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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: ztrumpet on January 04, 2010, 01:43:50 pm

Title: Elmgon
Post by: ztrumpet on January 04, 2010, 01:43:50 pm
Alright, here are some of my ideas for my current project Elmgon:

You are in the land of Elmgon, a land quite similar to our own, where good is kept by the 7 crystals of Elmgon.  These crystals are also a source of energy for mages.  The crystals are very powerful, and they are set up in a sancuary so all may use thier power.  If someone obtains one crystal, it dosn't matter because for the power of the crystals to change hands, one person must obtain all seven crystals.  At the benining of the game you and another guard must guard these crystals at the sanctuary, but the crystals are stolen by the other guard.  You chase the thief, but he gets away.  You must recover the crystals before the Mages lose thier power forever.  Some of  the mages are even controled by "the other side" (No name yet, but the thief is one of them) and almost kill you multiple times.
There are 7 chapters, and in each you recover a crystal.

Each chapter takes place in a different area, so there will be 8 areas in the game. (There will be a main town as an area also)

The game play will be sidescrolling, with towns sidescrolling as well.

This is in Pure Basic, except for prgmXCOPY.

Graphics like Serenity (Dual Layer, offset 1, with no vertical gap), only 15*9 instead of 14*9.  this gives me 5 pixles to the right of the screen that will have something different for each chapter.

I have been inspired the most by Paper Mario: The Thousand Year Door and Illusiat 13.

Battles:
Look like Illusiat 13.
Battles can be:
You vs 1
You vs 2
You vs 3
You vs 4
You vs 5
You plus a NCP vs 1
You plus a NCP vs 2
You plus a NCP vs 3
You plus a NCP vs 4
You plus a NCP vs 5
There will be 4 magic types plus a normal type.
You will be able to have 6 moves at a time, plus all your items, which you can have up to 20.
These 6 will be chosen by the user.  You may only have combinations of moves that you have enough skill for.  Skill will go up with level.  You can change combinations of moves anytime outside of battle.  
There will probably be 25 to 75 moves in the game, but some of these cannot be learned by you. (Enemys know these)
There will probably be over 100 different enemys in the game.
The style of enemys (ASCII) is like Illusiat also.
You will always know you opponets health.

This game will not fit on an 83+ unless I divide it up, which of course I will. I'm estimating that it will be big.


These 3 screenshots show:
1: Main Menu
2: Two Battles
    I have not worked much on the battle engine, so this is kinda rough.  I just added it to show you what they will look like.
    I ran from the second battle, even though it said I couldn't.  I havn't added that check yet.
3: The Movement Engine
    I only have one room for testing, but it lets you see what movement will be like.

I have used various placeholders, some from the Illusiat series.  These will most likely not be in the game.
The screenshots all are at 84+se speed.


Let me know what you think! :D
Title: Re: Elmgon
Post by: jsj795 on January 04, 2010, 02:04:21 pm
WOW!!! I'm amazed at the graphics and to think that it's in pure BASIC!!!!!
I must learn from you to code my TLM better.....
I love the main menu and the map!!!
and they all seem pretty fast. Do you use the matrix for the map???

yeah... the battle's always annoying to do (Eeems power lmao).
I can't wait for this to finish!!!
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 02:12:58 pm
I store my maps as strings and then use pxl-test( to control movement.

I forgot to mention: The main character's name is Imbus.
Title: Re: Elmgon
Post by: jsj795 on January 04, 2010, 02:18:57 pm
lol no wonder the movement was fast o.O
it seems like the character can jump pretty far for the side scrolling map...
Good job so far! For the battle, I'm guessing that the move thing is kind of like pokemon, except you don't have PP limit, right? correct me if im wrong.
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 02:26:14 pm
As for jumping, I havn't settled on how high yet, but if I want to change it I just have to change a variable.
Thanks.  It is kinda like Pokemon, but not really.
Let's say you know 6 moves and you level up, so then you'd have a 7th.  You can add this move in if you want, but you don't have to. 
Once you obtain a move you always have it, but you only get to use it in battle if it is one of the 6 equipted ones.  You can swap moves in and out at will outside of battle.
There is no limit to how much you can use one move so far, but I may add one.
Title: Re: Elmgon
Post by: jsj795 on January 04, 2010, 02:28:33 pm
oh and also, can u use the item to attack too? I saw pyro as one of the item and was thinking it will work like in Illusiat 13... or is that just a placeholder?
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 02:46:45 pm
Some items attack, some defend, some restore Health.  I may have a Pyro move, though it is just a placeholder now.

I forgot to mention, the Battle screenshot has everyone selected for every move.  That's not the case for most moves, but since I don't have any moves yet I didn't change it from attack everyone.  Please note that the Battle engine is not even close to being done. :)
Title: Re: Elmgon
Post by: JoeyBelgier on January 04, 2010, 04:48:54 pm
Nice work Z, keep up the good work :)
Title: Re: Elmgon
Post by: cooliojazz on January 04, 2010, 06:03:46 pm
Wow, I do have to say those are the best pure basic graphics I've seen in a while!  One thing though, If the save files seem to display the current location, you have a place called deltamorphanium?  Or can you name them...?
Title: Re: Elmgon
Post by: DJ Omnimaga on January 04, 2010, 06:46:14 pm
wow that's friggin awesome. Nice job so far. I especially like the maps. Very good job on graphics. Nice speed too.

About battles, what do you mean by stuff like "You vs 1", "You vs 2", etc? Does it means sometimes you'll fight up to 5 enemies at once? Or is it that you can run into 5 kinds of enemy per area?

As for Deltamorphanium, I think it's sort of a placeholder, since this location is from Illusiat 13.
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 07:06:46 pm
Yeah, the Deltamorphanium is just a placeholder. :)

You vs 5 is a battle with you vs 5 enemies at once.  They can be different types.  Here's a sample screenie.  It shows different random encounters.  The first one I had all the same enemy, but I chaged L6 so the rest would be different.
Title: Re: Elmgon
Post by: Builderboy on January 04, 2010, 07:33:07 pm
Wow!  That looks amazing! The main menu is especialy nice, how do you achieve the title effects?  Is it text sprites, or pixel sprites? It seemed too fast for pixel sprites, but i don't know :P.  The storyline looks to be very engaging as well, as do the battles!  Very good speed as well i might add :)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 04, 2010, 07:45:58 pm
oooh nice :)
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 08:11:41 pm
The main menu is verticle text sprites.  It's about twice the size of a pic variable, but it's worth it because I don't need a pic variable. :)
Title: Re: Elmgon
Post by: Builderboy on January 04, 2010, 08:14:03 pm
Nice!  I've never used vertical sprites before.  Was it hard to work with?
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 08:16:42 pm
It wasn't very hard.  I'll make a small program to demonstrate soon.
Title: Re: Elmgon
Post by: Eeems on January 04, 2010, 08:25:17 pm
Wow! Looks great! Can't wait for more updates!

