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T-Bone6's Journal What What!?

#121 User is offline   T-Bone 

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Posted 09 December 2008 - 05:35 PM

lol I'll think about it...

One thing about that game is with the size of those sprites and the amount of detail i put into them... the animations for them would be very time consuming. However, I'm pretty sure it would look awesome once the animations for them were completed: walking, fighting...etc. It Could be something I might spend sometime on and just release a single stage demo.

Right now I'm having some (always have had) issues over prioritizing projects. I've only released two full version games to DMZX, out of over 40 MegaZeux projects that I have started and have been working on for a decade now. I'm going to complete the simple projects first then jump back to the tougher ones like Super Mario for MegaZeux, Dragon Warrior and The Legend of Zelda; ironically all projects that are unoriginal.

I'm hoping to get something out before Christmas, but I don't have much time. If anything it might just end up being a playable demo of either Eight Shades of Evil, MegaZeux World, Tardnation or ZZTechtris.

ZZTechtris is pretty much almost completed. So it might be the only full version release for this season.

EDIT:
The good thing about the holidays is I'll have more time to work on these projects.... bad is i'll be making less money.. haha :p

This post has been edited by T-Bone: 09 December 2008 - 05:40 PM

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#122 User is offline   T-Bone 

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Posted 03 January 2009 - 01:38 AM

Working on uploading two demos for the new year, Side Draft and Jet Pack Man 2. Both are sidescrollers that I have been working on for some time just haven't gotten around to working on.
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#123 User is offline   T-Bone 

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Posted 20 January 2009 - 04:16 PM

Since I'm not around my home computer often, I've been using my (shitty) laptop where ever possible, whenever i have free time. I've been really pushing to get Jet Pack Man 2 completed, since its quite simple to program and design. A bit more advanced than Jet Pack Man 1, but once I get at least one whole level completed, all others will be simple. I could potential create over 30 stages.

I've also been poking more at Dragon Warrior and Eight Shades of Evil. Dragon Warrior requires a new battle engine, which will take sometime to code. Eight Shades of Evil just requires some touch ups on the levels and enemy code. Come spring we will defiantly see released demos of both.

To keep up to date with my current projects just look over my signature, it's updated nearly every day.
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#124 User is offline   T-Bone 

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Posted 09 February 2009 - 09:31 PM

MAJOR updates for the progress of Super Mario for MegaZeux; a project that has been on-going for nearly 11 years now!

I've been working tirelessly on this project last night and fixed most of the bugs that have been preventing me from advancing towards actually designing more stages. I've completely rewritten the way enemy sprites are handled. I'll explain in better detail another day. The benefits here are we can now have upwards to 50 on board enemies in a single stage now; thus making the game more dynamic and enjoyable to play. Originally, most stages could be beat in under 30 seconds, now the player is confronted with more challenges and obstacles that will prevent him from making an easy run through.

( I may not actually put 50 enemies in one stage, but its comforting to know that its possible now. )

There's about 50 to 60 stages I'm currently working on. Takes more time programming than it does designing the levels. One of the biggest problems I'm facing is the amount of robots that are required on each board. Be amazing if MegaZeux could allow for multiple Global Robots... Too bad it doesn't though.

I've also decided to name Worlds and Stages, instead of just using the generic "World 5-1". Also, once the player beats a stage and see's the introduction screen to his next stage, a robot will save a file on the computer of his progress. So if you die and have a 1-UP, you will be returned to that introduction screen. Much like SMB1 and SMB2.

With SMB1 when you die half way through a stage, you will begin at a Midway mark. I was thinking about adding this as well. In SMW you must run through a Midway point before marking the midway point. I'm considering adding one of these features to the game if the stages are really long. If not... there's no point in adding them.

Lot of improvements I'll give a list in SOON TIME! As well as a possible demo!
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#125 User is offline   T-Bone 

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Posted 16 March 2009 - 02:40 PM

Made some more improvements and bug corrections. I've also added new sprites and enemy behaviors. Once I get all animations completed for Stage 1, I'll upload a demo of the new engines; a test stage or two.
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#126 User is offline   Kom 

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Posted 26 March 2009 - 04:29 PM

It's nice to see that you're still working with MZX projects.
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#127 User is offline   RyanThunder 

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Posted 02 April 2009 - 11:32 AM

T-Bone, I hate to ask something like this on your journal, but have you been getting the PMs I've been sending you lately?
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#128 User is offline   T-Bone 

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Posted 09 April 2009 - 05:48 AM

Yep, actually. I'm rarely on here generally only during breaks while at work. Been really busy lately. I'm hoping to get something finished by summer. But I think I've been saying that for many years now.
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#129 User is offline   T-Bone 

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Posted 03 June 2009 - 08:09 AM

Okay projects are delayed. I'm working on way too many film shoots lately.
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#130 User is offline   T-Bone 

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Posted 17 June 2009 - 07:48 PM

The latest 3 films I've been working on are complete. Basically they are three public service announcements the Ontario Government has asked me to do, for a website of theirs, to be shown to new immigrants to Canada. Took a very long time considering the clients wanted each video to be translated in French.

