Category Archives: Screenshots

Running the Gauntlet

Hi all! So I went to Fest West 2017 this year, down in Woodland, WA. It was a 3+ hour drive for me to get there, but well worth it. I met a lot of great guys and saw some … Continue reading

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Dungeon Crawling

So… In the last post I mentioned working on some TI-99/4a side projects. Well, I have finished one! 🙂 It is a 3D dungeon game called “Wizard’s Doom”, a spiritual sequel to the “Wizard’s Lair” and “Wizard’s Revenge” games developed … Continue reading

Posted in Coding, CRPG, Design, Screenshots, TI-99/4a | 14 Comments

Piecing it Together

Happy 2016 everyone! I’m currently working on the world maps for the game. I realized that I needed to sit down and start generating the content… all of it. Towns, people, quests, items sold, locations… everything! The main reason why … Continue reading

Posted in CRPG, Design, RPG, Screenshots, TI-99/4a | 2 Comments

Review – Ultima II: Revenge of the Enchantress

I’ve decided to start reviewing some classic CRPG’s I’ve played here on the blog recently. Why? Well, there are things I’ve always wanted to say about some games, and it also gives some insight into where I’m going with my … Continue reading

Posted in CRPG, Design, Gaming, Review, Screenshots | 2 Comments

A Bird’s Eye View…

Sharing a map from the game!

Posted in CRPG, Design, Screenshots, TI-99/4a | 4 Comments

Tactical Position

It was a bit more work than expected, but battlemaps are now loading dynamically AND units are being placed dynamically as well. The main problem I encountered was that my trigonometric functions were, well, not working right. I dug around … Continue reading

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Battlemap Rebuild

As I continue working on the combat engine, finishing up other portions of “temporary” code has come up. One particular one is the use of battlemaps. Most of the 2D CRPG tactical combat games feature some kind of varied terrain … Continue reading

Posted in Coding, CRPG, Design, Screenshots, TI-99/4a | 13 Comments

Ready, Aim, Fire!

 Real life has been super busy and complicated lately, but I found some time to hammer out and get the ranged combat system fully functional. The big addition was adding sprite movement to the FX engine. I wrote up a … Continue reading

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Premature Exultation

Ha ha! I got the FX to work! And it is beautiful… Well, it WAS beautiful, until I discovered a horde of bugs around it, such as: Monster graphics are correct, but once in awhile the wrong file loads for … Continue reading

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Bug Extermination

Okay, I spent several hours on code fixing, building, re-building, file editing, spreadsheet updates… all aimed at getting the game back on a (sort of) running basis. I also thought some new screenshots would be nice to splash around the … Continue reading

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