(btw why was I mentioned when battlesystems came up? :p)
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 09:32:31 pm
I put in a move called "Eeems Power" just for a placeholder. :P
Title: Re: Elmgon
Post by: Eeems on January 04, 2010, 09:33:31 pm
ah lol :P didn't see that :P
Title: Re: Elmgon
Post by: Builderboy on January 04, 2010, 10:05:21 pm
You should keep it as an inside joke :P
Title: Re: Elmgon
Post by: ztrumpet on January 04, 2010, 10:13:27 pm
I might...
 *ZTrumpet had a worth-keeping idea*
Title: Re: Elmgon
Post by: TIfanx1999 on January 05, 2010, 08:39:23 am
Wow, I wasn't expecting this. This looks very promising so far. Nice work!
Title: Re: Elmgon
Post by: simplethinker on January 05, 2010, 01:03:45 pm
Very nice ztrumpet ;D
Title: Re: Elmgon
Post by: ztrumpet on January 07, 2010, 05:16:38 pm
I wanted to post the names of the seven crystals you must recover:
Soul
Faith
Hope
Bliss
Heart
Peace
Dream

Also, I don't think I'll be posting coding updates for a while, due to the fact that I must plan the whole thing.
Title: Re: Elmgon
Post by: ztrumpet on January 09, 2010, 10:33:58 pm
I worked on allowing partners in the movement engine today and fixing a small bug.  The speed has gone down, but it's still really fast.  I checked and it's slightly over 4fps. ;D I'll try to have a screenie up tomorrow.
Title: Re: Elmgon
Post by: DJ Omnimaga on January 09, 2010, 11:33:20 pm
does it means each party members follows you as you move around?
Title: Re: Elmgon
Post by: TIfanx1999 on January 10, 2010, 01:32:57 am
Like dragon warrior 2 perhaps?
Title: Re: Elmgon
Post by: {AP} on January 10, 2010, 09:23:21 am
Haha, 7 crystals. Definitely played a lot of Paper Mario. xP

I'm liking the looks of this project. (Especially the speed.)
I'll be keeping my eye out for this. ;P
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 10:31:03 am
does it means each party members follows you as you move around?
Yes, it does. ;D
I'll try to have a screenie up later today. :)
Haha, 7 crystals. Definitely played a lot of Paper Mario. xP
lol, Yup. :D
I'm liking the looks of this project. (Especially the speed.)
I'll be keeping my eye out for this. ;P
Thank you, I've been trying to keep the speed as high as possible.  It's hard at some points, as to fix the glitch I fixed yesterday and keep the speed up required about an hour or two of coding to chage mabey 50 tokens.
Title: Re: Elmgon
Post by: Builderboy on January 10, 2010, 12:28:36 pm
Oohhoo nice!  Its cool that party members can follow after you!  Is it possible that they can get stuck?  I'll wait for the screenie to ask more questions :)
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 01:01:00 pm
Without further ado, here's the new movement engine.
The partners are:
1: Mentor
2: Alex (Is that okay Builderboy-I havn't asked you yet.  :-[ )
3: Kevin
4: Eeems
5: Megan

What do you think?
Also, the speed is >4fps on a 84+se and >2.5fps on a 83+. ;D

Edit: I forgot to mention, in changing the engine I added a walk through specified walls list, as you can see during the time when Alex is the partner.

Edit x2: Also, the screenie is at 84+se speed.
Title: Re: Elmgon
Post by: {AP} on January 10, 2010, 01:11:20 pm
It would appear that your partners can hover! =D
Looks nice, regardless, and it's still hella fast! Great job on that. ^^
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 01:13:26 pm
It would appear that your partners can hover! =D
Yes, they can hover. ;)
It's something that's been overlooked for speed.  I'd rather have it run fast.
Also, I don't think it's necesary for them to touch the ground because this is in the land of Elmgon; Mabey some people hover...
:D

Edit: Would anyone like me to attach my movement code?  I'll attach it later if there's any interest.
Title: Re: Elmgon
Post by: {AP} on January 10, 2010, 01:26:36 pm
I'm interested in the part of your code that manages gravity/jumping.
I never quite developed a fast, responsive way to manage that. =P
Title: Re: Elmgon
Post by: Builderboy on January 10, 2010, 01:34:52 pm
Looking good!  Hehe, its fine with me ^^ I wasn't the one who created the name :P
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 01:43:03 pm
Here's the two programs:
Keep in mind this:
They start with Q so everything Elmgon falls together in the program menu.
QMAP has tons of code in it that is unnessecary, I just keep adding While 0 loops instead of deleting stuff in case I want to go back.
QENGINE4 contains a lot of inicializing at the begining.  Some of this will not be there once I have more coded.  It's stuff like making you always start in the same spot...
Please note I have tried to make movement as fast as possible, so I used Finance Vars. :D Sure it's kinda cheating, but they make it slightly faster. ;D
Title: Re: Elmgon
Post by: simplethinker on January 10, 2010, 02:53:57 pm
Very nice ztrumpet! ;D

It looks like Builderboy's offset text sprites are really catching on (and looking great) :)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 03:14:55 pm
wow nice, btw how many chars per battle allowed?
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 03:16:28 pm
What do you mean chars per battle?
Do you mean how long can the enemies be?
If so:
There can be up to 11 chars of enemies, with each enemy seperated with a space.  If you wanted you could even have one huge 11 char long enemy...
Title: Re: Elmgon
Post by: Builderboy on January 10, 2010, 03:18:53 pm
It looks like Builderboy's offset text sprites are really catching on (and looking great) :)

<(^.^<)

Viva la revolution!
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 03:20:09 pm
by chars per battles, I meant party members per battle. Both are synonyms in terms of RPGs

I was wondering because if on the overworld map there are like 3 party members following you as you move around, I bet this would slow down the game a lot x.x (I tried this in a game before)
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 03:21:41 pm
Yes, Builderboy.  Very good job figuring out the offset method.  It works great and looks awesome!

Ah, there is only one or zero people in your party at any given time.  These partners all are with you at seperate times, and never with you at the same time. (Although I don't know about the final battle...)
Title: Re: Elmgon
Post by: Builderboy on January 10, 2010, 03:24:54 pm
I imagine it would make the coding a bit more difficult as well :/ Not to mention weird if you wanted to go into an area that was blocked off by a party member :P
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 03:26:44 pm
If you notice, Builderboy, the spot that is checked to see if a tile is solid or not is blank on all the party members and yourself. This is to prevent exactly that... :P
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 03:27:09 pm
oooh ok so they're like NPCs (non-playable characters) always with you and following you in your quest but not necessarly taking part in battles?

In some occasions this happens in Illusiat 13 actually, altough I doubt I would show the char following you since it may slow down the kind of engine I use too much
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 03:28:18 pm
DJ, they are indeed NPCs, but they take part in battles just you don't control them... :)
Title: Re: Elmgon
Post by: mapar007 on January 10, 2010, 03:31:29 pm
This is quite an original approach in calculator programming, I don't think I've ever seen npc's following you in any other calc RPG. Sweet job!

On an unrelated note, I'm planning to (decently) port Rogue to an Asm (probably homescreen) calc rpg. I'll start as soon as I find a few days of free time, since as of now I'm drowning in school work...
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 03:35:59 pm
Rogue would be great, there's CalcRogue for 68k but I wish it was avaliable for z80 as good or close
Title: Re: Elmgon
Post by: Galandros on January 10, 2010, 04:03:29 pm
Another nice game in the works. :P

It was missing following team mates on calculator games. :P
Title: Re: Elmgon
Post by: TIfanx1999 on January 10, 2010, 06:10:09 pm
So let me see if I've got this right, you can only have up to two party members at a time and you can only control the main character?
Title: Re: Elmgon
Post by: ztrumpet on January 10, 2010, 07:49:00 pm
Almost, you can only have one party member and yourself and can only control the main character. (Sorry I worded it wrong above.) :)
Title: Re: Elmgon
Post by: Eeems on January 10, 2010, 08:29:17 pm
wow that's cool! I would never have thought of doing that!

also post 1337 :P

EDIT 0.o it replaces 1337 with leet!
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 08:43:36 pm
I was gonna say nice post count Eeems :P

I knew it would change to something like this, but I never noticed with my own post count because I discovered this SMF easter egg way past 1337 on Omni and TIMGUL XD

IIRC it does this at 100000 posts too, but who reaches 100000 in his life on a forum?
Title: Re: Elmgon
Post by: TIfanx1999 on January 10, 2010, 08:50:50 pm
@Ztrumpet: Yea, that's what I meant. Sorry if it was unclear
I was gonna say nice post count Eeems :P
I knew it would change to something like this, but I never noticed with my own post count because I discovered this SMF easter egg way past 1337 on Omni and TIMGUL XD

IIRC it does this at 100000 posts too, but who reaches 100000 in his life on a forum?
The way you're going you wil! Lol! ;D Hell, you had over 9,000 on the old board (10,000 something if i remember correctly).
Title: Re: Elmgon
Post by: DJ Omnimaga on January 10, 2010, 09:17:22 pm
11000-ish. That makes 15000 now :P, but it's nothing. Kerm has like 25000 on Cemetech and that's in a similar amount of time. On Invisionfree boards, some staff had like 35000 and I saw people with 80000 posts on the yAronet forums. They posted like 100 times a day

On the old boards I also posted at a more rapid rate. Some other people too for a while. There were much fewer active users, though.
Title: Re: Elmgon
Post by: ztrumpet on January 12, 2010, 05:08:16 pm
Sorry all, but I hate my storyline.

