Author Topic: Elmgon  (Read 41313 times)

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Offline TIfanx1999

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Re: Elmgon
« Reply #135 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.
« Last Edit: February 14, 2010, 11:47:29 pm by Art_of_camelot »

Offline Builderboy

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Re: Elmgon
« Reply #136 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

Offline ztrumpet

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Re: Elmgon
« Reply #137 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

Offline ztrumpet

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Re: Elmgon
« Reply #138 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?
« Last Edit: February 15, 2010, 05:52:21 pm by ztrumpet »

Offline Eeems

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Re: Elmgon
« Reply #139 on: February 15, 2010, 06:51:56 pm »
Looking good!
Btw, is the terrain underneath the characters a M+O tile?
/e

Offline ztrumpet

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Re: Elmgon
« Reply #140 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. :)
« Last Edit: February 15, 2010, 06:53:58 pm by ztrumpet »

Offline Builderboy

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Re: Elmgon
« Reply #141 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!

Offline trevmeister66

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Re: Elmgon
« Reply #142 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!
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Offline DJ Omnimaga

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Re: Elmgon
« Reply #143 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
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Offline ztrumpet

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Re: Elmgon
« Reply #144 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.
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Offline DJ Omnimaga

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Re: Elmgon
« Reply #145 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)
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Offline shadowking

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Re: Elmgon
« Reply #146 on: February 17, 2010, 10:45:22 am »
was this done using Celtic 3? because the graphics are amazing

Offline DJ Omnimaga

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Re: Elmgon
« Reply #147 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
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Offline ztrumpet

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Re: Elmgon
« Reply #148 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

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Re: Elmgon
« Reply #149 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
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