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

#181 User is offline   Kom 

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Posted 26 February 2008 - 09:54 PM

Like I've said before, zeuxbox only goes on if people submit things... No one has submitted anything past the last release, so, I haven't done anything with it. I'll revive it if I get another submission and if it goes on for too long, then I'll probably start a new one, since it has it's own glitches and such.

Actually I'm going to start a poll along with a discussion about it... maybe if people actually care or have ideas about it, I'll remake it.
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#182 User is offline   Kom 

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Posted 28 February 2008 - 04:46 PM

Okay, I feel that i should just post the condition of my projects and such, now that I have some time to spare.

MAIN PROJECT - Pessimism

The demo has already come out, and I haven't made much progress past that. This is my project that i'd really like to see completed, though. For those of you that don't know what it is, it is a sidescroller based mostly on BAND! 4 (or its engine at least). It is really like BAND! 4 in the end, but still a game that people have seemed to enjoy playing. I haven't worked on it much since the demo due to the lack of levels to add on. I simply can't come up with anythig else to add, other than the last level, which i want to add, well, last. Much of my level design for this game has come from FSleeper (Feuerwelpe), and I'd have to say that he's the only person that's worked with me on this.

MAIN PROJECT - Spectrum

This I explained only a few posts ago.

Quote

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.


All i've done on it since then is make the jumping engine, some animations and graphics, and work out the color changing engine. Yet again, no ideas for levels. I am the only person working on this at the time.

MAIN PROJECT - An unnamed RPG

Amazingly enough, this is being worked on a little. And not so much because of the lack of levels, but because of the difficulty of the battle engine. I am stuck on where to progress from what i have already done, and i am thinking about just scrapping it and starting over again. It is just as it says, an unnamed RPG. The characters are all 2x2 graphics, with full animetions. It has a lot of decent graphics, great sounds, and involved sotryline. I've even put in an options system for people with slower computers and such, because it's pretty intense. I've made the engine for being in the world environment, but not much progress on my terrible battle engine. Graphics are really going to make this project take some time. Matt (NiMa) and i are working on this and his part is turning out a lot better than mine.

SUB PROJECT - Whatnot

It's been a while since I've made any progress on this at all, but then again, i'm the only person who has worked on this. THis action packed overhead action/adventure game was quite appealing to most people. It's message system was entirely implemented but then i just let it go. There has been mroe added since the demo but most of that was right after the demo came out. I think the reason I stopped this was because it was becoming too long and epic for me to continuously concentrate all my efforts on, and I personally didn't find it all that good enough to really continue working on. It almost seemed like it was beginning to go downhill.

SUB PROJECT - Script Overlord

This WAS the first Komment Games project that we tried to actually work on, but it never got very far because at the time i was fairly new to MZXing and didn't plan far enough ahead with a lot of it's aspects. It was meant to have a simple overhead mystery/adventure feel to it. It is getting remodeled and will (hopefully) eventually get made into the game it was meant to be. Matt and i had worked on the original game together, along with some help from asiekierka, but I am the only person who has done anything with this new version of it.

PAUSED PROJECT - RETURN

CJA and I had worked on this after I had taken his game originally and built onto his engine. I doubt this sidescroller will ever get completed, but I may just work around with it some more before I put it away for good.

OTHER PROJECT - Weasel's Game

Well, i've poked around with it a little, but I'm waiting for Maxim's SMZX utility thing before i'll go farther into it. I'm still unsure about how Weasel really wanted this game, so i've not much to say about it.


Also, I am going to update the Komment Games site after posting this.
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#183 User is offline   Kom 

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Posted 13 March 2008 - 01:04 PM

Spectrum's been getting some much needed work recently.

As I have also been working on the RPG, still unnamed, quite a bit, too.
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#184 User is offline   Kom 

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Posted 15 March 2008 - 05:08 AM

I've been making some music and such these past two days, not much has been done except I've made somewhat of a tutorial 'stage' and a nice looking title screen for Spectrum.

EDIT: I'll get a screenshot up once I've made a level to take a screen shot of.

This post has been edited by Kom: 15 March 2008 - 05:09 AM

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#185 User is offline   Kom 

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Posted 31 March 2008 - 01:52 PM

Due to my want to work on games with a lot in the way of engines, I've taken out one of my old games and I'm making a sequel.

