Author Topic: Curse of the Minotaur[AXE ??]  (Read 17313 times)

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Offline Iambian

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Re: Curse of the Minotaur[TI-BASIC]
« Reply #15 on: August 30, 2015, 11:53:57 am »
Updated shop mockup. Also finished a new font shown off here:


I feel that I must mention that (the more recent versions of) CaDan had a custom font routine that supported kerning , which would be perfect for what you're doing (unless your character set has more than 64). If you want, I could extract that routine and make it a standalone.
« Last Edit: August 30, 2015, 06:15:41 pm by Iambian »
A Cherry-Flavored Iambian draws near... what do you do? ...

Offline TIfanx1999

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Re: Curse of the Minotaur[TI-BASIC]
« Reply #16 on: September 05, 2015, 06:08:24 pm »
That's a generous offer. I'll let you know if i decide to go that route.

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ???]
« Reply #17 on: January 18, 2016, 09:22:58 pm »
New mockups I was playing around with. The monsters aren't mine and are there for place holders. They're from one of the Final Fantasy Games on Gameboy. You can thank @c4ooo  for asking me about this project. Inspired me to do some more mockup work and think about resuming this.

*Edit* those mockups are supposed to be double sized, but the attachments are showing them at 1x. I'll upload them somewhere later so the are a bit more viewable.
« Last Edit: January 18, 2016, 09:27:23 pm by Art_of_camelot »

Offline Eeems

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Re: Curse of the Minotaur[AXE ??]
« Reply #18 on: January 19, 2016, 11:06:53 am »
People can just click on the image attachments to view them at full size FYI
/e

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #19 on: January 19, 2016, 06:36:54 pm »
Ah, good to know. More sprite work:

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #20 on: February 01, 2016, 02:11:20 am »
New revised battle mock-ups:

Offline Siphonic_Sugar

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Re: Curse of the Minotaur[AXE ??]
« Reply #21 on: February 01, 2016, 02:36:57 am »
You seem to be doing a pretty good job with this! Keep up the good work. Your graphics in this look great. ;D
I'm on Codewalr.us now too, you should check it out.
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Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #22 on: February 01, 2016, 03:09:39 am »
Thanks, keep in mind that the enemies are place holders at the moment, and not mine. They'll be replaced with original ones eventually. ;)

Offline Dudeman313

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Re: Curse of the Minotaur[AXE ??]
« Reply #23 on: February 01, 2016, 08:45:02 am »
Now I wish I had not just replaced my TI-84+ with a CE.
Does this qualify as a signature?
The answer is "Sure."

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #24 on: February 01, 2016, 03:11:06 pm »
Further fine tuning. Now 4 characters fit. :D Also an example of how a large enemy would look. Again, this guy is a place holder.

Offline Eeems

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Re: Curse of the Minotaur[AXE ??]
« Reply #25 on: February 01, 2016, 05:25:25 pm »
Now I wish I had not just replaced my TI-84+ with a CE.
Well it's going to be a while before dev on this is done. Who knows, maybe you'll have an 83+/84+ alongside your CE by the time this is out.
/e

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #26 on: February 01, 2016, 05:30:15 pm »
^This is true. I wouldn't rule out a color adaptation at some point down the road either though.

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #27 on: February 01, 2016, 08:03:09 pm »
Continuing to plug away at this. See if you can tell what the symbols indicate from this screen mock-up. I want the battle screen to be as uncluttered as possible but still convey all the necessary info to the player.

Offline chickendude

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Re: Curse of the Minotaur[AXE ??]
« Reply #28 on: February 02, 2016, 06:20:58 am »
When it's a character's turn to attack the health stat is replaced by the magic stat? Color-coding the health based on how full the player's health is is a nice touch, too. Personally i think you could get away with leaving the player's health off the main battle screen, perhaps briefly showing all player's health/magic at the start of each round or having a box pop up with that info when pressing a certain key. For the currently attacking character, it'd be nice to have both their health and mp (as well as max stats) displayed. It's looking great, though.

Offline TIfanx1999

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Re: Curse of the Minotaur[AXE ??]
« Reply #29 on: February 02, 2016, 02:51:32 pm »
Hey chickendude, thanks for the feedback. You're pretty much right on the money, so I'm glad it's clear what's going on. Only minor difference is that the game will display a characters current MP only if you are selecting a magic attack. I've toyed with the idea of having the battle screen alternate between showing HP/MP above the character at regular intervals. However, the most important stat is your HP, so I thought it would be good to show that all the time, and other things as needed.

I'm also planning on showing all characters MP if you select an item that restores MP, so that you can see who may need it. I'd like to show max HP/MP for the current player, but screen space is limited. That's why I opted to try to use colored icons so that the player can at least get an indication of where health/mp levels are. A black icon(this will work with the HP and MP icons) means full, dark gray lesser, and light gray is critical.