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Liazon
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Posted: 04 Mar 2008 09:41:03 pm    Post subject:

I think, for example, shield replaces the bubble attack, blaze replaces the fireballs, missiles replaces the shurikens, and etc.

I think that you can eventually learn all elemental attacks, just that single one gets replaced though.


Last edited by Guest on 04 Mar 2008 09:42:42 pm; edited 1 time in total
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DigiTan
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Joined: 10 Nov 2003
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Posted: 04 Mar 2008 10:57:52 pm    Post subject:

Yep. So far it goes like this...

Elements and Replacements:
First, you start the game out with just the basic slash move. As you play, you win gemstones by beating special challenges. These are named "fire gem," "water gem," etc. By having that gem in your backpack, you gain access to that ranged attack. In total, you can carry all 5 gems if you want all 5 elements. But I expect most people will carry only two.

Now, say your favorite was "red." When you pick up the fire gem, you will use blaze instead of regular old fire. Then let's say you pick up the water gem. Since "blue" wasn't your favorite, you get the regular water attack.

If you decide you do want "Fire" instead of "Blaze," you can "renounce" your color choice, but it costs a ton of skill (♪) points - which is basically currency.


The cool thing about the replacement moves is they all cater to different kinds of players.

  • Shield/blue is for players who don't like bumping into enemies (and believe me, this happens alot!) :biggrin:
  • Blaze/red is for aggressive players who like fast, sudden victories.
  • Wind/green (formerly called hyperspeed) is for players who like to get around at max speed.
So even though they don't change your stats, you still kind of get the benefits having high stats. Metal and Earth are a little weird, but those will come later.

Food:
As far as stat growth goes, I'll probably stick with the current food system. The way it works is pretty basic...

  • Normally all your stats increase +1 when you level-up
  • Depending on what you ate last, one of those stats increases +2 instead of just +1
This makes it really easy to tell which foods to eat. Like if I want lots of ATTACK points, I will know to eat plenty of meat.


Last edited by Guest on 04 Mar 2008 11:05:19 pm; edited 1 time in total
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Liazon
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Posted: 04 Mar 2008 11:11:36 pm    Post subject:

wait, is the shield kind of like the one the bad guy has in the most recent screenie? Like a a couple of floating orbs?
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DigiTan
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Posted: 04 Mar 2008 11:14:57 pm    Post subject:

Yep. It uses the exact same code too! Only I think I'll have to limit it to 1 shield because it's indestructible.
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Art_of_camelot


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Joined: 05 Jan 2008
Posts: 152

Posted: 04 Mar 2008 11:25:58 pm    Post subject:

Alright, that makes perfect sense. I am really surprised by the amount of variety in this game, you have really captured my intrest and I will eagerly await it's completion. In many ways this game reminds me of the pokemon game series, and I mean that in a good way. Smile
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 05 Mar 2008 01:15:23 am    Post subject:

Im really getting excited for this game, its sure to be one of the biggest releases ever! Smile.
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elfprince13
Retired


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Joined: 11 Apr 2005
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Posted: 05 Mar 2008 07:46:41 pm    Post subject:

speaking of which, I'm still waiting for the original Robot War port to 83+
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DigiTan
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Posted: 05 Mar 2008 10:16:30 pm    Post subject:

Yeah. I'll probably have to put it on hold until I can buy a new calc. I've been doing a lot of job searches so hopefully it will be sometime this month. Actually since that version only got 300 downloads from TI-82 users, most of the RW2 ideas are going straight into the 83+/84+ version. The upcoming TI-82 version will be more of an action game where there are very few story elements.

------------------
Here's two "unofficial" ranged attacks. They're mainly just plot devices to help the storyline - and you have to give them up when the time comes.

ICE
Ice bombs (formerly called "Jinx" earlier in this thread) were used in ancient times to let warriors subdue super-powered monsters. On contact, it freezes enemies temporarily so you can apply melee attacks. Flying enemies are sent crashing to the ground. :biggrin:

LIGHT
Long considered the ultimate weapon, light cuts through the very soul of one’s enemy. Where other attacks deal damage and disappear, light endures – inflicting damage on an unpredictable scale.
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DarkerLine
ceci n'est pas une |


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Joined: 04 Nov 2003
Posts: 8328

Posted: 05 Mar 2008 11:48:48 pm    Post subject:

DigiTan wrote:
Yeah.  I'll probably have to put it on hold until I can buy a new calc.  I've been doing a lot of job searches so hopefully it will be sometime this month.  Actually since that version only got 300 downloads from TI-82 users
[post="121115"]<{POST_SNAPBACK}>[/post]
That comes out to an average of 30 downloads for every single TI-82 user out there. I think you should be proud.
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DigiTan
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Joined: 10 Nov 2003
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Posted: 06 Mar 2008 02:35:04 am    Post subject:

Heh heh. That's true. I guess it's a good thing they found it fun enough to download 10 times! But I say it's time to go for the big score! :biggrin:
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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 06 Mar 2008 08:08:45 am    Post subject:

Yeah I really should get an 82 because there are a lot of good games that are 82 only require the larger ram chip to work (often the vat makes the 83+ version not have enough ram to run *cough castlevainia cough*) and some of those were very great games.
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Liazon
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Posted: 06 Mar 2008 06:48:26 pm    Post subject:

ya, that's one the annoying things on the 83+. maybe more apps would help.

edit:
but since RW will be a multipage app is there going to be extra stuff in the 83+ version of RW?