Posted Image

Picture says it all. I've been working on the engine a lot, I've cut the level generation from two and a half minutes on my computer, down to 25 seconds! This one won't be filled with a bunch of pointless random killing either. There is a lot planned out for it, including an actual storyline, quests (both main and side), different weapons and such. I'll get more screens as I make progress.
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#186 User is offline   afkHideki 

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Posted 02 April 2008 - 06:29 PM

Quote

Picture says it all. I've been working on the engine a lot, I've cut the level generation from two and a half minutes on my computer, down to 25 seconds!


What took so long in the previous code? o___O Sounds cool, though.
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#187 User is offline   Kom 

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Posted 04 April 2008 - 12:18 AM

The robots physically moved, that's the major part. Other minor things have been changed. I've really got a nice storyline going, I hope I can use it, though. I'm working on a skill and weapons system, along with a quest log and inventory menu. It's getting better and better.
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#188 User is offline   afkHideki 

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Posted 04 April 2008 - 03:05 AM

View PostKom, on Apr 3 2008, 06:18 PM, said:

The robots physically moved, that's the major part. Other minor things have been changed. I've really got a nice storyline going, I hope I can use it, though. I'm working on a skill and weapons system, along with a quest log and inventory menu. It's getting better and better.

Quest log sounds nifty, what's that like? Does it fill up like a journal would- like, accomplishments fill up a page and then goes to the next one? o_O
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#189 User is offline   Kom 

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Posted 08 April 2008 - 06:01 PM

This sums it up:

Posted Image

The description will change as you do parts of longer quests. and it keeps track of all your current quests, as there may be multiple ones you have started at a time. (hopefully this thing will end up being nonlinear) Also, have fun with the little bit of storyline revealed within :D.
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#190 User is offline   afkHideki 

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Posted 08 April 2008 - 10:33 PM

That looks really cool.. how easy is it to add/subtract quests from it?
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#191 User is offline   Kom 

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Posted 08 April 2008 - 11:13 PM

set "quests" to 1
set "quest0" to 1
set "$quest0" to "Finding your way back"
set "$quest0_giver1" to "Yourself					   "
set "$quest0_giver2" to "In Mooringsboro Woods		  "
set "$quest0_summ1" to "Make your way west towards the "
set "$quest0_summ2" to "Town of mooringsboro.		  "
set "$quest0_Desc1" to "   After your ordeal as the test subject of Project 14 and being"
set "$quest0_Desc2" to "proclaimed dead, you started to get transported out to some far off"
set "$quest0_Desc3" to "gravesite.  However, you were not dead and managed to easily escape"
set "$quest0_Desc4" to "the vehicle that was transporting you.  Now you need to make your"
set "$quest0_Desc5" to "way to the nearby town of Mooringsboro and find food, shelter, and"
set "$quest0_Desc6" to "definitely some new clotes.  Try not to be seen by guards or any"
set "$quest0_Desc7" to "other military personnel while outside the town if you can help it."


quests - the amount of quests you have
quest# - a numerical variable used by robots in parts of the game. Generally shows what step/stage of the quest you are in.
$quest#_giver# - strings for the quest giver display
$quest#_summ# - strings for the summary display
$quest#_desc# - strings for the description display

To remove a quest, it just copies the variables from each quest on to the one before it. To add a quest, the variables are all quest&quests&...

EDIT: heh, this came from an older version of the quest. That's why theres some minor differences between it and the picture

This post has been edited by Kom: 08 April 2008 - 11:28 PM

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#192 User is offline   afkHideki 

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Posted 09 April 2008 - 01:21 AM

That's some nice code, even if it is older. o.o;
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#193 User is offline   Kom 

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Posted 09 April 2008 - 01:45 AM

the robots on the test board already take up 38 kb, and that's JUST the engine, no enemies and such. Some parts haven't even been made yet. It's a LOT of code.
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#194 User is offline   Kom 

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Posted 27 April 2008 - 05:56 PM

I've been doing nothing MZXwise recently with the move, except I poked at Doom Spire 2 and Pessimism a very small amount. I really should make something small, yet good, just to get something new from me out there.
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#195 User is offline   Kom 

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Posted 03 May 2008 - 10:33 PM

Supposedly, I've gotten back to working on Whatnot. I don't know how long it will last though...
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#196 User is offline   Kom 

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Posted 13 May 2008 - 01:29 AM

apparently not very long, i got back to pessimism and worked more on the next level on saturday and haven't done much else since.
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#197 User is offline   Kom 

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Posted 20 June 2008 - 02:11 AM

I suppose its time I actually said more of what I'm doing.