I really want to get back in to working on my on-going projects. I have a little more time everyday after 8pm from work. Weekends are pretty much a no go for working on anything MegaZeux considering the fact that I'm dating again. Not like that a BAD thing.... :p

I'm also going to take Graphic Design classes in September so I'll actually have more time during weekdays to poke around with these near impossible to complete projects of mine; since my work hours and work load is harsher at work than it will be while in school.

I just purchased an HP Pavilion which comes with Vista (and I have no plans to change the OS). Be interesting to see how MZX runs of Vista. I've not tested it yet.

This post has been edited by T-Bone: 17 June 2009 - 07:53 PM

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#131 User is offline   T-Bone 

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Posted 30 June 2009 - 04:49 AM

Okay so I've started working more on Dragon Warrior. I've improved the color palette as well as the chars. By referencing from this map:

http://faqsmedia.ign.com/faqs/image/reyvgm...gon_warrior.gif

I've been fixing up the map to appear near identical to it. Additionally, I've been poking at some of the menu commands to make them function much like the NES Dragon Warrior game.

The biggest challenge now is to program the enemies and battle engine.
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#132 User is offline   T-Bone 

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Posted 01 July 2009 - 06:21 AM

Here's a screeny of a project i might actually complete one day, considering Transformers are once again popular, thanks to the films.

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#133 User is offline   T-Bone 

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Posted 29 September 2009 - 10:10 AM

Something terrible has happened... a pretty big ass set back to all my projects...

This post has been edited by T-Bone: 29 September 2009 - 10:28 AM

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#134 User is offline   T-Bone 

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Posted 29 September 2009 - 10:16 AM

Laptop died again. Thank you HP and Futureshop. So i intended to open the laptop in hopes to remove the harddrive and back up my shit. Futureshop told me that that might break my warrenty. So they could "back up" my stuff for me - after they talked me into buying one of their external harddrives... of which they would "back up" everything.

They give me the extneral harddrive with supposedly all my files backed up to it. I told them to backup the entire C drive, so that I wouldn't loss anything. To my surprize... they did not copy everything over to the drive before wiping the original harddrive clean.

Everything MZX related was no longer exsistant.

All my backup copies are old as fuck. So this is going to be interesting to get anything completed now! But fear not... I've been through worse shit than this when it comes to MZX set-backs. It won't stop me :confused:

Impacted Games:
Tardnation, Super Mario for MZX, The Legend of Zelda - The Inquest, Jet Pack Man 2, Steel Cell

The progress stats in my signature are no longer true... probably about 15 or 20% less now.

This post has been edited by T-Bone: 19 August 2015 - 03:49 AM

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#135 User is offline   T-Bone 

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Posted 29 September 2009 - 10:22 AM

Time to start all over with the patching and fixing...

This post has been edited by T-Bone: 29 September 2009 - 10:27 AM

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#136 User is offline   mzxgiant 

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Posted 29 September 2009 - 11:29 AM

So you demanded your money back for them wiping your data, right?

Basically, a shop shouldn't say "Tell us what to back up and pay an exorbitant fee. Okay yeah so we said screw that and backed up only this stuff instead. Thanks for your money! <3"

That's retarded. People have gotten sued[/shot] for less.
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#137 User is offline   RyanThunder 

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Posted 29 September 2009 - 05:35 PM

In most cases, a hard drive isn't wiped completely "clean." You might be able to extract the data off of the hard drive by taking it to a place that specializes in data recovery or computer forensics.
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#138 User is offline   T-Bone 

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Posted 05 October 2009 - 04:25 AM

They replaced the harddrive, so that wouldn't be possible... :confused:
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#139 User is offline   T-Bone 

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Posted 11 October 2009 - 09:27 AM

Appearently I'm more preventative than I once thought. Found everything I worked on on my laptop backed up on my tower pc's harddrive, to date. So nothing has been lost! I've already started fixing up Super Mario and Zelda!
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#140 User is offline   T-Bone 

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Posted 26 October 2009 - 04:44 AM

Okay I've been making some major progress with two projects in particular:

Dragon Warrior and A Hero's Utopia (working title).

Dragon Warrior:

Currently fixing up the menu system structure. I've merged the styles from DW1 and DW2 + DW3. Why go into a menu and click on stairs to use a staircase when you can simply just walk onto it, like in DW2 and D3? So I've fixed that as well as improved the overall colours. Also, added a whole lot more keyboard controls for accessing the menu, manoeuvring in any menu as well as exiting. Unlike the Nintendo Dragon Warrior games, I've added the option to use Page Down, Page Up, Home and End to jump columns or rows in any type of menu screen you are presented with.