I can't write one.  Would anyone be interested in helping me write one or writing one, and letting me code it.
I cannot write a storyline.  Can someone please help?

Note: This is not a setback in code progress, only one in the not yet programmed part.

 Thanks!
Title: Re: Elmgon
Post by: Builderboy on January 12, 2010, 06:53:48 pm
You hate your storyline :O I liked it :(

Title: Re: Elmgon
Post by: ztrumpet on January 12, 2010, 07:20:39 pm
I didn't mind the basic story, but as I got into it deeper and deeper it didn't seem good enough.  Will someone please help?

Edit: The part of the story that I revealed is just about the only good part I wrote.  I can see why you don't want that to go. Thanks Builderboy! :)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 12, 2010, 11:05:53 pm
It seemed pretty fine to me, I could maybe help altough I don't have a lot of ideas yet atm, so it may take a while, and life could get in the way
Title: Re: Elmgon
Post by: ztrumpet on January 13, 2010, 07:45:51 am
Okay, I think I've decided to keep most of the story, but rewrite the bad part.  If I need help I'll ask.

I was frustrated yesterday, as after my first attempt it sounded really bad.  I just need to plan more...

On the bright side, I'm adding a boulder system like Strength in Pokemon.
Title: Re: Elmgon
Post by: jsj795 on January 13, 2010, 10:30:15 am
Hmmm. I guess I'll try to help you with the storyline if you need it. I just need to know a little bit more detail I guess...
Title: Re: Elmgon
Post by: DJ Omnimaga on January 13, 2010, 12:46:42 pm
Glad you want to keep this part. Feel free to ask for more ideas if you need any.
Title: Re: Elmgon
Post by: ztrumpet on January 13, 2010, 04:04:21 pm
Thanks! Once I hit a wall, I'll ask for some ideas. :D

EDIT: Major Revalation!  "I don't need for you to keep the crystals after you get them, right?!?"  This will allow me to write crazy back and forth sceens and breath new life into the whole storyline!  I can suddenly have the bad guy summon all the crystals and force you to recollect them.
>:D Muhhaha! (lol)   This new approach will let me write in a different manner than before.  The only way to win is to have all 7, not just almost 7-then-lose-6 of them. :D  I'm going to have something now, I can feel it!

Also, everything I've shared except for the partners (you will have some, but not necessarily these) will ring true!
For example, the story in the first post; It's still true!
This is a grand revalation! ;D  Yay!
Title: Re: Elmgon
Post by: DJ Omnimaga on January 13, 2010, 11:54:27 pm
Lol nice, glad you are finding some ideas ^^
Title: Re: Elmgon
Post by: ztrumpet on January 16, 2010, 02:25:40 pm
I made huge progress today in the battle engine, as I figured out how to determine who's turn it is.  It's really complex, as it determines turn based on speed.  For example if you had 2 people with speeds of 20 and 30 the 20-speed-guy would go twice while in the same amount of time the 30-speed-guy would go three times.  I have this working for up to all seven people at once. :) I'll try to have a screenie up soon, but since I have relatives at my house I don't think it will be in the next two or three hours.

Also, I've made progress in my storyline.  I have written everything from the begining to the end of chapter one.  I would post it, but I don't think I want to spoil everyone.  If you would like to see it, just PM me. :D
Title: Re: Elmgon
Post by: ztrumpet on January 16, 2010, 06:55:43 pm
Here's a little screenie showing my turn system.  It says turn: then the name of who just had a turn at the bottom, where health should be.  I will put an arrow elsewhere later for that.  It also is just the turn system, so there is only a placeholder for attacking.  Do you guys think this will work?

By the way, in the screenie I'm using these speeds:
Enemy1: 40
Enemy2: 50
Enemy3: 70
You (Imbus): 80
NCP (Partner): 60

Edit: I forgot to mention this: The order if all are tied is You, NCP, E5, E4, E3, E2, E1.
Title: Re: Elmgon
Post by: Eeems on January 16, 2010, 07:06:21 pm
looks good! can't wait for you to clean it up/add in animations!
Title: Re: Elmgon
Post by: DJ Omnimaga on January 16, 2010, 08:07:43 pm
looks great and fast ^^
Title: Re: Elmgon
Post by: jsj795 on January 16, 2010, 09:13:08 pm
what happens when the two of them have exact same speed?
which one goes first? you or monster?
Title: Re: Elmgon
Post by: ztrumpet on January 16, 2010, 10:09:29 pm
Edit: I forgot to mention this: The order if all are tied is You, NCP, E5, E4, E3, E2, E1.
This answers it, although I see how I could have worded it better. :)
(E1 = Left most enemy, E2 = 2nd Left most enemy... NCP is your partner.)

So if everyone had the exact same speed, you would go first.
Title: Re: Elmgon
Post by: simplethinker on January 18, 2010, 01:04:38 pm
Looks good ztrumpet :)  So the turn system is Chrono Trigger-ish?
Title: Re: Elmgon
Post by: Builderboy on January 18, 2010, 01:09:10 pm
I really like the turn system!  Its very shiny and neat looking.  Are you going to add in attack animations?  if so, i am interested to see how those turn out :)
Title: Re: Elmgon
Post by: ztrumpet on January 18, 2010, 05:11:47 pm
Yes, there will be animations.  I will start taking everything out of thier temporary programs tomorrow and putting them in the real, compleat battle program.

I have decided that I need MP so people use moves other than the best ones.  This is to make some moves more desierable. ;)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 18, 2010, 11:41:13 pm
In an old RPG I worked on for a while, when casting magic, it costed HP instead of MP, so basically you sacrified your health to use magic, so you had to watch out. I think a SNES game called Paladin Quest did that, too. That can pose a problem when implementing Cure magic, though, because it is kinda weird to lose energy to heal them >.>
Title: Re: Elmgon
Post by: Builderboy on January 18, 2010, 11:55:53 pm
Its like your life force O.o
Title: Re: Elmgon
Post by: DJ Omnimaga on January 19, 2010, 12:08:04 am
It could be closer to certain TV/anime shows, though. When casting spells or the like, characters felt weaker afterward. And eventually they would even become wasted. In some other games you have Stamina too, when using more powerful attacks it takes longer before you can do any other action afterward
Title: Re: Elmgon
Post by: mapar007 on January 19, 2010, 02:31:01 pm
That looks like a good idea. One thing I'd like to add: when you're hit, stamina should be reduced a little too, in my opinion.
Title: Re: Elmgon
Post by: ztrumpet on January 19, 2010, 04:11:53 pm
I like the stamina idea. It looks like I'll have a stamina bar somewhere. ;D

I think it will fall on the right side of the screen.   Once I add this and implement everything else in battle except for animations, I'll show a screenie.
Title: Re: Elmgon
Post by: ztrumpet on January 20, 2010, 08:34:18 pm
Alright, here's the stamina bar.  The screenie shows it at 100%, 80%, 60%, 40%, 20% and 0% full.  What do you think?
(Remember that there will be the rest of the battle on the screen, but not in this screenie. :) )

That looks like a good idea. One thing I'd like to add: when you're hit, stamina should be reduced a little too, in my opinion.
I like this idea, but you'd lose a lot of stamina over time.
How do you think you should get stamina back if you lose it by being damaged? (I don't want the solution to be "Use an item" :) )

Note: I'll be using Stamina as MP, and not as a speed changing thing on powerful moves.
Title: Re: Elmgon
Post by: Eeems on January 20, 2010, 08:43:10 pm
wow! nice! I like it!
Title: Re: Elmgon
Post by: DJ Omnimaga on January 20, 2010, 11:03:43 pm
Looks nice ^^
Title: Re: Elmgon
Post by: jsj795 on January 21, 2010, 12:11:57 am
How about getting some stamina back after certain time? like may be moving 10 tiles will heal 5 stamina or something...
Title: Re: Elmgon
Post by: DJ Omnimaga on January 21, 2010, 02:04:21 am
In Ys II, when you stopped moving, in certain dungeons, your HP gradually refilled. I think Quest 64 did that too. However it was with HP. Just do it with stamina instead maybe?

