Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 26570 times)

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Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #30 on: June 05, 2013, 12:40:04 am »
Now that you mention it, good luck with damage caps Streetwalker. I heard it was kinda hard in Axe, because of the whole 65536 limit, and this game often goes far above that during damage calculations >.<.

That's unless Axe supports floating points, though, which could be used, since not much speed is needed during battles.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #31 on: June 05, 2013, 02:59:15 am »
I plan to code battle math in assembly in order to use the tios floating point engine, so that's not an issue at all. :D

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #32 on: June 05, 2013, 03:09:59 pm »
That's a pretty nice idea, but wouldn't it take then ages to calculate or tons of ram?

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #33 on: June 05, 2013, 03:38:23 pm »
Nope. It'd be the same as BASIC, just that I can use it directly from Axe. => http://tutorials.eeems.ca/ASMin28Days/lesson/day18.html
« Last Edit: June 05, 2013, 03:39:09 pm by Streetwalker »

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #34 on: June 05, 2013, 08:04:52 pm »
I see then, hopefully that helps development. One boss in particular has insanely low resistance against magic spells so without a 9999 damage cap he would take 9E99 damage or so.
« Last Edit: June 05, 2013, 08:05:01 pm by DJ Omnimaga »

Offline TIfanx1999

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #35 on: June 05, 2013, 08:08:48 pm »
You might want to be careful using that though since it destroys the values of all registers when doing floating point calculations.

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #36 on: June 05, 2013, 10:49:26 pm »
Could this cause compatibility issues with Axe?

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #37 on: June 05, 2013, 11:19:49 pm »
I don't think so.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #38 on: June 29, 2013, 05:07:27 pm »
Bump.
Just dropping in to say this isn't dead. ;)
I completely rewrote the tilemapper and it is now so fast that I can add a music engine. :D I'm too lazy to upload anything right now but you'll get a demo realease of the mapper by tomorrow. Also using graphical tiles turned out pretty well. :D It supports a wall and ground tile, and a four way masked character sprite (all that is 8*6 and no scrolling whatsoever).

Offline TIfanx1999

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #39 on: June 29, 2013, 05:09:11 pm »
Sound nice. Looking forward to screenies. :)

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #40 on: June 29, 2013, 06:54:51 pm »
yay, I want screenies too! And a music engine would be kinda useless but 20% cooler >.>

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #41 on: June 30, 2013, 12:31:25 pm »
And a music engine would be kinda useless but 20% cooler >.>
That's the two reasons why I wanna code one. :P

I'll try to negociate for my keyboard so that I can upload screenies. I have a working game menu to show you too. :D

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #42 on: June 30, 2013, 05:50:45 pm »
Good to see this progress. :)

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #43 on: July 06, 2013, 01:15:05 pm »
Too lazy to make a screenie but here's the current progress. :D The fade animations are experimental and subject to removal. Also note that the menu is mostly a mockup for now.

Controls :
-Arrows : move around, select an option
-MODE : bring up the menu
-CLEAR : exit the menu
-2ND : validate choice

A.8xp is the executable, Pic1 is the map and the rest is the source. There might be silly mistakes or noob optimizations I missed in there but I hope not. :)

Hope you guys like it and feel free to throw at me any improvement in the code, suggestions an criticism. :P

Edit : I decided to move my *ss a bit and post a screenie. :P Enjoy !
« Last Edit: July 06, 2013, 01:18:57 pm by Streetwalker »

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #44 on: July 06, 2013, 06:10:15 pm »
Ui, that's looking cool! I just htink that you'll have to edit the character sprite a bit :)

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