I have worked on my project for about six days now. It is quite ambitious and will only turn out well if I can finish everything (on track right now).

What I have:
Battle system with status ailments, active and passive skills, and item drops at the end of the battle.
8 different weapons with elemental stats, which enemies can be weak or resistant to
Chests, "scrolling" screen, breakable crates
Extremely large programs

What I want:
Saving
Ng+


(edit: more information!)

Screenshots are below!
After a few more days, I now have the first, second, and third areas filled out. I made the move code faster, added bosses 1 and 2, and 14 enemies.
Update 3: Area 2 and 3 are completely done, layout for 4 is done as well. Move code is even faster (used to take 10 seconds to load, now 6), and area names and plot are fleshed out but not implemented. 21 enemies (with faster generation) are now coded, along with character sprites for all the speaking characters.

How room generation works:
In matrix A ( [A] ) is a list of 7 tile groups with ids 1-13, unique for each area.
Id 1: ground
Id 2: wall
Id 3: player sprite
Id 4: crate
Id 5: boss
Id 6: chest
Id 7: opened chest
Id 8-11: exits
Id 12-13: varies

[A] is 8×width, and the 8th tile is how many times that pattern is repeated.

When it is loading a new area, it does the following steps:
1. Gets [A].
2. Gets list Area (has enemy spawns, levels, exit data, and start positions)
3. Sets player x and y.
4. Takes [A](8, B) to store into L2 with collumn repeats, so if collumn 1 is repeated thrice, the list would read {1,1,1...
5. Uses L2 and [A] to make L5, which is L2 except it has the tile IDs instead of the matrix row #.
6. Gets tile sprites with ID 1 and 2 and stores them into Str6 and Str 7 (for faster use).
7. Gets, collumn by collumn, using L5, Str6 and Str 7, and the player's X postiton, what should be drawn on the screen.
8. Draws it.
Sounds very detailed and cool! What calculator are you making this for?
The TI 84 plus CE (python) with Celtic CE.

Picture of Area 1
6 days left!

Today was the second to last area day, finishing Area 5 and 6. Also decided to cut Area 8 as the plot did not fit in well, and I wanted more time. Wrote 20 achievements and a plot summary as well, but they have not been implemented yet.

Area 4 is kinda boring, so I made Areas 5 and 6 better by adding locked doors (basically, it's actually unsealing portals), and Area 6 by clearing away Miasma in 6-1 to get to 6-8.

Plan for the future:
T -5 days: Area 7, basic plot skeleton
T -4 days: Settings and achievements (and plot)
T -3 days: Plot, sprite retexture, text color in battle and maybe menus
T -2 days: Finish up (items in chests, etc.)/test
T -1: Try to clear the game, write readme
T -0 : Test and submit

Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Picture of areas (video tomorrow, maybe?)


The image is horizontal so you need to click on it to show the entire thing!

Let me know what you think!
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.
conf wrote:
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.


This functionality exists in the operating system's unmodified editor, not because of Cesium.
StephenM wrote:
conf wrote:
Ashsteel2 wrote:
[b]
Also, my cat cleared a line of my program and 20 minutes later, I'm still not sure if it works.

Another reason to have cesium, you can undo clear.


This functionality exists in the operating system's unmodified editor, not because of Cesium.


I meant token, and StephenM was right.
5 days left!

Today was finally the last area day, finishing Area 7. I also made a settings menu and the 80 skill equipping UI better. The settings include screenshake, battle speed and animation, and a funny "Annoying Crates" setting that makes breaking crates really annoying.

Area 8 has a Draklor Laboratory style layout, where you toggle switches to open/close gates.

Plan for the future:
T -4 days: PLOT!! and achievements
T -3 days: Plot, sprite retexture, text color in battle and maybe menus, monster balancing, drops, and spawning areas
T -2 days: Finish up (items in chests, etc.)/test
T -1: Try to clear the game, write readme
T -0 : Test and submit

Thing to look at rather than text (I know what you want):


Edit: It is a gif but it isn't loading. You might have to click on it.
4 days left!

Sorry for the weird gap in posts; I've been very busy this week.

The game is almost done, after I added ranking and hardness. Tomorrow is the last coding day, dealing with plot setup (dialogue is in already, though), new game +, achievements related to hardness and hardness. (Also skill drops for ranking) Then testing and optimization will be my goal until the 17th.
10 achievements have been added, along with a superboss and area 8.

Lots of work. Let's hope it goes well!
3 days left!

The game needs testing and optimizations now, but finally, it is done being coded.

Pictures tomorrow!

Program sizes:
WILD (main)-17409
DUNGEARA (area data)- 17742
DUNGEBAT (battling code)-13538
DUNGESA (getting status ailments)*-376
GETREC (getting sprites)*-205

Appvars:
DUNGESP (enemy sprite data)-31309
DUNGESPR (level sprite data)-46460
DUNSKLN (skill names, dialogue, etc.)-7539

*will be combined with another
2 days left!

Today was the beginning of debugging into oblivion.
One funny glitch was that you had to open a specific submenu to close the main menu, otherwise you would be stuck in an infinite loop.
Save file 3 was saving backwards for the weirdest reason, but luckily it all got fixed.
Also added a hook checker, will add appeared checker as well.

Shots of screen:



Work on 6/16 (edit):
I finished debugging (fixed maybe 45 bugs), added an appvar checker, and reduced subprogram #. Added tips that are quotes from the README (just in case you forget how to play), and some minor UI changes.
Looks awesome! Glad you got your game debugged and ready. Very nice to see more screenshots, I particularly like the title screen 🙂
(Approximately) 6 hr 29m left!

But it is submitted, finally.
Best of luck to everyone! It is under review to the archives as I type these words. Hopefully you like it if you play it. It takes up only a little space on the calculator (ok fine, maybe a little more than that), and I think it is at its best. Now it's time to wait until the announcement (the 1st or the 25th?)
Good luck to everyone else. Hopefully you can get yours debugged, finished, and submitted in the remaining time! Thank you for the support!
Ashsteel2 wrote:
(Approximately) 6 hr 29m left!


When does it finish on 18th ? At 23h59 min I guess (so there is still time) ? But which timezone (Utc+?, Utc-?) ?
  
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