I can't figure that out, I'll probably recruit other people to help me with maps.
(Yes, I know this is a lot of screenshots :P but when I'm developing maps, without spoiling anything, there isn't much to post about :P)
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 07, 2017, 07:48:07 pm
A change concerning CSE users and soon-to-be 84+ users: I've added the ability to auto-Archive and de-Archive your save file, to protect it against RAM clears! The procedure to set this up is explained in the readme, but for anyone browsing I'll explain it here. As of V1.3, Pressing and holding the STO> button (right above ON) while the saving screen is up (aka the saving bar is filling) will bring you to a menu asking if you want to auto-archive your save file. To auto-archive, select YES in the menu. To de-activate it or to not activate it in the first place, select NO in the menu. Here is a screenshot of this:
(https://img.ourl.ca/archiveSave.gif)
Edit:
(https://img.ourl.ca/betaTest1.gif)
New screenshot! (Yes, I know the path leads into the right house's window, I will fix that :P)
I made some huge leaps, such as fully implementing all main menu features, adding save file support, making things not hardcoded anymore, and more changes. Most engine stuff like random battles (not shown here), NPC conversations, etc. are complete! Still not the items menu, I didn't have time to write that tonight, but I'll get to work on it soon.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 11, 2017, 03:10:53 pm
I just sent out v1.3, so if you would like to download that, please see the original post! Changelog this time is in the .zip, you'll see it.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 18, 2017, 06:25:29 pm
Update: here's some screenshots of various things:

(https://img.ourl.ca/chestTest.gif)
The item chest test. Chests display and are picked up properly. The entire thing is faster than the CSE version thanks to det(1,__).

(https://img.ourl.ca/bossTest.gif)
The boss fight test. Bosses display and are handled properly, including pre-fight quip, battle trigger, and dropping the proper teleport stone. Also shown is the teleport stone functionality, which also functions as it did in the CSE version. If I had implemented World 2 maps, I could've teleported there instead of back to the World 1 town, but like I said, everything is implemented.
Title: Re: Sorcery of Uvutu (Released!)
Post by: Ranman on February 18, 2017, 10:35:48 pm
Lookin' good. Keep up the awesome work.

How much memory does the color version require? And the monochrome?
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on February 19, 2017, 12:43:41 pm
Lookin' good. Keep up the awesome work.

How much memory does the color version require? And the monochrome?
The color version requires nearly all RAM (23k bytes), although every file has to be in Archive. The monochrome version will likely require less. With everything in Archive, I don't have an exact figure, but ~10k bytes would be my estimate as of my most recent build. This difference is likely due to
a. color assets loaded into RAM taking up a ton of space
and b. other discrepancies in the color and monochrome version (mostly due to screen size differences) requiring less space to keep track of everything

Thanks for the feedback! I really appreciate it!
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on March 01, 2017, 06:23:04 pm
Update:
(https://img.ourl.ca/world2preview.gif)
White main tiles w/ black details
(https://img.ourl.ca/world2preview2.gif)
Black main tiles w/ white details
Here are new screenshots showing World 2, Dragon's Den. It has yet to have any other maps other than the town map (hence why I didn't show them), but teleporting to World 2 functions correctly. I'm experiencing a weird issue, though. The lava tile (unwalkable tile)'s ID is 13 (as in the 14th sprite, left to right, carriage returning at 12 sprites. Alternatively, the 2nd sprite row down, 2nd column), and using my ID -> x/y offset algorithm (necessary to do for tile drawing functions like real(1...) ), I get garbage data displayed when drawn with real(1...), but not when drawn as a tilemap. Does anyone know why, or how to fix this? Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs.
Here's my algorithms:
Code: [Select]
12fPart(T/12)+.0001(fPart(T/12)=1/3)   // x offset, in number of tiles, from the top-left sprite (origin)
//The "+.0001..." part is to fix rounding issues with my algorithm, so if the tile is in the 4th column, it'll actually display using this
//If you're wondering, this isn't the problem with my 13th tile issue. This doesn't trigger as fPart(13/12) = 1/12, and not 4/12.
8int(T/12)   // y offset, in number of pixels, from the top-left sprite (origin)
//T is the inputted tile ID. For the issue that I'm having, T is 13.
Title: Re: Sorcery of Uvutu (Released!)
Post by: Ranman on March 01, 2017, 07:00:51 pm
I like this... it reminds me of the classic Ultima series. :)