I've decided to remove enemy groups. Its taking me far too long to program so the battle style will be like DW1; a mere 1 vs 1 style battle.

A Hero's Utopia (working title):

The Heroes of Might and Magic inspired game is finally making some progress. I've fixed up a whole bunch of bugs. Added new types of units as well. Most importantly I've been working on the mathematical calculations of gold, gem, lumber imports based daily and weekly. That part of the game is quite intricate and somewhat hard to program because there are 4 players that use the same system on the same map. In the end the game will be multi-player, up to 4 players.

At this very moment I'm working on all the event triggers: items, monster encounters, player encounters and monster birth patterns. Its quite the complex game to work on but I hope to do a bit of work on it each week till it becomes playable for at least a demo.
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#141 User is offline   T-Bone 

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Posted 25 December 2009 - 10:47 PM

I've recently started fixing up an old 1x1 Mega Man game i started many years ago. Decided to go back to it since the one using larger sprites is taking too long. Also hearing about Mega Man 10 being retro again, like 9, got me all excited to work on this game again. I've made a lot more progress with this one. Got the enemies working and I'm currently working on the stages.

Possible Robot Masters:

Sticky Man - You get a weapon that when you shoot it on the ground, enemies stick to it.
Steel Man - Strong boss.
Snow Man - An excuse to make a stage with ice and snow.
Time Man - You get a weapon where you can freeze time.
Teleport Man - You get a teleportation device.
Dazed Man - You get a weapon that confuses your enemies.
Transform Man - A boss that transforms into different machines.
Space Man - Has stages in space.

I'll be using music from the original NES games and possibly Mega Man 9. I'll hopefully be uploading a progress screenshot later on tonight.
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#142 User is offline   Seventh Shade 

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Posted 25 December 2009 - 11:38 PM

Finish one of your other games.
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#143 User is offline   T-Bone 

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Posted 30 December 2009 - 06:53 AM

Easier said than done. I've been trying to do that for years! Plus, I don't think this one will take me very long I've already completed two stages for it. No bosses yet however.

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#144 User is offline   RyanThunder 

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Posted 30 December 2009 - 11:20 PM

View PostT-Bone, on Dec 30 2009, 01:53 AM, said:

Easier said than done. I've been trying to do that for years! Plus, I don't think this one will take me very long I've already completed two stages for it. No bosses yet however.


Is that just a one-char Mega Man?
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#145 User is offline   T-Bone 

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Posted 02 January 2010 - 06:04 AM

Indeed. That means it will actually get completed because of that simple fact. haha
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#146 User is offline   T-Bone 

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Posted 18 January 2010 - 04:35 AM

Decided to pay a visit to #mzx via IRC. Looks like people are actually skeptical of the authenticity of my project developments. Due to this I plan to do demos for each and I'll be posting them here. That's going to be a lot more work on top of what I'm already doing with school and work. So I might put Mega Man on the back burner first and get those requested demos up.
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#147 User is offline   Dr Lancer-X 

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Posted 18 January 2010 - 06:35 AM

View PostT-Bone, on Jan 18 2010, 02:35 PM, said:

Decided to pay a visit to #mzx via IRC. Looks like people are actually skeptical of the authenticity of my project developments.


say it isn't so
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#148 User is offline   Exophase 

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Posted 18 January 2010 - 06:54 AM

View PostT-Bone, on Jan 17 2010, 11:35 PM, said:

Decided to pay a visit to #mzx via IRC. Looks like people are actually skeptical of the authenticity of my project developments. Due to this I plan to do demos for each and I'll be posting them here. That's going to be a lot more work on top of what I'm already doing with school and work. So I might put Mega Man on the back burner first and get those requested demos up.


Do yourself a favor and forget about them. You don't want to subject yourself to the demo curse. They're probably just egging you on anyway.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"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
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#149 User is offline   T-Bone 

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Posted 18 January 2010 - 03:00 PM

View PostLancer-X, on Jan 18 2010, 01:35 AM, said:

say it isn't so


Its a pretty good incentive to get things moving faster I'll say. Though now I'm facing the quantity over quality issue. Next couple of weeks should be interesting.... Good news is my girlfriend dumped me so I'll have more freetime to make this happen lol :(
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#150 User is offline   T-Bone 

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Posted 21 January 2010 - 09:50 PM

I've spent a long time trying to fix something that wasn't broken with most of my games. When using a lot of sprites on a large board there is a limit apparently to how far a sprite collision can be detected. I'm hearing its between -128 and 127. This means games like Mario will have to shrink in board size. Smaller stages.... Guess thats a good thing... less work for me lol
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