Pessimism has been poked with a stick.
I did a little more organizing my notes for whatnot and wrapped up the latest action area thing.
Doom Spire 2 is now going to be named Project 14 because it doesn't really have much in common with the original Doom Spire anyway. If i can get more done on this I may release a small one level demo to show what it can do, and how much better the engine is.
I've been helping CJA and Guy a bit with this one game, i guess.
I poked around with my 3D engine and made it use sprites and such instead of copy blocks.
I will work around more on my RPG game and see if i can make more of the engine, i probably need help with it from someone though to make it suck less.
I suppose i poked around at one or two things at some time but then just decided not to use them.

I have gotten back to MZXing a bit, and i hope it keeps up. Thanks to CJA and Guy!!! Else i'd still be all moaning about life (well I still am sort of but at least i'm doing something else in the process :p).

EDIT: Oh and I took a game of someone else's and revamped it with a new engine and stuff. Once i get permission from the two people that worked on it, i'll send it out.

This post has been edited by Kom: 20 June 2008 - 02:13 AM

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#198 User is offline   NoahSoft 

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Posted 23 June 2008 - 06:56 PM

can u put out musings v 1.1337 yet

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

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Posted 23 June 2008 - 11:53 PM

oh heck, I entirely forgot about that. I'll rar it and upload asap.
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#200 User is offline   Kom 

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Posted 24 June 2008 - 02:26 AM

http://www.digitalmz...showtopic=13759 ok noah, it's been stuck here.
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#201 User is offline   Kom 

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Posted 06 July 2008 - 12:58 AM

Well, with family over and such I've been doing very little. Word is I'm going to get a used laptop from my uncle, along with lots of books/tutorials/etc. on programming. I've continued some work on Whatnot, storylines and added areas. I've added a couple of islands to the world map. Pessimism has seen very little of the light of day, I don't know why I don't feel much like working on it. And finally, I'm getting to working on this RPG off and on. It's filled with horribly complex and convoluted engines so I'm not too sure how it will work out.
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#202 User is offline   KKairos 

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Posted 06 July 2008 - 01:40 AM

Kom you may be doing this already, but plan your RPG engines as much as you can beforehand.
darganflayer.net kaikairos.dev itch.io
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#203 User is offline   Kom 

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Posted 06 July 2008 - 08:31 PM

View PostKKairos, on Jul 5 2008, 09:40 PM, said:

Kom you may be doing this already, but plan your RPG engines as much as you can beforehand.

Well, I did plan it out, but coding what i planned is harder than i thought it would have been.
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#204 User is offline   Kom 

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Posted 09 July 2008 - 03:32 PM

So here's what's happened recently: I made a working pathfinder in MZX.
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#205 User is offline   Koji 

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Posted 17 July 2008 - 09:29 PM

Heh I made a path finder way back, had to use custom blocks to store A* node information as counters weren't unlimited.

EDIT: actually yeah you can find it on the download section XD forgot I uploaded it

This post has been edited by Koji: 17 July 2008 - 09:30 PM

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#206 User is offline   Kom 

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Posted 03 September 2008 - 03:04 AM

I know it's been a while since i've been here, but I really haven't done any MZXing at all in the last month or so. I've messed around with an idea or two, but not really made anything new. once things settle down around home and school, maybe i can start working on something if i really feel like it.
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#207 User is offline   Kom 

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Posted 22 September 2008 - 05:12 AM

i've poked around at a couple things here and there, played a couple of MZX games that really inspired me to go do something. I've got a couple of ideas floating about, but I want to work on something that isn't made to be so large I stop working on it. Just a small something or other for the time being. Level design is really the major thing getting me down at this point. I've actually worked a little in C++ but i don't think i'll be making anything there for a while.

EDIT: also, as a side note, i'll have some time freed up in this coming week with the coming of actual internet to my house. I'm getting cable!

This post has been edited by Kom: 22 September 2008 - 05:14 AM

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#208 User is offline   Kom 

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Posted 24 September 2008 - 10:09 PM

hooray, internet get, 9mbps
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#209 User is offline   T-Bone 

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Posted 24 September 2008 - 11:44 PM

Quote

EDIT: also, as a side note, i'll have some time freed up in this coming week with the coming of actual internet to my house. I'm getting cable!


What were you running before?

This post has been edited by T-bone6: 24 September 2008 - 11:44 PM

Youtube - teabone3 - Twitter - teabone3 - Twitch - teabone3
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#210 User is offline   asiekierka 

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Posted 25 September 2008 - 05:49 AM

View PostT-bone6, on Sep 25 2008, 01:44 AM, said:

What were you running before?

AFAIK, he was running dial-up.
Huh.
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