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Kom's Journal Just one spot for all my mzx junk

#151 User is offline   GetDizzy 

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Posted 08 November 2007 - 11:42 AM

Finish Whatnot. It looks promising.
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#152 User is offline   Kom 

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Posted 08 November 2007 - 12:14 PM

Whatnot and RPG Skool are projects that I will make sure that I finish, no matter how long it takes me. (and yes, i do have backups, so you won't need to worry about me losing them.)
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#153 User is offline   Kom 

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Posted 14 November 2007 - 03:22 PM

Now that i've thogh of it a bit, I'm going to totally re-do the spell engine for RPG Skool. I'll get into it with more detaila when i have better access to a computer...
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#154 User is offline   Kom 

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Posted 14 November 2007 - 10:18 PM

anyway, now when you press tab, it'll darken the screen and pause that game. There will be a semicircle of icons, each representing a different spell. You can use left and right to choose different spells. While your selector is over a spell, you'll get a description of the spell. When over a spell, you can then press z, x, c, v, or b to set it to that hotkey, press enter to cast the spell and leave the menu, or press tab again to leave the menu.
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#155 User is offline   Kom 

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Posted 26 November 2007 - 12:55 PM

Hooray, back from vacation! and while i was away, i took on another project that moves to the top of my list.

Pessimism

I actually enjoy making this game, and it's had more progress than any of my games have had in the same time period. It's a sidescroller with many similarities to BAND 4! However, it has a few special features, such as the weapons engine with 9 different customizable weapons, and my wonderful MZX rope engine, which adds an exiting feature to this already bursting game.

Posted Image

Posted Image

There are still a few small things that need to be worked out, but other then that, it's working fine.

This post has been edited by Kom: 26 November 2007 - 12:55 PM

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#156 User is offline   T-Bone 

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Posted 26 November 2007 - 04:37 PM

That looks really fun. Interesting use of colors. Seeing games like these in productions makes me want to go back to my unfinished platform games :)
Youtube - teabone3 - Twitter - teabone3 - Twitch - teabone3
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#157 User is offline   Kom 

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Posted 09 December 2007 - 03:34 AM

I've made a score system for pessimism and added a few more levels. I've slowed down with mzxing recently, but I'll get the feel for it again. I always do.
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#158 User is offline   Kom 

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Posted 13 December 2007 - 09:22 PM

Well, still working on several things. I don't know if i'll continue work on RPG Skool, though. It's become more of a hassle then needed, making it not worth working on any more. I may get back to it, but there's no way I'm going to attempt to use my old levels or storyline in with it. I'd also rather work on it with someone else, when I get around to working on it again myself.

As of right now, i'm working on Pessimism and a Komment Games project. After that, I'll probably work on Whatnot and then pick up one of my better projects, I don't know. I'd rather help someone with thier game or have someone help me out with mine, so if you would like my help, or are up to helping me out, then just tell me.

Komment Games is also teaming up to attempt to bring you a game. Details on it are pretty sketchy at the time, and we'd rather not delve into what we have, but i'd like to say that if this works out fine, it'll be one heck of a game.

EDIT: yeah, I'd really like to just work on an engine or something in a game, and not work on the game itself. So if you need a specific engine or want me to fix your own, tell me and I'll see what I can do.

This post has been edited by Kom: 13 December 2007 - 09:26 PM

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#159 User is offline   asiekierka 

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Posted 14 December 2007 - 06:02 AM

Random dungeon generator. Nethack-style.
Huh.
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#160 User is offline   NoahSoft 

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Posted 14 December 2007 - 06:13 AM

can i touch your penis?

:D
<=D I AM A ROCKER. I ROCK OUT.<=D
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#161 User is offline   Kom 

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Posted 15 December 2007 - 12:25 AM

... what?!?!

This post has been edited by Kom: 15 December 2007 - 01:03 AM

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#162 User is offline   Kom 

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Posted 19 December 2007 - 08:41 PM

I'm still not working on much, and I've cast some of my games off into my stopped projects folder. I plan on starting up again, soon, but I've got a lot going on and I'm helping others out a little more than working on my own projects.
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#163 User is offline   Kom 

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Posted 23 December 2007 - 08:42 PM

Hopefully, now that I'm actually out of my MZXing slump I'll be able to make an actual pessimism demo soon.
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#164 User is offline   Kom 

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Posted 04 January 2008 - 02:09 AM

I'm still not MZXing too terribly much, but I am being more or less consistent. I guess I'll try to wrap up a quick demo of Pessimism soon.
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#165 User is offline   Kom 

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Posted 05 January 2008 - 10:59 PM

This has definitely gotten me out of my MZXing slump, for sure.

