Dang it, dying resets my settings!
Here, anyone who cares about The Axe, let's have a vote. If you want me to release Demo 3 today, or on Sunday with a bunch more goodies (useful and not)? If nobody responds before the day ends, I'll just do Sunday.
I think that "Frame Length" fits better than "Game Speed" for this. Makes what the number represents clearer. Demo 3 should be done today if not tomorrow. Mainly enemies, but added some recommendations from people. Thanks for those!
Hmm, lower is faster? RPG Log 15: Guess what? Turns out I lied last log. I actually have added more, including little character boxes for dialog (so it shows you who's talking). I have now added settings with game speed and name changing. You cannot imagine how much faster 12 is than 30. Lower is faster, as it's actually WAIT time.
Back fould demon! RPG Log 14: Not too much has changed. Oh except now there are ENEMIES that you can KILL to give you STUFF! Which is big. Also I'm adding dev codes, which should help more get done faster. PLEASE don't use them. It ruins the fun! Soon more ground-breaking stuff will happen. Or maybe not soon. Actually soon.
Hey, I'm finally asking a question! When you use XSCREEN, I've noticed that it removes EVERYTHING (actually just sprites and BG, but that's how my RPG works). How do I stop this? Do I just have to make my own keyboard instead?
RPG Demo 2: Sorry for the delay. I had my electronics taken away (for no good reason) before I had the chance to upload, but here it is! Lots of new goodies, but not much added to the story. Enjoy!
How'd I get here? RPG Log 13: Not too many new things, but here are some: If you're pressing a buttun in a direction, you'll turn that way. Before you'd only turn if you could move in that direction. Now animations are fixed so you don't glide and delay turning. The movement is now 2/3 the speed, but animation time is cut by 1/4. It looks better now, basically. Look forward to the second release.
Roll the credits! RPG Log 12: Started work on enemies (not much though, you can walk through them). Also made many menu improvements (like credits, a cooler X in axe, and Better menu controls. Also, lots of text boxes now scroll besides those that shouldn't, like signs. Also I fixed a bug that slipped past me, with Calc84maniac's help. Friday is coming up!
My C compiler is going really well, now with...
\N for new line (in strings)
Void
Char instead of Str (I think)
Ints and Chars outside of functions make functions.
You're no longer forced to call main.
More flexible Scanfs
Flexible variables
A new command I made up: NRET. It calls a function but returns the value in a variable called like QQQXHDGJI or something.
Inspired by Phillip's Brainf--- compiler, I am making a Pure C compiler! This actually will run! The hardest part will be far removed stuff, such as FORs...
Ha, you'll never get me!
RPG Log 11: Missed me? Well, I've been busy with... other things... but I did add stuff. For starters, now your eyes get to stare at this wonderful BG during battles. If you have a better one, I would LOVE it. I also added circle-pad controls, new music for your house, and more data. Gotta love that android... I also added 4 battle musics, all of which are standard tracks.
RPG Log 10: Download now available! Keep in mind that this is not 100% what the final product will look like. I also don't recommend walking into any houses besides yours and the weapon shop. Please give me feedback, you may just change the game.
Where's the exit to this huge maze? RPG Log 9: Added a simple battle AI to the first enemy (all attack, the arrogant jerk). Added a wallet, better chest/door systems, and animations are better. Not that you can tell with these still shots...
Well, this is a game crasing bug...
RPG Log 8: not much, but fighting is now better. I just need to add an AI. I'm also adding keys and key doors. The first 'dungeon' will be messed up. In a cool way.
Never! RPG log 7 (this one's a doozy): added an inventory. Added chests, a new area (the city), and new NPCs. Some improvements to code. When you're in a shadow, you're now shaded. Added paths to change location without doors. Started work on Side battles and Top-down battles.
We're off to see the wizard! RPG log 6: now with cutscenes. Not too much, as I've been busy the past couple of days. Not sure if I mentioned turn-based battling in the last one.