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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: saintrunner on January 30, 2012, 08:12:44 pm

Title: Caedes (Carnage): An Axe RPG
Post by: saintrunner on January 30, 2012, 08:12:44 pm
So after enjoying thydowulays's tutorial, I decided to make some sort of RPG shooter! I already knew how to make tilemaps, but I never actually did much with them. TILL NOW  :devil:

My idea is having a game where you can shoot and destroy, just about anything you want :) Massive carnage! with many monsters and people and such

:evillaugh:

Here is all I have right now. basically just the movement and direction stuff. I think I'll also change the character sprites, but the one thing I really need is a name!!!

Let me know what you all think :) Below is a screenie of current progress

Thanks a ton:
saint
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 30, 2012, 08:22:59 pm
so a ARPG. :D
Good luck XD
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 08:24:00 pm
Well yes :) I think it looks good too, for my first one like this (I usually make platformers)
Title: Re: the beginnings of an RPG Shooter
Post by: thydowulays on January 30, 2012, 08:44:07 pm
Wow, it looks great! I'm glad my tutorial was of assistance to you! I hear you said you will be able to destroy blocks... this routine may help you a bit:
Code: [Select]
Lbl ST
r3->{r2/8*12+(r1/8)+GDB1} //Change the GDB1 to whatever variable you stored your tilemap in
Return
Then, you can do it just like the GT routine from my tutorial, just a little different. If you wanted it to delete the block that is directly above you, you would do this:
Code: [Select]
If sub(GT,X,Y-8)=2 //Let's say the block above you has a value of 02
ST(X,Y-8,0) //Set the tile that is 8 pixels above your character to a value of 00, or empty
End
You could easily do this to fit your "bullet" routine for your shooter. Just change the If statement :)
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 08:45:32 pm
Hey thanks :) And to be honest, I know how to make something like this before I read your tutorial, but I didn't know all the collisions stuff which will come in a lot of help!
Title: Re: the beginnings of an RPG Shooter
Post by: thydowulays on January 30, 2012, 08:46:19 pm
Oh okay, well I hope that routine still works out for you! And I'm sure that this next game is going to be great!
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 08:47:13 pm
Well I hope it is....but it really needs a name!
Title: Re: the beginnings of an RPG Shooter
Post by: thydowulays on January 30, 2012, 08:47:56 pm
Hmm, for some reason the first thing that came to my head was "Fantastic Voyager"
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 30, 2012, 08:48:28 pm
Is the guy a soldier?
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 08:48:44 pm
Hmmm, I like that :) But I'm usually a fan of smaller names :P I'm sorry for being picky
Title: Re: the beginnings of an RPG Shooter
Post by: thydowulays on January 30, 2012, 08:49:57 pm
lol it's alright. If it's a soldier you could do something like Trauma or something, where the soldier is traumatized from a war and wants to go on a rampage
Title: Re: the beginnings of an RPG Shooter
Post by: Ki1o on January 30, 2012, 08:50:28 pm
A storyline of some sort could be really useful for coming up with a name.
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 30, 2012, 08:50:45 pm
or really simple: War
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 08:56:20 pm
lol it's alright. If it's a soldier you could do something like Trauma or something, where the soldier is traumatized from a war and wants to go on a rampage

RAMPAGE!!! I like that! or even Carnage

A storyline of some sort could be really useful for coming up with a name.

And there really isn't much of a story yet, I'm just thinking it would be cool to have a free realm fighting game on calc
Title: Re: the beginnings of an RPG Shooter
Post by: Ki1o on January 30, 2012, 09:04:31 pm
I was going to go with Desolate but that is already a TI game so how about Ruin?
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 30, 2012, 09:08:52 pm
I think I like carnage or rampage, I'm going to make a poll of a few and you all can vote


edit: pole added
Title: Re: the beginnings of an RPG Shooter
Post by: jsj795 on January 31, 2012, 09:52:00 am
I like ruin for some reason. and you can add in some sort of tiny storyline by having a setting at the ruin for final boss or something :P
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 02:53:08 pm
I like the idea of a free realm with a mini story to it
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:21:08 pm
Sorry for double posting