In Starcraft, IIRC Protoss shields recharges by 1 point every second and Zerg building energy same thing.
Title: Re: Elmgon
Post by: jsj795 on January 21, 2010, 09:52:17 am
I think instead of filling stamina when not moving, wouldn't it be better to fill it up when moving? Since this is RPG and not action-based, players can definitely take advantage of that and leave the calc for 5 min or so, and come back with full stamina to play.
Title: Re: Elmgon
Post by: mapar007 on January 21, 2010, 11:55:28 am
So you mean like Rogue? Then, there should be a command to 'stand still'.
Title: Re: Elmgon
Post by: ztrumpet on January 21, 2010, 04:27:13 pm
I think instead of filling stamina when not moving, wouldn't it be better to fill it up when moving? Since this is RPG and not action-based, players can definitely take advantage of that and leave the calc for 5 min or so, and come back with full stamina to play.
I like that.  I may make it so you regain .5 or so stamina per tile you walk.
Title: Re: Elmgon
Post by: DJ Omnimaga on January 21, 2010, 06:05:02 pm
I think instead of filling stamina when not moving, wouldn't it be better to fill it up when moving? Since this is RPG and not action-based, players can definitely take advantage of that and leave the calc for 5 min or so, and come back with full stamina to play.
oh yeah true about that, unless he decided to have encounters so you have to touch enemies moving around (and appearing) on the map like in Zelda II on the NES
Title: Re: Elmgon
Post by: ztrumpet on January 21, 2010, 06:14:05 pm
...unless he decided to have encounters so you have to touch enemies moving around (and appearing) on the map like in Zelda II on the NES
I had code for that, but decided that I liked it with partners and at twice the speed better. ;D
Title: Re: Elmgon
Post by: simplethinker on January 22, 2010, 12:23:44 pm
The way Chrono Cross (2nd best game ever!) handles its stamina system sounds like it might fit the bill here:
Quote from: Wikipedia
Another innovative aspect of Chrono Cross is its stamina bar. At the beginning of a battle, each character has seven points of stamina. When a character attacks or uses an Element, stamina is decreased proportionally to the potency of the attack. Stamina slowly recovers when the character defends or when other characters and enemies perform actions in battle. Characters with stamina below one point must wait to take action. Use of an Element reduces the user's stamina bar by seven stamina points; this often means that the user's stamina gauge falls into the negative and the character must wait longer than usual to recover

(I've always wanted to see a game with a similar battle system to Chrono Cross, so I would consider it a uh... personal favor if you did ::))
Title: Re: Elmgon
Post by: DJ Omnimaga on January 22, 2010, 03:13:10 pm
Weren't you able to spam a bunch of attacks then wait, then spam a bunch of others?
Title: Re: Elmgon
Post by: simplethinker on January 22, 2010, 03:40:36 pm
Weren't you able to spam a bunch of attacks then wait, then spam a bunch of others?
Good point :'( I think only a few people understood the battle system well enough to abuse it that way (at least everyone I knew), though I suppose it could present a problem in Elmgon and unbalance the battle system.
Title: Re: Elmgon
Post by: DJ Omnimaga on January 22, 2010, 03:57:40 pm
well I personally wouldn't mind if this was possible, as long as it takes a short while to refill the stamina afterward ^^

After all, if you run like crazy for too long, it takes a bit longer to regain your stamina, right?

It kinda make things a bit more realistic ^^

That said, though, in Secret Of Mana, if you attacked, you did full damage but if you didn't wait until stamina refilled or if you tried attacking after running, your attacks barely did any damage
Title: Re: Elmgon
Post by: ztrumpet on January 22, 2010, 04:27:36 pm
Interesting.  So what do you think of this:
You have 10 points of stamina.
Whenever you do not have a turn, you gain 1 point.
Whenever you are hit, you lose 1 point.
Basic moves take one stamina point, but complex moves can go up to all ten.
You cannot have negative stamina.
You must have enough stamina avalible to use a move.
When you "win" a battle your stamina goes back to ten.
Running costs two stamina, and dosn't refill because you never "won".
Title: Re: Elmgon
Post by: simplethinker on January 22, 2010, 04:33:41 pm
Sounds good.  I especially like the penalty for running, even though I tend to abuse running from battles in many games.
Title: Re: Elmgon
Post by: ztrumpet on January 22, 2010, 05:20:52 pm
Note: I will have equiptment to let you raise this 10 or make the amount needed per move go down by one if the player wishes to use it.
Title: Re: Elmgon
Post by: DJ Omnimaga on January 22, 2010, 05:57:24 pm
Bah, why not running from battles? Leveling up is useless anyway :P

Title: Re: Elmgon
Post by: Eeems on January 22, 2010, 06:53:43 pm
lol wow, I didn't know you could have movies over 1 hr long on youtube :P
Title: Re: Elmgon
Post by: DJ Omnimaga on January 22, 2010, 07:49:52 pm
Only if your account is in director mode since 2006 and was never changed to anything else (like musician) since then. I did the mistake to change myself in late 07 and lost my ability to upload vids that long x.x

Back then the lack of a video lenght limit was pretty much useless though because videos could only be 100 MB max. Try to compress a 3 hours long video under 100 MB while still keeping a decent quality
Title: Re: Elmgon
Post by: Builderboy on January 22, 2010, 07:52:06 pm
Oh boy!  That means i can upload large vids!  I never knew that! ;D

That is a cool video though, shows just how fast a game can be beaten :)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 22, 2010, 08:56:46 pm
If by large you mean longer than 10 minutes 59 seconds, then no. This limit has been put on any new director account since 2007. If yours is older you might be fine, though. The best way is to give it a try. Video size must be 1 GB or lower, though.
Title: Re: Elmgon
Post by: Builderboy on January 23, 2010, 12:41:19 am
Hmmm, i'd have to try, but I think i might be good.
Title: Re: Elmgon
Post by: ztrumpet on January 28, 2010, 12:46:14 pm
Yay!  I'm done with exams, so I can code again. 

I have been working on writing out the battle code on paper, and it's going to take a while...
I figured I could write it on paper faster than if I coded it because it's a lot easier to look back a page of paper than look up about 50 lines. :D
Title: Re: Elmgon
Post by: Builderboy on January 28, 2010, 07:15:04 pm
Yeah, its true ^^ I usualy don't code on paper though, for some reason.  I guess i just like the calc experieice :P Although some psedo code sometimes is in order for tricky bits.

