+adamantyr Posted July 5, 2017 Share Posted July 5, 2017 Very cool! Quote Link to comment Share on other sites More sharing options...
mindlord Posted December 28, 2017 Author Share Posted December 28, 2017 I've had some time to work on this in the past couple of weeks, and my schedule should be opening up some in the coming months. It makes me sad that I haven't had more time to put into this game because it's so fun to write! 3 Quote Link to comment Share on other sites More sharing options...
mindlord Posted June 13, 2018 Author Share Posted June 13, 2018 Pulse Check! Real life has been nuts, but I have been working here and there when I have time. As a little tease, here's a picture of the overland map from Graxx. This is most likely not final, but it gives a pretty good idea of the scope of the game. There's also an underworld map that is just as big. I feel like I can cram a lot into a 32K cart, and I can't wait to finish this project and share it with you fine people. 15 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted June 14, 2018 Share Posted June 14, 2018 I like this! Quote Link to comment Share on other sites More sharing options...
mindlord Posted December 13, 2018 Author Share Posted December 13, 2018 Still not dead yet. I've been working slowly but steadily on this over the past several months. The basic engine is more or less complete. Monster AI, combat, and character progression are all in there. I have a few smaller features, the mini-bosses and final boss to add, but I have plenty of ROM left for those routines. I've written a really small/tight music and sound effect engine which works (mostly) and will be portable to other projects that I'll release separately from the game. I'm pretty proud of how few bytes it needs. I had a lot to learn about sound programming on the TI not to mention music theory to make that happen. I still have to write the actual music for the game as well, which is not my area of expertise either, so I hope I can make some that doesn't sound awful. A really weird VDP overwrite bug that's happening when you pick up and drop items that I haven't been able to pin down. I was really hoping to have it done before Christmas, but these damn bugs and music/SFX engine have had me stumped for awhile now. Here's hoping for a mid-winter or early spring release. 7 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted December 13, 2018 Share Posted December 13, 2018 Really looking forward to the completed project! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted December 13, 2018 Share Posted December 13, 2018 Exciting!!! Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted December 13, 2018 Share Posted December 13, 2018 Excellent! Speaking as the poster boy around here for taking FOREVER to finish a TI project (13 years 7 months now), don't feel bad about taking time to get it done right! 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted December 13, 2018 Share Posted December 13, 2018 My big "project" turned 10 years old this year..... and it's growth was stunted at the 7 year mark. I need to revisit....... 1 Quote Link to comment Share on other sites More sharing options...
PeteE Posted December 13, 2018 Share Posted December 13, 2018 I've written a really small/tight music and sound effect engine which works (mostly) and will be portable to other projects that I'll release separately from the game. I'm pretty proud of how few bytes it needs. I had a lot to learn about sound programming on the TI not to mention music theory to make that happen. I still have to write the actual music for the game as well, which is not my area of expertise either, so I hope I can make some that doesn't sound awful. I would love to hear more about the design for your audio player. Do you do any compression of the audio bytes, or separate them into channels? A really weird VDP overwrite bug that's happening when you pick up and drop items that I haven't been able to pin down. In classic99's debugger, you can break on a write to an VDP address using the format ">V0000". When the breakpoint triggers, check the PC address to see where in the code the write is occurring, and press F1 to unpause and continue to the next write until your find the culprit. Quote Link to comment Share on other sites More sharing options...
Tursi Posted December 13, 2018 Share Posted December 13, 2018 My big "project" turned 10 years old this year..... and it's growth was stunted at the 7 year mark. I need to revisit....... Hey, don't feel bad. Next year is Super Space Acer's 30 year anniversary. It has been forecast that the completion of that game is one of the signs of the end times... 5 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted December 14, 2018 Share Posted December 14, 2018 Hey, don't feel bad. Next year is Super Space Acer's 30 year anniversary. It has been forecast that the completion of that game is one of the signs of the end times... Just call it "Space Acer Forever" and all will be forgiven. 3 Quote Link to comment Share on other sites More sharing options...
mindlord Posted May 23, 2019 Author Share Posted May 23, 2019 https://youtu.be/SJsTqjiJ1Fk I wanted to be finished by the beginning of summer, but work and life keeps me from it. In the meantime. Tease on this. Oh and obviously the music isn't mine it's a placeholder I made out of the World 1 Overland music from SMB3. So... credits to those guys. 12 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted May 24, 2019 Share Posted May 24, 2019 It is looking very interesting. . .I like the slight pause as the screens change too--it increases the suspense. 1 Quote Link to comment Share on other sites More sharing options...
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