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BlueCrimson Ti Calculator Forum  /  Bluecrimson News  /  Bubblegum Crisis 89' gets a Reboot
Posted by: hiryu, October 11, 2009, 3:52am
After going back and playing some of my older games - I come to realize that BGC89 deserves a reboot - or at least a graphic/gameplay update. So between the times of working on Landel - I will be working on the BGC89 version 2 project.

Also since the Bubblegum Crisis movie announcement a couple months back - I've been revamped with the BGC universe & just had to pay tribute to one of my favorite animes. Expect more posts with updates on BGC89 or check the Landel thread to see whats going on.

**Edit** Removed the preview pics from this old update as the screenshots within the update thread shows all the current & correct pictures.
Posted by: hiryu, October 14, 2009, 6:55am; Reply: 1
Well the progress with BGC89 is moving along quite nicely - I haven't decided if I want beta testers or not. Before it has always been me or Fryedsoft with the testing. The testing phase seems to take the longest out of all the steps and seeing how I am almost done with the game - it would seem time to consider either friends with emulators or people I know to help with this phase. Once I talk to Fryedsoft - I'll know which direction I want to take.

Sprites completed as of Oct 14 - still more needed for the storyline and some more for the fighting engine.
Posted by: tifreak8x, October 17, 2009, 7:07pm; Reply: 2
Those are some sweet looking sprites you have there =o
Posted by: hiryu, October 18, 2009, 10:26pm; Reply: 3
Oct 18 Project Status:

As of right now I am about at the half way point on completion. Working on finishing the fighting engine and then I got to work on the storyline flow chart and incorporate that into the game. From there its all down hill stuff like adding the menu system in the walking engine and what not. Then its to the testing phase...woohoo! I still have a couple more sprites for the fighting engine to draw and then a couple for the storyline and I should be done with the drawing side of the project. I need to start hiring monkeys for programming - I hear they can write books if given enough time - why not code games as well? Back to work >_<
Posted by: hiryu, October 28, 2009, 6:44am; Reply: 4
Project Update - BGC89v2: Its going along nicely - coding is about 80% completed - graphics are about 90%. As soon as I begin testing - I will post that point of the project.
Posted by: hiryu, January 7, 2010, 10:20pm; Reply: 5
Project Update:

I know its been semi dead in this thread for a couple months - but for good reasons.. Jesus & Santa are to blame. Seriously though I am pretty much done with the game other then meshing the storyboard into the game. I really need to just sit down for a week from all distractions and finish it. Since setting deadlines are the only thing that seem to get me motivated - I will set this game for completion by Feb 1. See if I do that then I can't blame Jesus & the Bunny for interfering and being nonproductive.
Posted by: hiryu, March 9, 2010, 12:22am; Reply: 6
I figure I should least give an update - I haven't abandoned this project either. More so kind of put it aside when I got into drawing the LoL pics and storyboard. I have went back into the project and did more coding/optimization after Fryedsoft stopped by for the weekend. He got to see what I can do with coding when I am sleep deprived & cracked out on caffeine. It was kind of funny looking at some of the mistakes I did and also amusing trying to show Fryedsoft why I did it & what I did. Sadly I had to decode why I did it first to myself - and THEN tell him... I'm sure he went home thinking about what he just saw & shaking his head. I know - its sad..hence why I am leaving him to direct the coding for the Landel Project & I'll stick to the graphics side of it.(I can do this half asleep >_<)
Posted by: hiryu, March 10, 2010, 11:55am; Reply: 7
Well last 12 hrs was a hard run on BGCv2 - I finally have a working alpha build. Its got a long ways to go apparently - but hey it runs :P
Finished most of the basic stuff & got all the errors I could find - fixed. Next on the agenda is probably adding all of the building functions & possibly add animation attacks to the fight engine.

Posted by: hiryu, March 11, 2010, 12:09pm; Reply: 8
Well after another grueling night of caffeine and no sleep - I managed to finish and test the MedLab & TechLab features. I really need to finish the bank system next - running around testing things with no money sucks >_<

If I get more done - I will post some screenshots.


March 12 - Edit

Have the Bank System started - I now can earn money - Woohoo! >_<
Still have a ways to go with it - since it also applies to the storyline and quest system. Fun =_=
Posted by: tifreak8x, April 22, 2010, 9:40pm; Reply: 9
lol wow that is looking amazing, great artwork on all those screenshots.

