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Gateways: Portals of Time I - Cloud Cover
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Topic: Gateways: Portals of Time I - Cloud Cover (Read 15071 times)
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #15 on:
January 12, 2011, 04:48:48 pm »
I mean scrolling like in Ash: Phoenix, where he can always ends up 8 pixels away, but its still smooth. Maybe I'll just use a for loop...
Funnily enough, my one game where scrolling is really important, I don't use Horizontal and Vertical.
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #16 on:
January 12, 2011, 05:24:15 pm »
How are you doing the scrolling w/o Horiz/Vertical? (Unless you're redrawing the screen every time?) Or you can go zelda style scrolling, like in Verdante Forest, Trio and Niko and most older Zelda games, where you only scroll when you get to the edge of the screen...
Oh and btw, in Ash:Phoenix you always end up 12 pixels away since the tiles are 12x12
I found it incredibly difficult to attempt spriting anything that remotely resembled a human in 8x8 lol
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Last Edit: January 12, 2011, 05:26:09 pm by squidgetx
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #17 on:
January 12, 2011, 05:37:56 pm »
your character is 12x12? Mine is 8x16.
Oh, yeah, I'm redrawing the screen everytime for now so I can control moving, as it slows it down quite a bit, I'm having some testing features, so I need it like that.
also, my map scrolls for every step I take.
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Last Edit: January 12, 2011, 05:39:15 pm by yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #18 on:
January 14, 2011, 05:31:46 pm »
Hmmm... The razing animations are aalmost done, but its not always working for some reason... Also I added some dialogue, and an small closet. I'll get a very early demo out this weekend.
to be hoonest, it looks nothing like my earlier screenie.
EDIT: it seems Gateways follows this rule:
12. Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.
from this:
http://project-apollo.net/text/rpg.html
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Last Edit: January 14, 2011, 05:58:49 pm by yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #19 on:
January 16, 2011, 06:33:45 pm »
Triple Post lol.
Anyway, Demo of tilemapper here. Talk to your mom and dad, do what your father says, thats all you can do now. kinda pointless. but im really just making more maps now before i work on the battle engine.
Actually, nvm, I'm getting ti-connect errors, and I have to go eat. I'm gonna restart the comp for now, go eat, and then upload.
Got it.
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #20 on:
January 16, 2011, 07:50:54 pm »
looking good! Keep it up, this could really be something quite excellent! And I'm sure it will be!!
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #21 on:
January 16, 2011, 09:00:58 pm »
Thanks, I'm thinking of making the maps in MSPaint first, actually, otherwise I keep having to go through a bunch of data to fix errors lol.
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #22 on:
January 17, 2011, 10:13:12 am »
Update/Early Storyline Spoiler Which I'm Spoiling Because You're gonna find out the next Demo anyway
:
I have finished the code for your very first "Gateway". In this world, there are many Portals/Gateways. However, there are only Five Portals of Time, which are crucial to your success. After you get your sword and move out of the closet, You will be transported out of the house, and to the Courtyard of the Palace. When you journey back...
I'm not spoiling anymore, but the next part is probably quite obvious.
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Last Edit: January 17, 2011, 10:13:23 am by yunhua98
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #23 on:
January 17, 2011, 05:35:18 pm »
2nd triple post.
bare bones map of area right out side of house, keep in mind that while these are 16x16 sprites, The Game (I lost
) scrolls at 8 pixel increments, and the character is 8x16.
time to spend a long time adding the hex in...
«
Last Edit: January 17, 2011, 05:47:09 pm by yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #24 on:
January 17, 2011, 06:33:22 pm »
I suggest that you make a map editor that produces a string that you can rcl into your program. It will probably save a lot of time in the long run. In Ash:Phoenix, my map editor doesn't even produce hex anymore, it actually makes changes to and saves to the map appvar itself, which is a bit easier than producing hex actually (but it doesn't work if you aren't planning on having an external appvar for maps
)
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[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #25 on:
January 17, 2011, 06:37:13 pm »
Well, I justtype it kn the comp and sent it to my calc. Bt later, I wont havetime in front of my comp, so I'll haveto type it on calc.
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DJ Omnimaga
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #26 on:
January 18, 2011, 02:40:09 am »
Quote from: yunhua98 on January 14, 2011, 05:31:46 pm
my earlier screenie.
Where's the screenie?
EDIT: Nevermind, it just didn't load for some reason... It looks kinda nice, especially the characters, although I hope you fix the grayscale during NPC convos.
«
Last Edit: January 18, 2011, 02:41:24 am by DJ Omnimaga
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #27 on:
January 18, 2011, 05:56:02 pm »
yeh, I need to figure out how to use DispGraph without overwriting the text but also without using sprites for Text.
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To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
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yunhua98
You won't this read sentence right.
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #28 on:
January 19, 2011, 06:21:16 pm »
I'm bored of typing a lot of Data ATM, and when i have so much more to do, I can do it in whatever order I want.
Meaning: I'm working on a battle engine right now.
for now, I'm using a black 32x32 block for sprites, since I haven't had time to make one yet, but storing attacks and reading them is functional now.
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To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #29 on:
January 24, 2011, 04:26:35 am »
I see, glad to see more progress
. I wonder if you will have screenshots/mockups soon?
I also wonder what will be the attack names and enemy types in general. Will the game be more magic-focused in general or more battle-moves?
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