Author Topic: The Lord of the Rings for 83+  (Read 13835 times)

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Offline DJ Omnimaga

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The Lord of the Rings for 83+
« Reply #75 on: August 26, 2006, 12:38:00 am »
There was screenie on the old forums see thread here: http://omnimaga.dvrdns.org/index.php?showtopic=1529

but they seems to have been deleted now :(sad.gif
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Jeremy Avalon

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« Reply #76 on: August 26, 2006, 04:58:00 am »
My (good) host decided that it was in the interests of their server to cut the free accounts. (That's phrased a bit demonizingly, but they had good reasons.) As a result, I don't have too many places to put those, so I packaged them in the download. (Which, yes, is kind of pointless.:)smile.gif)

Offline Halifax

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The Lord of the Rings for 83+
« Reply #77 on: August 26, 2006, 09:52:00 am »
Yea I want screens cause this game looks awesome. I'm looking forward to like 8 games that are in production by omnimaga its crazy, and this is one of them.
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Offline DJ Omnimaga

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« Reply #78 on: August 26, 2006, 01:00:00 pm »
aaah I c, well ppl like to see the screens before installing it most of the time, it should be fine if they are included with the download :)smile.gif
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Offline necro

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« Reply #79 on: January 04, 2007, 08:06:00 am »
any chance that the number of programs will be consolidated...cuase there are alot
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Offline necro

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« Reply #80 on: March 06, 2007, 03:19:00 pm »
so, any progresss?
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Offline lolje

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« Reply #81 on: April 25, 2007, 08:36:00 pm »
Well, that game was looking pretty good... are you there ... !?
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Offline necro

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« Reply #82 on: June 09, 2007, 07:20:00 am »
I guess its dead
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Delnar_Ersike

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The Lord of the Rings for 83+
« Reply #83 on: June 09, 2007, 09:39:00 am »
QuoteBegin-necro+9 Jun, 2007, 13:2-->
QUOTE (necro @ 9 Jun, 2007, 13:20)
I guess its dead

Wasn't that kind of obvious?

Oh, and BTW, does anybody have the source for this project?

Jeremy Avalon

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« Reply #84 on: August 30, 2007, 06:51:00 pm »
Yes, in fact, I do. Would you like a copy? Better yet, would you like the whole beta?

Because that's what I'm going to post tomorrow afternoon. It hasn't seen *much* improvement since I abandoned the project, but I am now resurrecting it and so I'd love to start getting bug reports again. (Go figure why. :Oo:fou2.gif )

Why? Because I decided not to pursue computer science as a career and so now I can do the programming I AM good at as a hobby again. :)smile.gif

Offline Halifax

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« Reply #85 on: August 30, 2007, 08:30:00 pm »
What made you not pursue computer science as a career. And also what branch of computer science were you trying to get into?
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Offline DJ Omnimaga

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« Reply #86 on: August 31, 2007, 12:22:00 am »
wow nice to see you coding calcs again :)smile.gif it has been so long since I saw you on AIM. I can't wait to hear more of you.

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« Reply #87 on: August 31, 2007, 12:55:00 pm »
Aaaaaaand it's up on the headline post. Start sending me bug reports, please. :)smile.gif

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Offline DJ Omnimaga

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« Reply #88 on: August 31, 2007, 01:13:00 pm »
wow I am playing it atm, despite of the walking engine that could use some optimization (to run faster), it is pretty good so far, I like the battle interface. You inspired yourself from RL3, right? Also the menu is nice, and I even see you added a team member changing option. Guess what? this is the only calc games besides RL2 that has this feature :)smile.gif, keep up the good work!
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« Reply #89 on: September 02, 2007, 06:14:00 pm »
Alright, today I started work on actually allowing items to be used while in battle. This is slightly slow going as I have no debug menu in the game so I can't just play with variables. I got the menu working (and switched the order of the items around to facilitate it, but no one needs to hear that), but items won't work yet - again, they skip a turn. Although at least you can cancel the act of choosing "Item" - which is more than can be said for other options.

The item menu in battle uses "smart" item detection, so it has some obnoxious gaps if you don't have any of certain items. Similar to how the pause menu's status overview works.

I also cleaned up the battle engine a TINY bit - i.e. now an arrow will appear by the character whose turn it is so it's easier to tell. Gandalf's special ability works too. Flawlessly, thank [your deity of choice]. It paralyzes an enemy, forcing them to skip their next turn, and does a TINY amount of damage. Look forward to this and many more special abilities in 0.3b!! :Ptongue.gif

Also, if ANYONE has any optimization suggestions I would LOVE to hear them, because I've never really coded anything that required it. In addition - and more importantly - I would like advice on balancing the numbers in the game, as they are grossly out of whack at the moment.

Also, Thank you, Kevin. Consider those features tributes to you. ('Cause after all, they all are to an extent inspired by ye who showed us RPGs on the calculator were possible. :)smile.gif)