Anyway, I've changed the Pitted Plains boss in Pessimism so that it will lose health as you damage it and not lose health over time, that way it's less tedious, shorter, and based more on your skills.
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#166 User is offline   Kom 

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Posted 09 January 2008 - 08:44 PM

Still working on Pessimism and some other on the side projects, not much to talk about now.
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#167 User is offline   Kom 

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Posted 17 January 2008 - 04:09 PM

Well, I don't know. I haven't worked on pessimism much since the last post, i am attempting to make an RPG, but the engine is difficult.
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#168 User is offline   NoahSoft 

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Posted 22 January 2008 - 05:23 PM

just a little lick :p

:D
<=D I AM A ROCKER. I ROCK OUT.<=D
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#169 User is offline   Kom 

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Posted 24 January 2008 - 10:30 PM

Okay, heres an update:

Nothing whatsoever.

Well, acutally, now that I think about it, I've worked a little on some stuff for WildWeasel's game, Infiltration.
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#170 User is offline   Kom 

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Posted 07 February 2008 - 01:03 PM

Okay, I've barely worked on anything MZX wise recently, but I really do plan on working on my RPG and Pessimism some more... I've spent a few minutes here and there poking at the games, but nothing really major.
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#171 User is offline   weasel 

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Posted 07 February 2008 - 06:48 PM

Kom, on Jan 24 2008, 02:30 PM, said:

Well, acutally, now that I think about it, I've worked a little on some stuff for WildWeasel's game, Infiltration.

I really look forward to seeing something come of this project.
Blaugh!
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#172 User is offline   asiekierka 

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Posted 07 February 2008 - 07:40 PM

I was thinking about Infiltration DS right now.
Huh.
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#173 User is offline   Kom 

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Posted 11 February 2008 - 12:54 PM

Infiltration is a little difficult to work with because of the SMZX graphics, however, and making it look good is a chore. I'm thinking about just making it in normal MZX mode, if that is all right.
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#174 User is offline   Maxim 

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Post icon  Posted 12 February 2008 - 01:49 PM

Kom, if you can wait about two weeks, I'm working on something that's guaranteed to make SMZX mode easier to work with.
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#175 User is offline   Kom 

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Posted 12 February 2008 - 06:00 PM

okay, cool, Maxim. I always have other things i can work on.
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#176 User is offline   Kom 

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Posted 14 February 2008 - 12:00 PM

Gggggghhhhhhhfgglfghgasd... I am really terrible at this now. I have GOT to stop moping around and actually mzx some.

Well actually, I'm more or less stuck on my RPG... I have no ideas on how to make a decent battle engine, or even what menu commands the engine should have. So any help or ideas on this would be appreciated.
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#177 User is offline   afkHideki 

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Posted 15 February 2008 - 04:34 PM

You could make it like FF6's menu.. with Attack, Magic (Technique for non-magic users), Guard, Change Row, Item, etc. d:
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#178 User is offline   Kom 

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Posted 15 February 2008 - 05:05 PM

I don't know how all that works, and with the way the engine is going right now, I'm not sure if I could even get that to work.
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#179 User is offline   Kom 

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Posted 25 February 2008 - 01:19 PM

OKay, I'm working on another game, as well as my other ones (taken from a PM i sent someone) :

It's called Spectrum. It'll be sort of monochromatic as most of the game. Your player starts out as white and the background and most other things are, well, shades of gray. There are prisms and orbs of specific colors that you can enter. Prisms can change your color to anything, while colored orbs will change your color to only one specific color. As each of the different colors, however, there would be certain obstructions, and enemies and such. So let's say you're red, and basically everything looks red, except for some key objects, certain color walls and floors, which may be one of the other colors. And you can't get through, like, a green wall you would have to be green, but you can fall through a green floor. Also, as an example. if you're blue and there's a blue floor, you'll be able to walk over it easily. I personally thought about making this in SMZX Mode 3, but in the end, using regular modes and a good palette would work fine.

I'll probably be adding more than just that, and I'll post a screenshot when the game gets to that point
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#180 User is offline   Why-Fi 

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Post icon  Posted 25 February 2008 - 06:42 PM

Something I would like to be continued is ZeuxBox. It's a really fine game, which shows us some of the involvement of the MZX community... Keep going! :D
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