Last edited by Guest on 06 Mar 2008 06:49:29 pm; edited 1 time in total
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Art_of_camelot


Member


Joined: 05 Jan 2008
Posts: 152

Posted: 06 Mar 2008 09:23:26 pm    Post subject:

eventually im gonna get an old 82 and 85 for nostaliga (spelling?)
Jynx huh?
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DigiTan
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Posted: 06 Mar 2008 10:19:35 pm    Post subject:

Yep. The 83+ version will have a few additional features or two. For one, there will be a Casino Zone where you can play arcade games for money.

Originally my Jinx attack was going to affect any enemies that got close to the player. The idea has to have it freeze enemies and bullets in their place. Unfortunately, this actually led to me smashing into enemies rather than avoiding them -- since if you were chasing someone, it would make a sudden stop. This new freeze move is a lot more fun though. :biggrin:
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alexrudd
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Posted: 09 Mar 2008 03:55:04 pm    Post subject:

Wow, the descriptions of this game really show the thought you put into it. It shows how (unfortunately for programmers) little of a game is actually programming.
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Liazon
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Posted: 09 Mar 2008 05:36:24 pm    Post subject:

DigiTan wrote:
Originally my Jinx attack was going to affect any enemies that got close to the player.  The idea has to have it freeze enemies and bullets in their place.  Unfortunately, this actually led to me smashing into enemies rather than avoiding them -- since if you were chasing someone, it would make a sudden stop.  This new freeze move is a lot more fun  though.  :biggrin:
[post="121151"]<{POST_SNAPBACK}>[/post]


lol, that would be a nice way to rush through the game ^^ run into everything and then run away!
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DigiTan
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Posted: 19 Apr 2008 10:31:36 pm    Post subject:

New Feature: Postcards

Throughout the story, you meet quite a few friends. One of them happens to be an avid postcard collector. When you beat a boss and reach a new stage in the game, you gain a postcard...


The postcard will appear on-screen any time you unlock a new area. Think if it as a splash screen for new territories. When you load a saved game, you get to see the postcard again, just as a reminder of where you left off. Don't worry if your item list is full. They're so small, you don't have to worry about them like that.


Once you have the postcard in hand, you can visit any Post Office to mail it to your friend. As compensation for your time, this guy will mail you back a small amount of cash. Just wait one or two days ("days" meaning inn visits) and your cash will arrive in the mail. It's usually enough to stock up on food and upgrade some equipment.


Even on the TI, these postcards stay pretty photo-realistic. There are 6 in total. Because of their large size and greyscale, this is going to be a FLASH calculator-only feature.
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alexrudd
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Posted: 20 Apr 2008 12:06:08 am    Post subject:

Postcard #3 is ... pretty?
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DigiTan
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Posted: 20 Apr 2008 12:13:21 am    Post subject:

It's definitely not the best vacation spot. Cool In the upcoming story, eruptions in that region are so common, it's sort of a source of local pride. I'll post the 4-level grayscale version soon.

New Sub-Stage!


There is a sub-stage coming called Stadium City. This region is part of the Oceanside tileset and unlike the other areas of the game, this place is purely recreational. No enemies to fight, no life-or-death scenereos, but there are battles to be won. I'm working on mini-games ranging from soccer, kickball, and football to skateboarding and target practice. This place is like a modern-day Roman Colosseum--scaled up to fit a small city.


Last edited by Guest on 20 Apr 2008 01:41:11 am; edited 1 time in total
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Delnar_Ersike
Lazy H4xx0r


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Joined: 24 Dec 2006
Posts: 578

Posted: 20 Apr 2008 12:52:20 pm    Post subject:

Neutral

Those are some pretty awesome postcards... let me guess, you took a picture from the internet, reduced its resolution, turned it greyscale, and then recreated the picture as a greyscale calculator image. No matter, they are still awesome.

As for the whole mini-game idea, I like it a lot. But I would rather go for one, elaborate minigame rather than a whole slew of minigames that one can recreate easily with BASIC. One example of an elaborate minigame is Arcomage. Too bad you can't get it easily anymore, not even as part of Might and Magic VII or VIII, but there is an free, open-source, online alternative whose link is given at the bottom of the Wikipedia page.
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