Wow, it looks great! I'm glad my tutorial was of assistance to you! I hear you said you will be able to destroy blocks... this routine may help you a bit:
Code: [Select]
Lbl ST
r3->{r2/8*12+(r1/8)+GDB1} //Change the GDB1 to whatever variable you stored your tilemap in
Return
Then, you can do it just like the GT routine from my tutorial, just a little different. If you wanted it to delete the block that is directly above you, you would do this:
Code: [Select]
If sub(GT,X,Y-8)=2 //Let's say the block above you has a value of 02
ST(X,Y-8,0) //Set the tile that is 8 pixels above your character to a value of 00, or empty
End
You could easily do this to fit your "bullet" routine for your shooter. Just change the If statement :)

after inserting this into the code, I can delete tiles in game, but when you exit the game and come back into it, the tile is still gone O.O

question...how make it so the tile isn't permanently gone?
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 31, 2012, 06:21:39 pm
first of all, where do you save your data?
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:22:35 pm
GDB1
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 31, 2012, 06:23:36 pm
so it's not appvar. if you save in GDB1, iirc, you're saving it in proram itself and it will stay there as long as program stay there. the solution is: use appvar or something.
EDIT: Also, if you're using saving w/o appvar, do not compile it to apps. it won't work at all.
Title: Re: the beginnings of an RPG Shooter
Post by: parserp on January 31, 2012, 06:24:30 pm
well, then you would want to do something like:

:Buff(SIZEOFTILEMAP)->GDB2
:Copy(GDB1,GDB2,SIZEOFTILEMAP)

EDIT: dang ninja :ninja:
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:24:48 pm
how would I do that? I'd end up having to save the whole tilemap in it, but I thought you had to use GDB1 for that

edit: more over, how do I redraw a tile? would that be easier?
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 31, 2012, 06:38:10 pm
can't you save tilemaps in appvar? i tile should be 1 byte, so it can be smaller than you think.
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:42:20 pm
Well, how do I store it as an appvar?
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 31, 2012, 06:44:44 pm
what you can do is:

1) If you're using hex
[HEXHEXHEXHEXHEX]→Pointer
GetCalc("appvAPPVNAME",size_of_appvar)→Pointer2
Copy(Pointer,Pointer2,size_of_var

2) If you're using Data(
Data(number,number,number....→Pointer
GetCalc("appvAPPVNAME",size_of_appvar)→Pointer2
Copy(Pointer,Pointer2,size_of_var
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:47:15 pm
um, can I see an example? I'm lost at the pointers stuff....and its in hex
Title: Re: the beginnings of an RPG Shooter
Post by: Yeong on January 31, 2012, 06:49:46 pm
[HEXDATA]→A//Let's say Hex data is 48 bytes
GetCalc("appvAPPVNAME",48)→B
Copy(A,B,48
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 06:54:51 pm
Thanks :) I'll try it out
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 09:16:38 pm
Double post sorry: but it's kinda an update

I'm choosing Carnage as the name, as it has gotten the most votes.

update to the actually game:

I have decided it will be a free realm, fighting game. most likely will take quite a while as I want a bunch of fun factor features. working on my weapons right now, and also my text display and store/equipment menu :)

edit: also could an administrator change this thread name to 'Carnage: an Axe RPG'
Title: Re: the beginnings of an RPG Shooter
Post by: nxtboy III on January 31, 2012, 09:25:10 pm
Why not 'Carnage: and Axe RPG Shooter'?

Oh, and what will the player be shooting in the game? People, zombies, monsters, aliens, etc?
Title: Re: the beginnings of an RPG Shooter
Post by: saintrunner on January 31, 2012, 09:25:54 pm
almost everything :devil:
Title: Re: the beginnings of an RPG Shooter
Post by: nxtboy III on January 31, 2012, 09:28:13 pm
Oh, I see.  :devil:  :evillaugh:
Title: Re: the beginnings of an RPG Shooter
Post by: hellninjas on January 31, 2012, 09:32:21 pm
Nice work Saint, i'm enjoying this project :D
Title: Re: Carnage: An Axe RPG Shooter
Post by: saintrunner on February 01, 2012, 10:12:06 pm
Update:

