Author Topic: Project Feedback - Imagination Quest  (Read 35130 times)

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Offline Builderboy

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Re: Project Feedback - Imagination Quest
« Reply #105 on: September 04, 2010, 09:10:49 pm »
Those are looking really cool!  I really like the way you made the key puzzle work out in Basic, it really looks nice :)  And the title screen is also great!  I like the way the title is displayed, and the 'font' if you will.  Great job on all of this!

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #106 on: September 04, 2010, 10:50:45 pm »
Thanks, Builderboy

Is each letter set to a specific timer or is it a random routine so it's different each time?
It's a specific timer.  I still need to fine tune some of them, though.

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #107 on: September 05, 2010, 04:08:39 pm »
So, I'm going to attempt to add the ability to face right or left.  Unfortunately, this is a little difficult.

I have two options.  The first is to start with a regular X, and when the gun is picked up, do this for the flip:


Or, I can do this, where the first sprite is the original character, and the next two are after the gun is picked up.


Or, if you have any other ideas, I am open to suggestions.

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #108 on: September 06, 2010, 05:54:50 pm »
Not to be impatient or triple post or anything, but...*bump*

Offline DJ Omnimaga

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Re: Project Feedback - Imagination Quest
« Reply #109 on: September 07, 2010, 03:31:39 am »
Sorry, shit happened since yesterday, so I didn't catch up til now.

I personally like the second idea better. What combination of char did you use, btw?
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Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #110 on: September 07, 2010, 03:39:45 am »
I don't think there are combinations for the second two. But the first one can be done by using "X" and "'."
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #111 on: September 07, 2010, 08:17:02 am »
Actually, both are possible.  If you use Pt-on(X,Y,3)  It makes the mark a cross, which is what I use.

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #112 on: September 07, 2010, 05:45:23 pm »
Oh ok. I was just talking about Dual Layers.
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Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #113 on: September 12, 2010, 11:20:23 pm »
I haven't posted here in a while, but this project is still alive.  I sorted out the sprite flipping, and now I'm working on speed.  The character movement was getting pretty slow, but now the loop has a couple hundred less bytes to read through each iteration.  The speed still needs improvement, though.

After that, I'm going to work on the storyline.

Offline DJ Omnimaga

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Re: Project Feedback - Imagination Quest
« Reply #114 on: September 12, 2010, 11:52:43 pm »
Nice to see more progress. As for speed, my guess is that if it gets too slow, you may be forced to eliminate any non-Text()/recallpic display from the walking loop, even if it means the char is the same for all 4 directions. Just Pt-On/off is enough to slow down a basic game considerably :(
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Offline Builderboy

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Re: Project Feedback - Imagination Quest
« Reply #115 on: September 13, 2010, 01:40:33 am »
couple hundred bytes?  Wow thats a lot of data shaved off, just how much is left in the loop after that?

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #116 on: September 13, 2010, 01:55:11 am »
What kind of stuff did you end up removing? The GAME? (Sorry DJ, had to take your idea :P)
« Last Edit: September 13, 2010, 02:28:03 am by meishe91 »
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Re: Project Feedback - Imagination Quest
« Reply #117 on: September 13, 2010, 07:35:34 am »
I just got a chance to look at the Key Puzzle and Title Screen.  They look wonderful!  How did you make the title screen letters like that? :)

Offline MRide

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Re: Project Feedback - Imagination Quest
« Reply #118 on: September 13, 2010, 08:27:10 pm »
What kind of stuff did you end up removing? The GAME? (Sorry DJ, had to take your idea :P)
Well, the hit detection and room changing routines were put into their own subprograms, and are only called when needed.

Nice to see more progress. As for speed, my guess is that if it gets too slow, you may be forced to eliminate any non-Text()/recallpic display from the walking loop, even if it means the char is the same for all 4 directions. Just Pt-On/off is enough to slow down a basic game considerably :(
Just for fun, I tried eliminating everything that had to do with sprite flipping, and the movement was considerably faster.  It had gotten so bad, you could see the individual characters for dual layers if you looked closely.

couple hundred bytes?  Wow thats a lot of data shaved off, just how much is left in the loop after that?
Well, there's the walking routine, the character display routine, and calls to the hit detection and room changing subprograms.

I just got a chance to look at the Key Puzzle and Title Screen.  They look wonderful!  How did you make the title screen letters like that? :)
Thanks. I just used a lot of line( commands.  I used a set height and width for each letter (expect for the beginning of each word), and it wasn't too hard.


Not that it means a lot, but I got everything I have up to this point working in conjunction.  So the only things I have left are storyline and battle system.  (and maybe a few minor things)

Offline meishe91

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Re: Project Feedback - Imagination Quest
« Reply #119 on: September 13, 2010, 08:42:50 pm »
For the title screen is everything hard coded in with each line having it's own command or are the coordinates compressed at all?
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