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Work In Progress mon panache !

#1 User is offline   Dr Lancer-X 

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Posted 26 November 2010 - 08:06 PM

Posted Image

Progress thread (read: screenshot thread) for Work In Progress RPG. People working on it, go ahead and post any Progress Updates you feel like. People who want to work on it, PM me- you'll be creating levels/locations, so only ask if you actually want to do that.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#2 User is offline   Lachesis 

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Posted 26 November 2010 - 08:18 PM

Relinked from my personal journal because relevant:

Posted Image

Posted Image

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Any more of my progress for this game will be posted here instead of in my journal
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#3 User is offline   T-Bone 

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Posted 30 November 2010 - 10:52 PM

Hey I've been away for a while. Glad to come back to see awesome work being done! You actually have a recognizable style of design through-out some of yours games.

This post has been edited by T-Bone: 30 November 2010 - 10:52 PM

Youtube - teabone3 - Twitter - teabone3 - Twitch - teabone3
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#4 User is offline   NoahSoft 

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Posted 01 December 2010 - 07:19 AM

im stoed

:confused:
<=D I AM A ROCKER. I ROCK OUT.<=D
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#5 User is offline   Lachesis 

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Posted 11 December 2010 - 02:25 AM

Posted Image
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#6 User is offline   RyanThunder 

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Posted 11 December 2010 - 03:29 AM

I am stoe.

The train looks like a CHAR'ed version of the FF6 train.

This post has been edited by RyanThunder: 11 December 2010 - 03:29 AM

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#7 User is offline   Lachesis 

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Posted 11 December 2010 - 07:02 AM

Heh, I was kind of hoping for it to have that feel. That was one of the more fun things to draw for this level.


"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#8 User is offline   Seventh Shade 

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Posted 11 December 2010 - 06:53 PM

Can I borrow that engine? My map starts out with no power until you manage to find a backup generator.
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#9 User is offline   Lachesis 

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Posted 11 December 2010 - 08:17 PM

View PostSeventh Shade, on 11 December 2010 - 11:53 AM, said:

Can I borrow that engine? My map starts out with no power until you manage to find a backup generator.


: "justentered"
load char set "ty-interior.chr"
load palette "ty-interior.pal"

loop start
set "BOARD_X" to "loopcount"
modulo "BOARD_X" by 80
set "BOARD_Y" to "loopcount"
divide "BOARD_Y" by 80
if "BOARD_CHAR" = 32 then "sk1"
put "('BOARD_CHAR'!=33*17)" '!' overlay to "BOARD_X" "BOARD_Y"
: "sk1"
loop for 1999
copy overlay block at 0 5 for 80 by 25 to "@light_temp.mzm" 1

: "l"
cycle 1
. "replace with playerx, playery.  If using default player, uncomment next line:"
. "set pl_d (('playerfacedir'=3)*3+('playerfacedir'=0)*2+('playerfacedir'=2))"
if "(('pl_x'='local30')a('pl_y'='local31')a('pl_d'='local32'))" = 1 then "l"
set "local30" to "pl_x"
set "local31" to "pl_y"
set "local32" to "pl_d"

put "@light_temp.mzm" Image_file p01 at 0 5

. "flashlight"
set "C_DIVISIONS" to 120
set "local" to 6
set "local5" to "('C_DIVISIONS'/4*'local'-1)"
. "Pseudo code because the real code got obfuscated as fuck for performance"
. "ray goes for local distance and skips t=0"
. "1) set multiplier loopcount%local+1"
. "determine the starting angle of the light + increment for each ray"
. "2) set local2 (loopcount/local)+(pl_d*2+1/c_divisions/8)"
. "get x coordinate (x is flipped because Lancer made pl_d counterclockwise"
. "3) set board_x -cos(local2)+pl_x"
. "get y coordinate"
. "4) set board_y sin(local2)+pl_y"
. "5) collision checks"
. "make distance affect the intensity (the -4 is just tuning)"
. "6) set local3 board_color-multiplier-4"
. "7) put overlay, and then put above if it's a wall with a wall above it"
loop start
set "MULTIPLIER" to "loopcount"
modulo "MULTIPLIER" by "local"
inc "MULTIPLIER" by 1
set "local3" to "loopcount"
divide "local3" by "local"
set "local2" to "pl_d"
multiply "local2" by 2
inc "local2" by 1
multiply "local2" by "C_DIVISIONS"
divide "local2" by 8
inc "local2" by "local3"
set "BOARD_X" to "cos&local2&"
multiply "BOARD_X" by -1
inc "BOARD_X" by "pl_x"
set "BOARD_Y" to "sin&local2&"
inc "BOARD_Y" by "pl_y"
if "nearWall" = 1 then "checkForWall"
: "noWall"
if "BOARD_CHAR" = 32 then "fuck off"
if "BOARD_CHAR" = 33 then "#nearWall"
if "BOARD_ID" = 5 then "#nearWall"
if "BOARD_CHAR" = 33 then "sk3"
set "local3" to "BOARD_COLOR"
dec "MULTIPLIER" by 4
dec "local3" by "MULTIPLIER"
put "local3" "BOARD_CHAR" overlay to "BOARD_X" "BOARD_Y"
if "BOARD_ID" != 5 then "sk3"
dec "BOARD_Y" by 1
if "BOARD_CHAR" = 33 then "sk3"
put "local3" "BOARD_CHAR" overlay to "BOARD_X" "BOARD_Y"
: "sk3"
loop for "local5"

. "light surrounding player"
loop start
set "BOARD_Y" to "pl_y"
set "BOARD_X" to "pl_x"
if "(('loopcount'=6)a('BOARD_CHAR'=33))" = 1 then "stop surround"
set "BOARD_X" to "('loopcount'%3+'pl_x'-1)"
set "BOARD_Y" to "('loopcount'/3+'pl_y'-1)"
if "BOARD_CHAR" = 33 then "sk2"
put c?? ' ' overlay to "BOARD_X" "BOARD_Y"
: "sk2"
loop for 8
: "stop surround"

. "party members"
loop start
if "follow&loopcount&_i" = -1 then "sk4"
set "BOARD_X" to "follow&loopcount&_x"
set "BOARD_Y" to "follow&loopcount&_y"
if "BOARD_CHAR" = 33 then "sk4"
put c?? ' ' overlay to "BOARD_X" "BOARD_Y"
: "sk4"
loop for 2

. "27-28 13 -- this box ignores dynamic and is always yellow"
loop start
set "OVERLAY_X" to "('loopcount'+27)"
set "OVERLAY_Y" to 13
if "OVERLAY_COLOR" = 17 then "sk5"
put c?? ' ' overlay to "OVERLAY_X" "OVERLAY_Y"
: "sk5"
loop for 1

. "cleans up a lighting glitch"
change overlay c?a to c11
. "exit arrows"
write overlay c0f "" at 53 20
goto "l"
: "checkForWall"
dec "nearWall" by 1
if "BOARD_ID" != 5 then "noWall"
: "fuck off"
set "loopcount" to "('loopcount'/'local'+1*'local'-1)"
goto "sk3"
: "#nearWall"
set "nearWall" to 1
goto "#return"


The gradient occurs over colors 1-9. The spaces surrounding the player are displayed in their natural colors. You'll need to replace pl_x with playerx and pl_y with playery, and uncomment the line that translates playerfacedir to pl_d, if you're using it for your own game. Also, you'll probably have to change the overlay generating thing.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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