First weapon and weapon chest have been implemented.
First room is almost finished.
Size is around 1240, which I guess is good for my lack of optimizations up to now, (I occasionally optim. as I add, to reduce the size without sacrificing speed.
Also the speed still looks good, and after I finish the fighting engine, all I will focus on will be sprites and the map! I'm super excited :)
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 01, 2012, 10:14:55 pm
This will probably look really good once it is done. Are the sprites gonna be 8x8?
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 01, 2012, 10:24:30 pm
yep! I'm probably gonna keep challenging myself that way, I might throw in one or two 16x16's
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 01, 2012, 10:26:16 pm
You should maybe make just the enemies 16x16.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 06:19:06 pm
Updated screenie:

working sword engine and hit engine, plus a deletion code
Title: Re: Carnage: An Axe RPG
Post by: LincolnB on February 02, 2012, 07:04:12 pm
Looks great but sword collisions seem off? also, "deletion code"? What is that?
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 07:05:55 pm
sorry, tile deletion code, it allows me to delete and replace tiles as I please in my tilemap. So I don't need to use any pxl-tests :) and I just noticed the sword collision and fixed it :)
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 02, 2012, 08:11:47 pm
Looking nice, saintrunner.
I like the character sprite.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:12:13 pm
I think I might change it though...to small/thin
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 02, 2012, 08:13:38 pm
You should make the character at least 12x12.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:14:18 pm
Nah, the other stuff would be too small...also I want the sprites all to be 8x8 for a challenge
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 02, 2012, 08:18:30 pm
That's gonna be hard to make all the sprites 8x8, especially the enemies.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:19:08 pm
Naahhh, I'm a pretty decent spriter ;) I can do it
Title: Re: Carnage: An Axe RPG
Post by: nxtboy III on February 02, 2012, 08:22:33 pm
decent? I'd say your better than decent.
Title: Re: Carnage: An Axe RPG
Post by: thydowulays on February 02, 2012, 08:25:59 pm
Wow, saintrunner! This looks fantastic! I can't wait to see this once it's done! :)
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:26:49 pm
Thanks guys :)

I'm working on a equipment engine now
Title: Re: Carnage: An Axe RPG
Post by: thydowulays on February 02, 2012, 08:28:07 pm
That's awesome! I have yet to figure out how to use AppVar's, so I couldn't do this lol. I wish you the best of luck though!
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:29:33 pm
Oh I'm just using separate programs...like one appvar though. I have all my engines intertwined through multiple programs...Axe compiles them all together
Title: Re: Carnage: An Axe RPG
Post by: thydowulays on February 02, 2012, 08:31:06 pm
Yeah I usually, (for multiple levels, anyway) just put all my data in prgm####DATA. I guess you could put the inventory in a program, but then if you cleared your RAM, the inventory would be deleted, so I guess an AppVar would be best
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:32:21 pm
not if I back it up :P
Title: Re: Carnage: An Axe RPG
Post by: thydowulays on February 02, 2012, 08:33:38 pm
Well, I mean: You know how you had that issue where the tilemap had writeback, and the tiles stayed the same after exiting and stuff? If you cleared your RAM, all the stuff in the writeback would be gone
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 02, 2012, 08:35:18 pm
true, but any game saved like that looses the data when ram cleared. so I'm not worried about that.
Title: Re: Carnage: An Axe RPG
Post by: TIfanx1999 on February 03, 2012, 10:30:05 am
8x8 Sprites really aren't that bad, and I like the look of the game so far. Your character sprite reminds me of an old school gangster, very cool IMO. I wouldn't change him a bit. =)
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 03, 2012, 03:26:54 pm
The level transition stuff is about done! Letting me add my data and map stuff so I can wonder around :)
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 03, 2012, 05:30:08 pm
Update: Map code done...just need to add the data, but the screen change is working :)

Title: Re: Carnage: An Axe RPG
Post by: NUGGET on February 03, 2012, 05:39:20 pm
Nah, the other stuff would be too small...also I want the sprites all to be 8x8 for a challenge

8x8 sprites can be really fun to work with :) your character sprite animates well, but it leaves something to be yearned for; it doesn't hold that much detail.  Perhaps stretching him out and giving him a face would add some personality?  Of course, if you're going for more of a stick-figure or a very zoomed-out theme, you hit the mark.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 03, 2012, 05:59:48 pm
Not sure what I want for it yet, I'm generally good at making sprites for others but not myself. By the way, have you introduced yourself NUGGET?
Title: Re: Carnage: An Axe RPG
Post by: NUGGET on February 03, 2012, 06:06:06 pm
By the way, have you introduced yourself NUGGET?