Glad exams are over to ;D
Title: Re: Elmgon
Post by: DJ Omnimaga on January 28, 2010, 11:11:45 pm
same as BBoy for me, for some reasons I always thought I was faster by just looking at the code on calc x.x
Title: Re: Elmgon
Post by: ztrumpet on January 30, 2010, 11:09:22 pm
Today I worked on writing this out on paper even more.  I'm up to 11 sides of paper in the battle code, and I've just finished chosing what move, and who it effects.  When you have 7*7=49 different ways moves can be used, it gets complicated. :)
I'm getting closer. :D
Title: Re: Elmgon
Post by: DJ Omnimaga on January 30, 2010, 11:32:16 pm
Cool :)
Title: Re: Elmgon
Post by: Galandros on January 31, 2010, 09:52:42 am
Today I worked on writing this out on paper even more.  I'm up to 11 sides of paper in the battle code, and I've just finished chosing what move, and who it effects.  When you have 7*7=49 different ways moves can be used, it gets complicated. :)
I'm getting closer. :D
Looks fun. 49 different moves? I have to follow more this topic.
Title: Re: Elmgon
Post by: ztrumpet on January 31, 2010, 10:55:44 am
Thanks, but I don't know how many moves I'll have yet.  It very well could reach 60 or 70.  I havn't coded the moves yet, just the code to execute the moves. :)
I think this explains it better: 7 (Spots you, the ncp, or the enemies could be) * 7 (Different types of moves) = 49.

Different types of moves can be something like this: (This is when it's your turn)
Code: [Select]
E E E   You NCP
O O O    O    O
O O O
         O    O
    O
         O
X X X
         X    X
The 'O's mean everyone is effected, while the 'X's mean you get to pick one of these to be effected.
This is even more complex, due to the fact that sometimes you have  NCP partner, and sometimes you don't.  Also, the number of enemies can fluctuate between 1 and 5.  This is why progress is slow. ;D
Title: Re: Elmgon
Post by: mapar007 on January 31, 2010, 02:49:14 pm
Makes sense to me. One thing: it's NPC, not NCP (short for non-player character iirc)
Title: Re: Elmgon
Post by: DJ Omnimaga on January 31, 2010, 02:54:23 pm
Oh lol just noticed that in his post :P

And yeah it means both non-playable characters and non-player characters
Title: Re: Elmgon
Post by: ztrumpet on January 31, 2010, 05:10:42 pm
lol, oops, I think I've spelled it wrong a lot. x.x
Thanks for pointing it out. ;D
Title: Re: Elmgon
Post by: ztrumpet on February 07, 2010, 07:52:57 pm
I've been trying to decide this for the past week:
I don't know how to store move data.  Here are my options:
1: Have 3 lists- Power, Accuracy, and Stamina
2: Have 2 lists- Power, and Accuracy/Stamina (compressed)
3: Have 1 list- All compressed into one element.

Which do you guys reccommend?
Remember: The more compressed the least size, and the least speed.
Title: Re: Elmgon
Post by: DJ Omnimaga on February 07, 2010, 07:56:01 pm
mhmm usually i just keep all stats in one list, one element for attack, one for defense, etc
Title: Re: Elmgon
Post by: ztrumpet on February 07, 2010, 09:33:38 pm
I'm talking about storing the move data, not the enemy data.  They're pretty close, so I can see how they could be mixed up. :)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 07, 2010, 09:34:11 pm
Well idk then x.x

Title: Re: Elmgon
Post by: TIfanx1999 on February 08, 2010, 10:37:31 am
Well, IMHO Speed is #1 bra. Depends on how much data you have also, and if it'll be worth your time and the amount of space it saves.
Title: Re: Elmgon
Post by: ztrumpet on February 08, 2010, 04:09:36 pm
It will probably be about 500 bytes a list.  I don't think it will matter alot, but it will effect future desicions. ;D
Title: Re: Elmgon
Post by: Builderboy on February 08, 2010, 05:33:29 pm
Speed indeed is always my number 1 priority IMHO, especially in a language as slow as basic. 

...That being said, if you need to use so much memory you get memory errors, it might be time to compress. ;)
Title: Re: Elmgon
Post by: ztrumpet on February 08, 2010, 08:51:49 pm
Remember the battle code is the spot where speed dosn't matter.  I think the speed may still be an issue, as I think I'll show the stats for each move as you chose a move. :D
Title: Re: Elmgon
Post by: DJ Omnimaga on February 09, 2010, 02:20:48 am
500 is fine I think. If the total for the save files gets in the 2000s, then you can always use some compression for save files or abuse programs like XCOPY
Title: Re: Elmgon
Post by: ztrumpet on February 09, 2010, 04:39:32 pm
I think I'll abuse XCOPY some, because I see certain (planned, not programmed) sub programs that I will want a lot. ;D

The save file will be, well, I havn't gotten there yet.  So far I'm using lists L1 to L6 and LA to LM and about 1/3 of those will be in the save file.  I doubt if it will be much over 500 bytes, though. :D  It's so cool to have so many lists!  I have to have a "List of Lists" in my notebook. O0
Title: Re: Elmgon
Post by: DJ Omnimaga on February 09, 2010, 04:57:04 pm
Plus when using matrices or dual layer ascii strings, the game gets huge pretty quick due to each map size, so it will be inevitable that you'll need to abuse archive memory, thus, use XCOPY :P
Title: Re: Elmgon
Post by: ztrumpet on February 10, 2010, 05:35:04 pm
I think I'll use one list with each element in the format:
PowerPower.AccuracyAccuracyStaminaStamina
For example a move with 35Power, 95Accuracy, and 2Stamina would compress to: 7.1902  (Power and Accuracy are multiplied by 5.)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 11, 2010, 12:10:46 am
aaah ok ^^

You will probably need to check TIBD for compression methods for lists. This is where I got the one for Illu 13 save files
Title: Re: Elmgon
Post by: Builderboy on February 11, 2010, 12:27:57 am
Yeah TiBD has some very good resources on that.  Digit extractions are your friend ^^ I became good friends with digit extraction when i made Six Differences ;)
Title: Re: Elmgon
Post by: ztrumpet on February 13, 2010, 09:50:00 pm
I've made major progress on the battle engine today.  I just copied most of the code I had on paper; It's hard to copy that much correctly. :)

Due to the fact that I'll have a lot of free time durring the next two days, I think I'll have a screenie of the current progress (hopefully a compleated battle engine) for you guys to see on Monday. ;D
Title: Re: Elmgon
Post by: DJ Omnimaga on February 13, 2010, 11:46:05 pm
Cool will there be screenshots?
Title: Re: Elmgon
Post by: ztrumpet on February 14, 2010, 07:48:48 am
Yes, tomorrow... :D
Title: Re: Elmgon
Post by: Hot_Dog on February 14, 2010, 11:20:41 am
Quote
Due to the fact that I'll have a lot of free time durring the next two days, I think I'll have a screenie of the current progress (hopefully a compleated battle engine) for you guys to see on Monday.

Don't fail us!  I won't be able to breathe on Monday if one of these two things happens:

1. I don't see your screenshots
2. Rumors are false, and the Supreme Commander 2 demo doesn't come out that day
Title: Re: Elmgon
Post by: ztrumpet on February 14, 2010, 11:23:12 am
Quote
Due to the fact that I'll have a lot of free time durring the next two days, I think I'll have a screenie of the current progress (hopefully a compleated battle engine) for you guys to see on Monday.

Don't fail us!  I won't be able to breathe on Monday if one of these two things happens:

1. I don't see your screenshots
2. Rumors are false, and the Supreme Commander 2 demo doesn't come out that day
What about the new OS? :D
Title: Re: Elmgon
Post by: Hot_Dog on February 14, 2010, 11:39:43 am
Quote
What about the new OS?

