Hi folks!
So, as you know, with limited computer, assembly, and Axe resources, I've been playing with pure TI Basic for the last week or so. This will continue until the 19th. However, there is good news.
I am announcing Edge, the next pure TI Basic RPG to grace your calculators! It features amazing graphics, great battle mechanics, and an enthralling story. I have already done the tilemapper (the very same one I have mentioned elsewhere), exploration, and the basic engine. Much of the battle graphics are done as well. I am extremely satisfied with the quality of graphics. If not for the speed in tilemapping, and the slowness of certain sprites, it would look like it was done in assembly. The only downside is it takes a moment to load each map, and some of the battle animations are slow. However, this is not a problem whatsoever. The tilemaps use 5x3 tiles, with a combination of ASCII and text sprites, and because of the small tile size, and entire town can be rendered and be explored without changing maps. The sprite speed is not an issue, and it does not get in the way of gameplay. In several places, I use the delay to my advantage, rather than using rand(XX.
Guys, I'm really excited about this game, and as soon as I can transfer it to an emulator, you will get screenshots galore. It is a beautiful games, and I can barely tell that it uses ASCII tiles and has some sprite limitations.
So, as you know, with limited computer, assembly, and Axe resources, I've been playing with pure TI Basic for the last week or so. This will continue until the 19th. However, there is good news.
I am announcing Edge, the next pure TI Basic RPG to grace your calculators! It features amazing graphics, great battle mechanics, and an enthralling story. I have already done the tilemapper (the very same one I have mentioned elsewhere), exploration, and the basic engine. Much of the battle graphics are done as well. I am extremely satisfied with the quality of graphics. If not for the speed in tilemapping, and the slowness of certain sprites, it would look like it was done in assembly. The only downside is it takes a moment to load each map, and some of the battle animations are slow. However, this is not a problem whatsoever. The tilemaps use 5x3 tiles, with a combination of ASCII and text sprites, and because of the small tile size, and entire town can be rendered and be explored without changing maps. The sprite speed is not an issue, and it does not get in the way of gameplay. In several places, I use the delay to my advantage, rather than using rand(XX.
Guys, I'm really excited about this game, and as soon as I can transfer it to an emulator, you will get screenshots galore. It is a beautiful games, and I can barely tell that it uses ASCII tiles and has some sprite limitations.