Edit:
Quote
Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs.
I'm not a Z80 platform coder (yet)... but I would try exactly what you suggested. Whether or not the hard coded value works is a good debug data point for yourself. It may point you down the right direction.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on March 18, 2017, 01:58:40 pm
I am totally out of steam for this project. All I pretty much have left to do is port maps (and place stuff like chests or bosses in the maps), and a message to my past self: "If you thought CSE maps were boring and draining to make, try this." I know a lot of people are excited to see Sorcery ported to monochrome, and so I ask, will you help me port these maps? If you wish to sign up, just join my Discord server (https://discord.gg/RKVCkce). If you can help me make 1 map or 100 maps, I'd be grateful for any support. Once enough people join, I'll divide up maps that people can make to help, and send out all necessary documents, including the CSE map .PNG(s) you'd help port for, the monochrome map maker program, and any other additional information required (chest/boss placement, houses, etc.).
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on March 31, 2017, 08:38:45 pm
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post) helped me create the first set of maps not by me today! He actually sent them last night in my time zone, but I imported them and got them into the program. I have had a pretty massive break so I should be able to grind out more maps, but with all of your help, I can get this done a lot, lot faster!
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on June 18, 2017, 12:59:30 pm
Update: It's been a really long time, and now I'm in summer mode. Thankfully, today, I got pretty bored, so I finished World 2 maps, started more work on World 3 maps and added all the chests that exist so far.
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on June 19, 2017, 04:10:46 pm
Here's my progress again: This time visually! Finished W3 and all it's chests, just now starting on W4.
Spoiler For World Screenshots (Mono): HUGE SPOILERS!:
World 1; Plain Plains
(http://i.imgur.com/sXeE4d6.png)

World 2; Dragon's Den
(http://i.imgur.com/oeg1Vjn.png)

World 3; Worry Quarry
(http://i.imgur.com/SaATOjf.png)
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on June 21, 2017, 06:54:32 pm
Turns out that learning Java had more to do with Sorcery than just taking my map-making time away:
(http://i.imgur.com/PFiWIdz.png)
That's right! I made a fully featured map maker in Java. My old map maker was an oncalc maker in TI-Basic. It was horribly slow and had such a roundabout way to actually insert the maps into my map AppVar. That was part of the reason I kept on complaining that map-making was difficult. Now, I get to make maps much faster and much easier! The only actual difficulty I have with making maps now is taking screenshots with that TI-84 greenish color instead of pure B/W. However, I'll write another program that just loads the map onto the screen so I can take a screenshot.
I believe I can distribute Eclipse projects as fully-fledged Java applications, so if you're interested in making maps for me now, please contact me.

In other news, I had to split the maps AppVar in two (eventually 3). Towards line ~18 or 20 of the AppVar, loading becomes slow. At about ~23, the wait becomes extremely noticeable. Coincidentally, 22 is where the first World 4 map was, so I split them at World 4, and will split them again at World 7. I had this same issue with Sorcery CSE (world 8 maps took longer to load than world 1 maps or even world 6/7 ones) although this problem wasn't nearly as serious as it is here. Of course, this means the same amount of space taken up by Sorcery, just more files to install.

Edit:
(http://i.imgur.com/aNVBFN7.gif)
Here's the latest screenshot showing all the game features. Shows all the features implemented. The only thing left to do is implement maps!
Title: Re: Sorcery of Uvutu (Released!)
Post by: TIfanx1999 on June 26, 2017, 09:38:17 pm
The monochrome version of this is looking really nice. Great job!
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on June 26, 2017, 11:57:06 pm
The monochrome version of this is looking really nice. Great job!
Thanks a lot! I'm glad it looks good too. I'm also hoping to be able to release it sometime this week!
Title: Re: Sorcery of Uvutu (Released!)
Post by: TIfanx1999 on June 29, 2017, 08:23:17 pm
Awesome, I'll try to check it out! :D
Title: Re: Sorcery of Uvutu (Released!)
Post by: 123outerme on June 30, 2017, 01:13:40 am
Awesome, I'll try to check it out! :D
Great, thanks!

Hello everyone! I'm officially releasing within two days!
Okay, it will be quite a few hours from now (after I sleep at least once), but maps are 90% complete! Well, actually, they're 89.6% complete (52/58 maps done as of posting) but you get the idea. All map stuff, NPC text, battles, bosses, etc. are complete. All that's left to do is finish maps and test everything. Thanks for sticking with me through this rough porting process, and I hope that everyone gets to enjoy Sorcery of Uvutu Monochrome over the weekend ;)
Title: Re: [TI-84+ Series] Sorcery of Uvutu
Post by: 123outerme on June 30, 2017, 03:44:39 pm
The port is FINALLY finished!! You can download in the topic OP. I've uploaded Sorcery v1.4!
Spoiler For Changelog for CSE version:
*Minor optimizations
*Increasing speed of walking quite a bit
*Fixed crash when talking to the move upgrader outside of Town in W8
*Fixed issue where regular enemies on the boss screen of W8 had much higher HP
Title: Re: [TI-84+ Series] Sorcery of Uvutu
Post by: TIfanx1999 on July 02, 2017, 10:12:48 pm
Awesome! Just downloaded it. I'll try it out tomorrow! :) Congrats on the release!
Title: Re: [TI-84+ Series] Sorcery of Uvutu
Post by: 123outerme on July 02, 2017, 10:30:21 pm
Awesome! Just downloaded it. I'll try it out tomorrow! :) Congrats on the release!
Thanks so much! I'm really excited to not have to work on maps anymore ;) it was a big weight. Enjoy!