Nope, I don't have a TI-84+, nor do I have the money to buy one at the current price
Title: Re: Elmgon
Post by: ztrumpet on February 14, 2010, 11:41:17 am
Oh yeah, I forgot you have an 83+se. That's my favorite calc, it's even over my 84+se. ;D

Edit: Two Mega-Errors resolved. ;)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 14, 2010, 03:02:16 pm
I don't even have a 84+ either, except in Nspire form :P
Title: Re: Elmgon
Post by: ztrumpet on February 14, 2010, 04:30:48 pm
I think I've discovered why I shouldn't code on paper; I've spent 3-5 hours just finding and fixing bugs.  I'm trying to fix one particularly hard one now.   >:(
Oh well. ;D

Edit: This glitch fixed: I had an end in the wrong spot. :)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 14, 2010, 11:39:10 pm
I tend to dislike coding on paper cuz it doubles my task x.x, I prefer to code directly on calc, then debug there. If I am scared of screwing up code I just do a copy of my program and archive it in case.
Title: Re: Elmgon
Post by: TIfanx1999 on February 14, 2010, 11:46:49 pm
If I decide to change something, I make a copy of the sub routine and fool around with the copy. (When coding on calc) That way, if i screw something up I can go back to the original no problem. When I'm happy with the changes, I just replace the old sub routine with the new one.
Title: Re: Elmgon
Post by: Builderboy on February 15, 2010, 01:44:47 am
I tend to dislike coding on paper cuz it doubles my task x.x, I prefer to code directly on calc, then debug there. If I am scared of screwing up code I just do a copy of my program and archive it in case.

Thats precisely what I do :) Identical in every way ;D
Title: Re: Elmgon
Post by: ztrumpet on February 15, 2010, 09:36:36 am
I tend to dislike coding on paper cuz it doubles my task x.x, I prefer to code directly on calc, then debug there. If I am scared of screwing up code I just do a copy of my program and archive it in case.

Thats precisely what I do :) Identical in every way ;D
Me too. ;D
Title: Re: Elmgon
Post by: ztrumpet on February 15, 2010, 05:36:52 pm
Here's a screenie of my current progress on the battle engine.  I keep running into little bugs, and so progress is slower than I hoped.  There is one placeholder, and it says "Calculate and Animate Here".  I must animate the attack and then figure out how much damage was dealt to everyone.  The list I also output shows who is affected by the move.  Stamina is also not effected currently.

Above I said there would be only one list, with compression.  I had forgot that I needed a type for each move, so I will be using two lists with compression of PP.SS and AA.T .

What do you think should happen if you don't have enough stamina do do anything, ie you have zero stamina?

Also, the health displayed below each character is in percent, so I can display it all.  Since only three digits would fit, and your health can be up to 99999 I decided keeping tract of health like that down there would be best.

What do you guys think?

Edit: What do you think I should do to designate who's turn it is, as you can't tell which enemy is attacking?
Title: Re: Elmgon
Post by: Eeems on February 15, 2010, 06:51:56 pm
Looking good!
Btw, is the terrain underneath the characters a M+O tile?
Title: Re: Elmgon
Post by: ztrumpet on February 15, 2010, 06:53:26 pm
Yes, Eeems it's a M O tile. ;D It will change throuout the game, like in Illusiat 13.  I'm using Metroid Pi style sprites right there, and I think it's the only spot in the whole game. :)
Title: Re: Elmgon
Post by: Builderboy on February 15, 2010, 07:19:19 pm
Looking Good!  I think the enemy animations would help tell who is attacking, even if its as simple as the enemy moving up and down while they are attacking.  That or some sort of marker apear below or above them, but now I'm just rambling :P Good job!
Title: Re: Elmgon
Post by: trevmeister66 on February 15, 2010, 09:43:24 pm
Looking Good!  I think the enemy animations would help tell who is attacking, even if its as simple as the enemy moving up and down while they are attacking.  That or some sort of marker apear below or above them, but now I'm just rambling :P Good job!
Yeah I think just having a marker above the enemy who is attacking should be sufficient enough.

BTW, I really like the screenies I've seen so far. Nice work!
Title: Re: Elmgon
Post by: DJ Omnimaga on February 16, 2010, 12:30:04 am
wow nice so far and I like how fast ATB gauges are. As for enemies attacking, I would make it like ROL1 and 2, have the enemy move one step closer to your char during the attack, then move back afterward
Title: Re: Elmgon
Post by: ztrumpet on February 16, 2010, 04:12:50 pm
...I would make it like ROL1 and 2, have the enemy move one step closer to your char during the attack, then move back afterward
Awesome idea!  Since this is on the graphscreen, I think I'll have attacking enemies move half a step forward, or 3 pixels.
I love Firefox. I finally got it at home.  Yay! :)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 17, 2010, 12:30:22 am
Lol nice :P I hope you like it (notice how Omnimaga copyright won't recommend IE as site to view the site :P)
Title: Re: Elmgon
Post by: shadowking on February 17, 2010, 10:45:22 am
was this done using Celtic 3? because the graphics are amazing
Title: Re: Elmgon
Post by: DJ Omnimaga on February 17, 2010, 02:10:19 pm
Hi shadowing and welcome here. Nope, no Celtic III in Elmgon, not even Omnicalc nor xLIB either. Just combining two ASCII characters together to create sprites as good as many ASM games and still display fast for BASIC.

Basically, for example, with one single character you do:

Text(-1,0,0,"L
Storepic 0
Text(-1,0,1,"H
Recallpic 0
Storepic 0

And there you are
Title: Re: Elmgon
Post by: ztrumpet on February 17, 2010, 05:27:22 pm
Hey shadowking, welcome here!
Thanks on the graphics!  I'm using two different methods, like this (DJ explained the one like the O/H):
O/H Metroid Pi/Zoith style:
:Text(0,0,"O
:StorePic 1
:Text(0,0,"H
:RecallPic 1
E/d Serenity style:
:Text(0,0,"E
:StorePic 1
:Text(0,1,"d
:RecallPic 1
I/m using the Metroid Pi style in battles, and Serenity style for the overworld.  I'd like to point out this if you'd like to experiment with this style graphics: http://ourl.ca/3839
Title: Re: Elmgon
Post by: DJ Omnimaga on February 18, 2010, 12:01:42 am
The only issue is figuring out good combinations of characters. Weregoose has a picture showing metroid pi style combinations of everything, but it's huge so it can take a while to scan through
Title: Re: Elmgon
Post by: DJ Omnimaga on February 19, 2010, 05:07:12 pm
I split the dual-layer ascii java program discussion from here since it was getting a bit offtopic
Title: Re: Elmgon
Post by: ztrumpet on February 19, 2010, 10:16:09 pm
Okay. Thanks! ;)
Title: Re: Elmgon
Post by: ztrumpet on February 21, 2010, 08:41:47 pm
Sorry guys, but there was no progress on Elmgon this weekend.  :(  I had two projects that I had to due that took me about 12 hours total.

I'm still working on the battle engine. :)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 21, 2010, 09:34:44 pm
Ouch I hate long school projects x.x, I hope you get good grades for them.
Title: Re: Elmgon
Post by: jsj795 on February 21, 2010, 09:55:01 pm
I know how hard coding battle engine can be. Good luck with the projects and the engine!
Title: Re: Elmgon
Post by: ztrumpet on February 27, 2010, 04:21:16 pm
Bump!

I've made some progress on Elmgon today, but I can't figure out how to implement stamina.  I think instead of stamina I'll have Mana Points that work like in other games.  Sound good?

I will be able to make progress on Elmgon this weekend, and hopefully I'll make moves actually hurt people.  :D
I hope everything goes well! :)
Title: Re: Elmgon
Post by: DJ Omnimaga on February 27, 2010, 11:33:15 pm
Nice to hear progress. Stamina might be a bit hard indeed, altough I think it should be possible. Mana/MP is fine, tho. Good luck!
Title: Re: Elmgon
Post by: ztrumpet on March 01, 2010, 06:17:28 pm
In the past two/three days I have made HUGE progress! :D

I have 5 things left to do on the battle engine before I consider it "done for now":
1: Fix bugs...
  A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere.
  B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this.
2: Add Mana Point support (Now everything is 0 mana to use).
3: Add animations.
4: Add end of battle/stats up screen.
5: Make attacker step forward 3 pixels.

