Kikan Reimagined... (56k stay away?)
#31
Posted 31 January 2006 - 11:20 AM
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
#32
Posted 31 January 2006 - 03:39 PM
- Exo
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#33
Posted 05 February 2006 - 07:25 PM
Systems:
Title Screen - 100%
Options (Tutorial/Sound Test/Credits) - 10%
Battle Engine - 1%
Victory Tally/Experience Calculation - 0%
Status Screen - 99%
Shop Screen - 99%
Intro - 100%
Ending - 0%
Game Over Screen - 0%
Minigames - 0%
Areas:
(Map Design/Cinemas/Interactions/Item Placement/Enemies and Enemy Balance)
Bridge: 100/100/100/100/0
Town 1: 100/100/100/100/NA
Shoshinkai: 100/100/100/100/0
Towers of Dub: 100/100/100/100/0
--for these next few areas, I'm using a lot of the graphics/map design from the original Kikan, with several aesthetic changes-
Town 2 (new): 0/0/0/0/NA
Zoo: 60/0/0/0/0
Bootlegging: 80/0/0/0/0
Town 3 (new): 0/0/0/0/NA
Carmageddon: 75/0/0/0/0
Blue Room: 90/0/0/0/0
Final Area (mostly new): 10/0/0/0/0
Total:
No idea, probably around 30%... once the battle system is done it'll shoot up to 40%, and the game will move much faster (hopefully). I'm gonna be gone this weekend after that I have the next 3 Fridays off, so I'll hopefully be able to work a lot on the battle engine.
This post has been edited by djtiesto: 05 February 2006 - 07:26 PM

#35
Posted 06 February 2006 - 03:22 AM
Damn I wish I could do MZX graphics like that
#36
Posted 13 August 2006 - 11:48 PM
---Random encounters are in - yesss... the bane of all RPG fans. But this time, they are explained in the story. They're actually figments of B.D.'s meth-fueled imagination.
---The "Judgement Line" system - which, if you are familiar with the Shadow Hearts games, is very similar to the "Judgement Ring" system. When you attack/focus attack/use a spell/use an item, a line appears on the top of the screen. This line has several cyan/green areas called "target areas", and a smaller pointer that scrolls through the line. Try and hit "SPACE" when the pointer is in a target area, to score a hit. Different characters have different amounts of target areas (indicating different amounts of attacks)... for instance, Mina can attack twice, but if she fails to strike in the target area, she'll miss the attack. Spells require you to hit all the target areas before they are successful.
---The "Focus" system - Have a character "charge up" for a turn... then, on the
next turn, they have the chance to hit for 2.5x the damage. Unfortunately, the target area of the Judgement Line is now smaller and a bit harder to hit.
---Preemptive Attacks/Ambushes - just like your favorite RPGs
---Weaknesses/Strengths - Has Fire/Water/Earth/Wind elementals, if you discover an enemy's weakness, you will do 2x the damage, but if the enemy is strong against that attack, you will only do 1/2x the damage.
---Status Anomalies - Poison, Blind (miss much more), Stun, and Death
---50+ original monsters to battle against (only one a palette swap!)
---New backgrounds for every different area you go to
---Item/cash/experience drops and full-fledged levelling up system
Here's a picture, for your viewing pleasure -

And a picture showing the Judgement Line in action -
This post has been edited by djtiesto: 13 August 2006 - 11:48 PM

