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PostPosted: Tue 30 Jun, 2009 6:38 am 
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Location: I cant seem to get out of this cryogenic chamber!
Impressive pixel art there, the grayscale gives you lots of freedom!

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PostPosted: Mon 06 Jul, 2009 2:31 am 
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Yeah. I actually wasn't sure I'd like grayscale at first because I was used to doing all the RW1 in monochrome. But the two extra shades really do come in handy. The photo-real pictures (which are being used in flashbacks) would've been impossible in B&W, even with full-screen. Gotta love the faster display driver of 83+.

The UTI server seems to be having a hiccup at the moment. So I don't know if the other pics are showing up. The server was also one of my many means of backing up the years of code, so I'm talking all the recommended steps to make sure there are multiple backups.

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In light of extreme productivity seen on 4th of July weekend, here are JET Fortress sprites. A few new Oceanside sprites are thrown in too. I almost had a JET Fortress video sent to youtube, but Windows Movie Maker is playing the gifs at the wrong speed. Will have to find an alternative.

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PostPosted: Mon 06 Jul, 2009 6:59 am 
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Niiice, i always loved that bomber :).

You could try the trial version of Jasc(or whoever owns them now) 'Animation Shop' to save Gif->AVI and then import AVI into movie maker?

http://www.softpedia.com/get/Multimedia ... Shop.shtml

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PostPosted: Tue 18 Aug, 2009 2:32 am 
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As you may have heard, the enhanced item list was recently added to the TI-83+/84+ build. This is a graphical cousin of the TI-82 item list.

A few key features: There are basically 3 item classes in this game:
  • Food -- Eat stuff to get instant HP or EP + level-up effects
  • Equipment -- Always in effect once you pick one up
  • Letters -- Readable items

In response to balancing concerns, all items other than letters and plot-critical equipment expire after 10 level-ups. On the 10th level-up, the item gets visually auto-dropped where you can literally see Edgar discard the spoiled item(s). Their lifebars give you an at-a-glace feel for what's worn out. Non-perishable items don't have a lifebar. :D

One thing I didn't mention at UTI is the "drop" attack. If you voluntarily drop an item using [CLEAR] or [DEL], that item is launched as a simple projectile attack. You can reclaim thrown items if you want to.

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A few useful items to watch for: The dessicant slows down item aging 25%. The enzyme boosts the effect of food. And batteries are required by some of the game's more powerful items.

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PostPosted: Tue 18 Aug, 2009 11:51 am 
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DigiTan wrote:
And batteries are required by some of the game's more powerful items.

like calculators? :rofl:


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PostPosted: Tue 18 Aug, 2009 11:54 pm 
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I hadn't planned it, but that brings me to the next thing. There will be about 25-30 types of equipment. Most of those spots are already filled, but I'm still open to suggestion on the remaining 3 or 4 items.

Overall, it can be anything as long as it doesn't require elaborate code or cause a major change in gameplay.

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PostPosted: Sun 21 Mar, 2010 4:58 am 
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Here's one of the latest items: the shield. The Shield stars Mike Chiklis, who portrays a corrupt strike team leader that... Wait, is that the right shield?

*Ahem* The shield--as you see-- provides 90 degrees of protection from side attacks. As a defensive class item, it slams enemies against walls rather than doing direct damage.

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PostPosted: Sun 21 Mar, 2010 3:33 pm 
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Nice to see some continued work on this project. :)


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PostPosted: Tue 01 Jun, 2010 5:09 am 
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Here's a peek at the 5th and final stage of this adventure. This map is suspended above an ocean, so you'll want to tread carefully. The high winds add some difficulty as you navigate this bizarre stage.

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PostPosted: Fri 04 Jun, 2010 2:02 pm 
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Wow, I love the well done height illusion by putting his shadow on the ground bellow him.


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PostPosted: Mon 14 Jun, 2010 7:09 pm 
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How about a bicycle or scooter or something like that...maybe that's too hard to add maybe not. Else, definetely add a teacup! There was this movie with this beatiful oneliner: I 'll kill you with my teacup...
it was something with Roderick in it or something like that...


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PostPosted: Thu 01 Jul, 2010 5:11 am 
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Probably the closest thing is the skateboard. It only works in the Oceanside area, but it's fun to use.

Made a few modifications to the tile set in June. A lot of the rough edges were rounded out and the trees have more a piney look to help differentiate this area from Grand Grove. As another throwback to the Command & Conquer series, a Tesla coil was added to the tileset.

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PostPosted: Fri 23 Jul, 2010 6:29 pm 
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Making each area more unique is a good idea. Too bad the action will not let worry too much for the looks. :P

Any additions to the engine?


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PostPosted: Sun 25 Jul, 2010 9:18 am 
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Nothing major other than the updated sprites. I decided to focus on following the original plan of the game more closely to avoid adding any more bells and whistles. Graphics-wise, the 5th area (St. Claudius Island) has more of pine look. Parts of the terrain are also clearly artificial.

The enemies should be pretty interesting - as they inflict visual effects as well as conventional damage. :twisted:
Attachment:
zone5_pines.PNG
zone5_pines.PNG [ 11.14 KiB | Viewed 3754 times ]

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PostPosted: Thu 12 Aug, 2010 4:01 am 
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Alright, I'm gonna mix things up a bit this week and focus back on finishing the main screen GUI and save/load functions. This is going to make the stability and general testing a lot more thorough.

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