Once I've fixed the two bugs, I'll upload a screenie... ;D

Edit: Added a 5th thing to do...
Title: Re: Elmgon
Post by: Eeems on March 01, 2010, 06:27:09 pm
yay! can't wait!
Title: Re: Elmgon
Post by: Builderboy on March 01, 2010, 06:35:14 pm
Nice progress :) I'm waiting for the screenies ;D
Title: Re: Elmgon
Post by: Geekboy1011 on March 01, 2010, 06:37:16 pm
awsome cant wait to see it ztrumpet
Title: Re: Elmgon
Post by: ztrumpet on March 01, 2010, 09:23:50 pm
  A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere.
Done-I used Ans instead of B...
Title: Re: Elmgon
Post by: Builderboy on March 01, 2010, 11:31:46 pm
Silly zTrumpet, trying to optimize while still in development stage :P

haha jk, good job on finding the bug.  I hate it when they are that small and obscure.
Title: Re: Elmgon
Post by: DJ Omnimaga on March 01, 2010, 11:43:58 pm
Glad to see more progress, can't wait for screenie :)
Title: Re: Elmgon
Post by: ztrumpet on March 02, 2010, 04:24:51 pm
Silly zTrumpet, trying to optimize while still in development stage :P
That's actually how I code all the time.  I rarely find huge optimizations afterward. ;D

1: Fix bugs...
  B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this.
5: Make attacker step forward 3 pixels.
Done!  Here's the screenie!
I think there are four battles in the screenie, and the first and last are probably the coolest. :D
What do you guys think? :)

Edit: Does anyone want to see the code for this?  If anyone wants, I can upload the code. :D
Title: Re: Elmgon
Post by: Builderboy on March 02, 2010, 10:05:51 pm
Thats epic!  The menu selection really adds a nice touch to it all :) Can't wait to see the battle animations ^^
Title: Re: Elmgon
Post by: DJ Omnimaga on March 03, 2010, 12:19:33 am
I like it so far!
Title: Re: Elmgon
Post by: Geekboy1011 on March 03, 2010, 12:32:42 am
uterly ammazed just awsome
Title: Re: Elmgon
Post by: ztrumpet on March 03, 2010, 04:13:11 pm
Thanks guys! ;D

Question:  Should attacks do the same damage everytime, or should they vary randomly?
A: Yes  (Four of the same attacks could be: 200,203,198,201)  // Illusiat 11 like
B: No  (Four of the same attacks would be: 200,200,200,200)   // Illusiat 13 and Pokemon (minus critical hit) like

Make sense?  What do you all think?
This is pretty important, so I'd like some responses. ;D  Thanks!
Title: Re: Elmgon
Post by: trevmeister66 on March 03, 2010, 04:48:10 pm
Hmm that's an interesting question. I can see both ways being good and bad. For them always doing the same damage, you'll know the exact amount of damage itll do, so  you can plan better, but then it's not as challenging and unpredictable, where as if you have varying damages, its more lucky, and more challenging.
Title: Re: Elmgon
Post by: Eeems on March 03, 2010, 06:10:19 pm
I'd rather have varying damages, because that makes the game funner and it also can make it harder.
Title: Re: Elmgon
Post by: jsj795 on March 03, 2010, 07:22:35 pm
Varying damage... Not too much varying tho, like 10-15 range? It would also be cool if each weapon has different varying range (at least that's how I'm going to do with TLM)
Title: Re: Elmgon
Post by: trevmeister66 on March 03, 2010, 07:38:50 pm
Maybe if each weapon had a varying %. So some weapons would have a 1% varying damage, and some might have 5% or something (depending on the max damage it can do, etc.)
Title: Re: Elmgon
Post by: ztrumpet on March 03, 2010, 08:37:41 pm
Looks like I'll do varying damage.  Though different weapon's with different damages is possible, I think it's already enough for the user to remember for different stats.

So, unless there are any objections, I'll use the varying damage method. ;D
Thanks!
Title: Re: Elmgon
Post by: DJ Omnimaga on March 03, 2010, 11:44:08 pm
varying might add more challenge, because you have to plan in function that the enemy might do greater damage than expected. Don't make the range too great, though, and don't have regular attack miss too often.
Title: Re: Elmgon
Post by: Galandros on March 04, 2010, 07:30:24 am
Maybe if each weapon had a varying %. So some weapons would have a 1% varying damage, and some might have 5% or something (depending on the max damage it can do, etc.)
Some games say damage 80-140, for example, but this is actually an interesting implementation if you hide this %. This makes things even harder.
Title: Re: Elmgon
Post by: ztrumpet on March 05, 2010, 07:09:19 pm
I think I'll have 10% on both the attack and defense.

Ex:
If an attack did 100 damage, then:
Attack loses 10% and Defense loses 10%  =   81%
Attack gains 10% and Defense gains 10%  =   121%
Attack loses 10% and Defense gains 10%  =   99%
Attack gains 10% and Defense loses 10%  =   101%
Attack gains 5% and Defense gains 5%     =   110.25%
Attack loses 5% and Defense loses 5%     =   90.25%

What do you think?

==============

In other news, the storyline is guarantied to be AMAZING!  Zera is going to write/help write the storyline, so it will be good.  I'm not sure how much will be changed, but when I wrote things I created plot holes by the billions. :)  Example: (Feel free to lol...)
...Alex's home self-destructing. Why would a person's home by armed with a self-destruct mechanism; and why would a third-party be able to activate this mechanism from an external computer? Poor Alex needs to invest in a better home-security system. :P ...
Thanks Zera! ;)

Jsj: I noticed you said you could help on it earlier; If you'd like to help just PM me. ;D (If you don't want to help, then that's fine too. :) ) Thanks!
Title: Re: Elmgon
Post by: DJ Omnimaga on March 05, 2010, 09:19:20 pm
glad to hear about the storyline! :)
Title: Re: Elmgon
Post by: Galandros on March 20, 2010, 08:22:13 am
Nice animations. I don't understand the bars meaning but seems cool to play. (I didn't read all the posts, lack of time lately to keep track of all this)
Title: Re: Elmgon
Post by: DJ Omnimaga on March 20, 2010, 02:08:52 pm
They seems to be mostly the progress/waiting bar until the character can do any action, typical in mid-90s RPGs



Illusiat 6 and ROL3 used them too. Here are the ones in ROL3 in action:

(http://www.omnimaga.org/oldsite/battledemo.gif)

(My first successful animated screenshot ever, from back in May 2004)
Title: Re: Elmgon
Post by: ztrumpet on March 20, 2010, 02:54:02 pm
Yup, they designate how long it is until someone's turn. :)

Oh, and this project is not dead. ;D  The storyline just takes forever to plan.  I will be coding on this again in about a week, as I will have a ton of time in a car without computer access. :D

DJ, I really like the ROL3 screenie! ;D
Title: Re: Elmgon
Post by: Hot_Dog on March 20, 2010, 04:00:23 pm
Quote
The storyline just takes forever to plan.

I know how you feel.  I thought of the storyline for S.A.D. about 5 years ago (no kidding), wrote the entire script out, and it's STILL going under lots of major revisions.
Title: Re: Elmgon
Post by: Galandros on March 20, 2010, 04:08:24 pm
Ah, I played one game that way. Maybe my first PC RPG ever.
It is harder to see that in ASCII graphics. ;D
Title: Re: Elmgon
Post by: ztrumpet on March 20, 2010, 09:13:20 pm
It is harder to see that in ASCII graphics. ;D
That's okay. ;D  I like the ASCII graphics; they're easier to work with. :D
Title: Re: Elmgon
Post by: DJ Omnimaga on March 20, 2010, 11:55:22 pm
Quote
The storyline just takes forever to plan.