No need to.  Just wanted to post a few things I came across here, I'm not really hanging around.
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 03, 2012, 06:07:11 pm
It's common custom here at Omni to post in the 'introduce yourself' forum, to let people know stuff like what type of coding, music making, or graphics you do. But you don't have to
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 04, 2012, 06:38:59 pm
This is turning into more of a Zelda style game. I am finding that the more I work on it the farther away the idea of a random kill everything game goes and the closer the idea of an actually plot based game comes :)

OH and the speech stuff is working now so you can interact with other characters
Title: Re: Carnage: An Axe RPG
Post by: TIfanx1999 on February 05, 2012, 09:59:01 am
I saw this even in the earlier screenies (just by the way you designed it). I think people will be even more thrilled if it turns into a Zeldaesque game. :)
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 05, 2012, 10:10:13 am
I hope so, I'm nearing a demo period in about a week if progress keeps up. Currently adding a equipment menu, and some more weapons. :)
Title: Re: Carnage: An Axe RPG
Post by: TIfanx1999 on February 05, 2012, 03:34:30 pm
Also, if the direction of the game is changing, a new name may be in order. :)
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 05, 2012, 03:35:08 pm
Possibly. I'm bad with names though
Title: Re: Carnage: An Axe RPG
Post by: saintrunner on February 05, 2012, 05:28:39 pm
Update screenie:

most of the engines are done.
just gotta pretty stuff up, and fix a few minor bugs

then I can get to map designs and some other fun stuff and surprises ;)

also, since this is turning into more of a zelda/pokemon style game....a name change may be in order, so if you have any good name ideas just PM them to me :)

Thanks
saint
Title: Re: Caedes (Carnage): An Axe RPG
Post by: thydowulays on February 05, 2012, 10:55:14 pm
Wow, that looks really nice! Did you use a program to store the inventory? Or what did you use?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: TIfanx1999 on February 06, 2012, 08:25:17 am
This is looking quite nice! Keep up the good work! =)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 06, 2012, 03:04:45 pm
Thydow: I'm actually using a variable dedicated to whether or not you have a weapon/tool. In words its kinda like this:

If you open this chest, sword variable is turned on. In the equipment menu (which will be more elaborate and better looking later) if a sword variable is on (or a certain number) the  it displays the sword name (later a pic too) and allows you to select it for the ability to release 'Carnage' or in latin 'Caedes' :)

Art: Glad you are enjoying it :) I'll have a demo done soon (week or so) once I pretty it up
Title: Re: Caedes (Carnage): An Axe RPG
Post by: thydowulays on February 06, 2012, 03:46:57 pm
Wow, that seems like a really effective way of doing things! I seriously can't wait to see how this turns out!
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 07, 2012, 08:00:22 pm
Calling all game testers!!

Ok guys, as I promised here a demo of Caedes.  :evillaugh:
It is only about 1/16 of the whole game, but it has the man controls and such.

If you choose to test this game (highly appreciated) I would like you to follow the following steps to insure I can do my best on this RPG!

1-DO NOT use wabbitemu! I'm looking for the game quality on calc....not computer, plus it will run a bit better I think

2-Look for the unexpected! run into objects, stab random things, proceed in actions at odd angles. This helps me see if all my tile and weapon checks are working

3-DO NOT throw calc at the wall if you hing this game is going to be terrible! lol

4-Please pay attention to how much I put into the game, and then compare to the byte size and tell me if it is too big of a size and also how much optimizing I need.

5-respond on this thread with the following:

          a)byte size problems
          b)movement issues
          c) game improvement ideas

Controls: keypad-movement, 2ND-actions, ALPHA-weapon, MODE-Equipment menu

I hope you enjoy and give me a lot of feedback


edit: I fixed the bug where you player doesn't show up till movement, so don't worry about that while testing
Title: Re: Caedes (Carnage): An Axe RPG
Post by: TIfanx1999 on February 07, 2012, 08:13:48 pm
Wow, you guys need to quit coming out with so much stuff! I have too many cool things to catch up on! x.x
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 07, 2012, 08:17:49 pm
*Art you should test this! lol
Title: Re: Caedes (Carnage): An Axe RPG
Post by: LincolnB on February 07, 2012, 09:43:01 pm
Wow, you guys need to quit coming out with so much stuff! I have too many cool things to catch up on! x.x

IKR new axe programs are popping up all over the place these days!
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 07, 2012, 09:48:20 pm
lol but the key is GOOD axe games are coming out! there are a lot of creative coders here! I tip my hat too you all
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 08, 2012, 03:58:26 pm
Anybody else test this? besides Thy?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: TIfanx1999 on February 09, 2012, 11:19:05 am
Not yet, but soon. :D
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 10, 2012, 02:51:04 pm
Updates:

Smoothscrolling is coming along  :devil:
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 11, 2012, 09:01:50 pm
And here come the creative road blocks. ugh  :banghead:
Title: Re: Caedes (Carnage): An Axe RPG
Post by: BlakPilar on February 11, 2012, 09:28:41 pm
Updates:

Smoothscrolling is coming along  :devil:

:P

What are you stuck on (creativity-wise)?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 11, 2012, 09:47:27 pm
I'm second guessing my game play this far and contemplating erasing a bunch of stuff.....really some hand weapon sprites would be helpful...I'm to lazy to eo it myself right now
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 12, 2012, 08:32:54 pm
Smooth scrolling is coming a long very well! Thanks to the incredible help of Blakpilar
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 12, 2012, 08:49:35 pm
collision is being worked on
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 13, 2012, 03:28:38 am
Haven't checked this (and many other) topic(s) in the recent months, but this looks pretty nice. :)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 13, 2012, 03:38:50 pm
Thanks :) I feel it is coming along as planned
Title: Re: Caedes (Carnage): An Axe RPG
Post by: chattahippie on February 13, 2012, 04:49:19 pm
Looks good! I like the sprites you made! :D
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 16, 2012, 09:48:43 pm
Collision will soon be up and working, then on to maps :) hope you all are enjoying this lol, but I fear progress will be put on pause once my PRIZM arrives lol

Thanks,
~saint~
Title: Re: Caedes (Carnage): An Axe RPG
Post by: nxtboy III on February 16, 2012, 10:03:36 pm
Does the character have a hat on?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 17, 2012, 02:46:12 pm
For now, I will more then likely change the sprites later
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 17, 2012, 05:04:09 pm
:project discontinued:


for now.

To much stuff going on :( but at least I know I am capable of creating something like this! And I do plan on coming back to it eventually.

my apologizes for inconveniences,

~saint~ 
Title: Re: Caedes (Carnage): An Axe RPG
Post by: Yeong on February 17, 2012, 05:05:41 pm
It's ok.
Take it easy. Just remember to come back to this later >:D
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 17, 2012, 05:12:00 pm
What happened? I hope you didn't get grounded or something X.x
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 17, 2012, 05:18:12 pm
nope, just some boredom and loss of interest in it for now
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 17, 2012, 05:34:59 pm
Ah ok, hopefully that loss of interest is not permanent. D:
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 17, 2012, 05:37:04 pm
most likely not, I'll continue working on other projects so don't think I'm stopping coding O.O
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 17, 2012, 05:43:58 pm
Good to hear. :)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: nxtboy III on February 18, 2012, 12:23:11 pm
So what will you work on now?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 18, 2012, 12:32:19 pm
random experiments with multiple languages
Title: Re: Caedes (Carnage): An Axe RPG
Post by: Yeong on February 18, 2012, 12:35:30 pm
happens to try Grammer?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 18, 2012, 12:36:04 pm
It's on my list yes :)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: nxtboy III on February 18, 2012, 12:47:43 pm
Why is is called "Caedes?" Is that supposed to be "Carnage" in a different language?
Title: Re: Caedes (Carnage): An Axe RPG
Post by: BlakPilar on February 18, 2012, 12:53:40 pm
It's Latin.

And saintrunner, I worked so hard on this engine with Builderboy's help for collision :( tsk tsk tsk...
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 18, 2012, 12:55:04 pm
No I am still going to use it, but not right now, lol :)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: BlakPilar on February 18, 2012, 12:58:29 pm
Okay ;)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 18, 2012, 02:25:04 pm
Builderboy engine? ??? Are you adding physics in the game? ??? (like Robot War)
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on February 18, 2012, 02:25:30 pm
No, lol, collision and better smooth scrolling
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on February 18, 2012, 02:27:23 pm
Oh ok, because "Builderboy" was mentionned in your post. :P
Title: Re: Caedes (Carnage): An Axe RPG
Post by: BlakPilar on February 18, 2012, 03:50:33 pm
It's the same scrolling lol, just a restructured version of mine to accommodate Builder's collision. He's awesome for helping me though, it would have taken me ages to figure it out in a memory-efficient way.
Title: Re: Caedes (Carnage): An Axe RPG
Post by: saintrunner on May 11, 2012, 07:45:13 pm
I feel like starting this back up....maybe ;) in my free time
Title: Re: Caedes (Carnage): An Axe RPG
Post by: DJ Omnimaga on May 12, 2012, 02:02:46 am
It would be cool. I hope you get more free time soon and also show us your other game when ready to showcase :D