REALLY need to be here more often.. <<;
Posted by: hiryu, April 24, 2010, 7:23pm; Reply: 10
I plan to get back to working on this game as soon as I am not sick...
Posted by: tifreak8x, April 29, 2010, 1:53am; Reply: 11

Been working on pokemon slowly but surely, I should take some time to update the post on here about it.
Posted by: hiryu, April 29, 2010, 3:05am; Reply: 12
You should - need something to do inbetween updating my deviantart site & working on the games. +_+
Posted by: hiryu, April 29, 2010, 11:30pm; Reply: 13
Well this weekend is going to be a hard run on BGCv2. Depending on friend activities & family events - I should have alot of it completed & will post the progression as it comes all this weekend. I would really like to get this project done & be able to 100% focus on Landel.
Posted by: hiryu, May 1, 2010, 12:27am; Reply: 14
Update #1
Went back & revamped the GUI interface of the MedLab & TechLab. Went into the code & made some tweaks to medlab & techlab to run faster.

Tech Lab now displays information correctly in the gear list & status list. If you do not have the gear "N/A" will appear in the gear list, while "--" will appear in the status list. If you do have the gears, they will appear in the correct fields. The status list will show a % of how much the gear is intact from damage, while being at zero will show "DG"(damaged gear). Should make for a better in-game experience with these simple changes.

Med Lab

Tech Lab

Update # 2

Updated the GUI interface for the Tokyo City Bank & tweaked the code for the bank to notify if account is not created. If account is created the bank displays the amount of credit you have.

Update # 3

Updated the GUI interface for the stat screen & tweaked the code to incorporate gear changes/account changes.

Update # 4 [Replaced by Update 8]

Rearranged the menu system for quicker access. Started designing the storyline/quest log system for story progression.

Posted by: hiryu, May 2, 2010, 6:44pm; Reply: 15
Update #5

Added a muzzle flash animation prog - it adjusts for all 3 gears (ADpolice Suit, Hardsuit, & Typhoon II) & fires correctly based on the attack or tech that calls for either single shots or multiple shots.

Update #6
Changed the GUI for the Victory! window.

Update #7
Changed the GUI for the Level Up window. Level up process gives you base stats & then you have to choose your primary stat bonus & a secondary stat bonus. The new GUI update shows which stat you have chosen while blocking out the stats that were not selected.

Update #8
Changed the entire look of the menu system - added an animated GUI for the main menu. Folders rotate when using the left & right arrows - while the text field tells you which folder you stopped at. The animation only shows a couple of the folders - I did not include all 6 folders in the animation - didn't see the need to.

Posted by: hiryu, May 3, 2010, 10:07am; Reply: 16
Update #9

When enemy is defeated - they 'phase' out like in FF6. (Idea & Original Code comes from FryedSoft himself) Replaced more of the in-game PopUp menu systems with custom drawn ones (Game Over window & Enemy Special Attack window added)

Update #10

Removed the old gear popup window & updated it with an animated GUI.

Update #11

Removed the PopUp for the Start/Load Game screen & Save/Quit Game screen -added animated GUI for both. Also started coding the storyline prog(finally!). Here is a demo of how the output of the story prog will be.

Update #12

Revised the medkit program & GUI. Works for both "in"/"out of" battle systems.

Update #13

Fixed alot of the issues with the Scan skill & replaced it with a custom graphic box. Added a new icon that pops up when you attempt to use a skill when you do not have enough TP. The skill Concentrate now pops up an icon to represent the 'Power Bar' level going up.

Update #..1..a.$..ah screw it - its an update :P

Well to summarize this update - ALL TI-89 popup menus have been removed & replaced with their own GUI or icon..etc.etc.
Found more bugs - fixed em. Finally I can say I am down to 2 major things I have to complete to have a working beta:
1. Enemy/Game Balancing
2. Story/Arc Game Progression
Posted by: hiryu, June 17, 2010, 10:42pm; Reply: 17
Well I took a couple weeks off from concentrating on the game & placed my creative energies doing a Fantasy Earth Zero picture for a contest & a couple League of Legend fan arts over on my deviant art site.

After I finish the 2 pictures I am working on (Teen Annie & Ezreal/Poppy), it will be back to working on BGCv2. I find working & concentrating on one project for too long tends to burn me out - so I switch up things alittle. Planning for a mid July release or sooner >_<
Posted by: hiryu, July 16, 2010, 3:28am; Reply: 18
Looks like this weekend will be set aside for ti-calc work - whether or not me and Fryedsoft can head to the mountains for the weekend or not - I will have some progress on my projects.
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