I know how you feel.  I thought of the storyline for S.A.D. about 5 years ago (no kidding), wrote the entire script out, and it's STILL going under lots of major revisions.
nice, and I thought Illusiat 13 storyline was planned for incredibly long :O

Originally, Illusiat 13 was gonna be an xlIB platformer RPG but I lost interest in the idea eventually. It was gonna use ROL4 storyline, kinda, but with one character. However, afterward I put the idea in ROL4, which died. Afterward I started having thoughts aboutan Illusiat game involving the collision of planet Illusiat with Earth, but then Omnimaga shutted down and I slowly moved toward Casio calcs. Later my interest got renewed and I remembered the idea around late 2008, to eventually start Illusiat 13.

Also glad this is still progressing :)
Title: Re: Elmgon
Post by: ztrumpet on March 21, 2010, 10:45:23 am
That's pretty cool.  I had no idea that Illusiat 13 was planned for that long. Wow. :D

Also glad this is still progressing :)
Me too. ;D
Title: Re: Elmgon
Post by: ztrumpet on April 01, 2010, 05:29:05 pm
*Bump*

As most of you know, I'm working on the storyline now.  I figured I'd share the 7 crystals I think will be used in the final version:
Fire
Water
Air
Earth
Hope
Governance
Intuition

Progress is slow, but it's not at a standstill. ;D
Title: Re: Elmgon
Post by: DJ Omnimaga on April 01, 2010, 07:25:54 pm
Mhmm interesting, it does some change from the usual 5th, 6th and 7th crystals being called darkness, holy and star.

I'm glad this is still progressing. Btw will you provide new map screenshots soon? I loved how the map looked like in the first screenshot, I am curious what you will come up with next
Title: Re: Elmgon
Post by: ztrumpet on April 01, 2010, 11:00:12 pm
That's actually all I've done with the map. ;D

I will have more, but I want to put actually maps in, and not demo maps. :D

I think I could have a multi-screen map screenie up in a week and a half. :)
Title: Re: Elmgon
Post by: DJ Omnimaga on April 01, 2010, 11:02:09 pm
cool ^^
Title: Re: Elmgon
Post by: Galandros on April 20, 2010, 02:55:56 pm
It is good to know the project is not frozen. I hope you get inspiration to write a good story. And the coding continues at least at slow rate.

I don't have the same difficulties with stories, they easily form in my head. My only problem is writing them down.
Maybe I should write some stories repository or on request. :P It is just question of writing all I invented in paper and then to the computer.
Title: Re: Elmgon
Post by: Builderboy on April 20, 2010, 07:12:07 pm
* Pumps back onto recent posts list *

Hah, didnt see this right away.  Glad it is still being worked on :) The progress sounds really good, and i am loving the story progression ^^
Title: Re: Elmgon
Post by: ztrumpet on April 20, 2010, 07:15:13 pm
Thanks guys. ;D
I have a neat screenie that I need to upload.  It shows moving around on multiple maps. ;D

I may have it up by Thursday. :D  (Time is hard for me to get for the next two weeks.)
Title: Re: Elmgon
Post by: DJ Omnimaga on April 20, 2010, 07:44:55 pm
I can't wait! I hope you get some more time soon. WIll screenshot have more rooms? I loved to look how your maps look like
Title: Re: Elmgon
Post by: ztrumpet on April 20, 2010, 07:46:13 pm
Yup, there's about 8 rooms, but it looks like you go from a town into another area where there's a temple.  I need to put it on my comp... ;D
Title: Re: Elmgon
Post by: DJ Omnimaga on April 20, 2010, 08:15:59 pm
Aaah ok lol I don't mind :P, plus it's still in dev stages after all.
Title: Re: Elmgon
Post by: Binder News on January 16, 2011, 12:43:32 pm
The intro reminds me a TON of a game I once played. Let me find it...
Crap. Oh well. Anyways, you and this other mage thing were guarding some blue crystal. Then the other guy stole the power. To prevent him from getting it all, you break the crystal into 7 pieces.
It was called ___ and the Blue Crystal.
It was made with Game Maker.
Title: Re: Elmgon
Post by: Deep Toaster on January 16, 2011, 02:53:09 pm
HOLY NEC--

How's this project going? Still 14% in your sig :(
Title: Re: Elmgon
Post by: ztrumpet on January 16, 2011, 03:44:10 pm
Yeah, I'm slowly making progress, but I hate the battle engine's bugs. >:D * ZTrumpet stabs it.

As soon as the battle engine's done, I'll post more info.  It'll probably be another 2 months - But I will finish it. ;D
Title: Re: Elmgon
Post by: DJ Omnimaga on January 16, 2011, 03:45:53 pm
The intro reminds me a TON of a game I once played. Let me find it...
Crap. Oh well. Anyways, you and this other mage thing were guarding some blue crystal. Then the other guy stole the power. To prevent him from getting it all, you break the crystal into 7 pieces.
It was called ___ and the Blue Crystal.
It was made with Game Maker.
Nice, was it a RPG or more of a puzzle game?

And glad to hear there's new progress Ztrumpet. I hope you can get the bugs fixed soon. Battle engines can be a PITA to code, sometimes. X.x
Title: Re: Elmgon
Post by: ztrumpet on January 17, 2011, 08:55:52 pm
Battle engines can be a PITA to code, sometimes. X.x
I feel your pain. :P
Title: Re: Elmgon
Post by: Binder News on January 17, 2011, 08:59:32 pm
@Dj, it was an RPG.
Title: Re: Elmgon
Post by: DJ Omnimaga on January 18, 2011, 01:10:12 am
Battle engines can be a PITA to code, sometimes. X.x
I feel your pain. :P
Thankfully for Illusiat series it wasn't as hard, though, since I often re-used old ones in new games. :P In Illusiat 13 I didn't, but the system was similar so it was easy to code. :P

@Dj, it was an RPG.
I see ^^
Title: Re: Elmgon
Post by: ztrumpet on November 14, 2011, 01:42:27 pm
I'm sorry if this bump made any of you get your hopes up for actual progress, but I wanted to mention a couple of things:

This previous weekend marked the 2 year anniversary of starting this project.  It has offered me a ton of knowledge in programming that can best be seen in Elmgon itself, Midnight, and Exodus.  I also have been able to apply many of these concepts to my Homescreen Game Pack as well.

Thank you to all of you who have supported this project though it has been dormant for so long.  Progress should resume next month, as I will have a calculator free to work on it again, plus mentally I will no longer be in a "Midnight mindset."  I still have no idea when this will be released, but my goal is to have the battle engine bug free by the end of this year.
Title: Re: Elmgon
Post by: DJ Omnimaga on November 14, 2011, 01:56:26 pm
The funny thing is that yesterday I went pretty close to bumping this asking for progress O.O

However I remembered you were still working on Midnight and Cube Droid so I didn't. I'm glad this is still alive, though, this is one of the game I've been looking forward the most so far on Omni. :D (I guess I'M a bit biased, though, being an RPG fan :P)

Also please remember to backup often even when working with pure-BASIC. <_<
Title: Re: Elmgon
Post by: Hot_Dog on November 14, 2011, 02:23:00 pm
I understand that you're busy, but I too am glad that the project isn't dead :D  Good luck with all your projects!
Title: Re: Elmgon
Post by: TIfanx1999 on November 15, 2011, 03:07:30 am
I'm always glad to see news on Elmgon, and I'm happy you will be working on it again in a while. :)
Title: Re: Elmgon
Post by: jsj795 on November 15, 2011, 10:08:09 am
good luck ztrumpet! battle engine, the hardest engine to make ever... I've also gotten out of dormancy and started working on the battle engine too and it's taking forever to make them do stuff I want it to do