#37
Posted 13 August 2006 - 11:54 PM
Anyway its nice to see that your still working on it, good luck on finishing it.
#38
Posted 14 August 2006 - 12:32 AM
#39
Posted 14 August 2006 - 01:22 AM
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
#40
Posted 14 August 2006 - 01:38 AM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#41
Posted 14 August 2006 - 05:41 AM
#43
Posted 14 August 2006 - 08:10 PM
#44
Posted 15 August 2006 - 02:34 AM
djtiesto, on Aug 13 2006, 07:48 PM, said:
shadow hearts <<<<<33333
#45
Posted 15 August 2006 - 05:32 AM
... it would be sweet if it was pixel perfect!
#46
Posted 15 August 2006 - 05:50 AM
#47
Posted 03 October 2006 - 01:58 AM
The battle system... is DONE! Yes, aside from working out some kinks, the battle system is finally finished, and working pretty damn smoothly! The base spell effects and several different enemy types are in place... of course I still have to add in enemies and encounters on an area basis, and of course BALANCE the encounters, make it fairly challenging, the most important part of a good RPG. The battle system was a MASSIVE undertaking, and is undoubtedly the biggest and most complex MZX RPG battle system ever... raking in at ~150k total.
New Progress:
Systems:
Title Screen - 100%
Options (Tutorial/Sound Test/Credits) - 50%
Battle Engine - 95%
Victory Tally/Experience Calculation - 90%
Status Screen - 99%
Shop Screen - 99%
Intro - 100%
Ending - 0%
Game Over Screen - 25%
Minigames - 0%
Areas:
(Map Design/Cinemas/Interactions/Item Placement/Enemies and Enemy Balance)
Bridge: 100/100/100/100/100
Town 1: 100/100/100/100/NA
Shoshinkai: 100/100/100/100/25
Towers of Dub: 100/100/100/100/10
--for these next few areas, I'm using a lot of the graphics/map design from the original Kikan, with several aesthetic changes-
Town 2 (new): 0/0/0/0/NA
Zoo: 60/0/0/0/0
Bootlegging: 80/0/0/0/0
Town 3 (new): 0/0/0/0/NA
Carmageddon: 75/0/0/0/0
Blue Room: 90/0/0/0/0
Final Area (mostly new): 10/0/0/0/0
Total Progress:
Maybe about 60% or so? Not sure how much exactly, but the biggest hurdle to pass (the battle engine) is now complete, so things should go a lot faster. Still working at my Master's thesis, but that is coming along quite nicely too. So, this is definitely a 2007 release... hopefully early 2007 but we will see. Stay tuned for further updates!
Finally, one new teaser picture...

#49
Posted 03 October 2006 - 02:16 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#50
Posted 03 October 2006 - 02:57 AM
Awesome work though, nice to see your still working on it
#51
Posted 03 October 2006 - 03:00 AM
djtiesto, on Oct 2 2006, 08:58 PM, said:
Holy shit! O_O
Glad to hear that everything is coming along well! I'm looking forward to this (re)release.
#52
Posted 03 October 2006 - 03:04 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#53
Posted 03 October 2006 - 04:04 AM
I mean he could be counting all the graphic mzm's involved and other such resources.
Also what does the code that takes up that area do? Just because it's huge doesn't mean it's AWESOME. However usually it is
#54
Posted 03 October 2006 - 04:54 AM
Koji, on Oct 2 2006, 11:04 PM, said:
I mean he could be counting all the graphic mzm's involved and other such resources.
Even so, that's a lot of space taken up by bytecode, 8x14 characters, and collections of tiles. Not to mention that it's only for a single engine.
Edit: And finally, a compex battle engine isn't something that you're going to implement with a handful of code. Based on a few of my engines (given whitespace seperating major sections of code and labels, occasional comments, and descriptive labels), 100 lines is roughly 2K of bytecode -- a very rough and inaccurate guesstimate, but just bear with me. Given that, you're looking at roughly 7500 lines of code. For a highly complex engine (and a console-quality RPG battle engine could very well qualify as one given the sheer number of variables that come into play), I can see it using that many lines, especially if things like inc/add/sub and friends are used instead of expressions and other things.
This post has been edited by Spectere: 03 October 2006 - 05:01 AM
#55
Posted 03 October 2006 - 05:41 AM
Spectere, on Oct 3 2006, 02:54 PM, said:
Is that a challenge? XD

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#56
Posted 03 October 2006 - 05:49 AM
Lancer-X, on Oct 3 2006, 12:41 AM, said:
Spectere, on Oct 3 2006, 02:54 PM, said:
Is that a challenge? XD
Eh, why not. DO IT.
#57
Posted 03 October 2006 - 03:24 PM
Especially since you can cram alot of logic processes into an expression, which Lancer is notorious for
#58
Posted 03 October 2006 - 04:44 PM
Spectere, on Oct 2 2006, 11:54 PM, said:
Koji, on Oct 2 2006, 11:04 PM, said:
I mean he could be counting all the graphic mzm's involved and other such resources.
Even so, that's a lot of space taken up by bytecode, 8x14 characters, and collections of tiles. Not to mention that it's only for a single engine.
Edit: And finally, a compex battle engine isn't something that you're going to implement with a handful of code. Based on a few of my engines (given whitespace seperating major sections of code and labels, occasional comments, and descriptive labels), 100 lines is roughly 2K of bytecode -- a very rough and inaccurate guesstimate, but just bear with me. Given that, you're looking at roughly 7500 lines of code. For a highly complex engine (and a console-quality RPG battle engine could very well qualify as one given the sheer number of variables that come into play), I can see it using that many lines, especially if things like inc/add/sub and friends are used instead of expressions and other things.
Define "complex."
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#59
Posted 03 October 2006 - 07:40 PM
#60
Posted 03 October 2006 - 10:13 PM


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