Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 15619 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55872
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
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

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
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

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
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?

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
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

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55872
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
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

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
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.

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55872
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
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

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #37 on: June 05, 2013, 11:19:49 pm »
I don't think so.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
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

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
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

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
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 >.>

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
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

Offline DJ Omnimaga

  • Former TI programmer
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55872
  • Rating: +3151/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • DJ Omnimaga Music
Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #42 on: June 30, 2013, 05:50:45 pm »
Good to see this progress. :)

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
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

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
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 :)

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!