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Author Topic: Lost Legends II -  (Read 4126 times) Bookmark and Share
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arglactable
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« Reply #135 on: 27 November, 2007, 18:10:00 »
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Wow, those are awesome...
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grendel
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« Reply #136 on: 27 November, 2007, 18:24:00 »
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A more visual example:

user posted image
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« Reply #137 on: 27 November, 2007, 19:48:00 »
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i think they look great, i especially like the axe with it being 'cliped' but still perfectly understandable. the helmet, staff, ring and armor are a little hard to figure out if you dont know what your looking for, but this will only pose a problem for the first time people see these icons. and if there is text next to it, it would not be a problem at all. since each icon is unique, its not hard to differentiate either. why are genji gloves a ring?
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grendel
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« Reply #138 on: 27 November, 2007, 20:15:00 »
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QuoteBegin-dinhotheone+27 Nov, 2007, 18:48-->
QUOTE (dinhotheone @ 27 Nov, 2007, 18:48)
why are genji gloves a ring?

Still working on those icons. Tonguetongue.gif

EDIT: There would be little point in adding seperate icons for different accessories. There are maybe two pairs of gloves in the game, a pair of boots, several rings and then a couple of miscellaneous icons. Plus, it makes it more difficult to distinguish whether or not the item is an accessory, or something else. Better to have one icon associated with all accessories in that case.
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dinhotheone
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« Reply #139 on: 27 November, 2007, 22:34:00 »
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ahh yes, that makes sense.
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grendel
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« Reply #140 on: 29 November, 2007, 08:51:00 »
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Having fun trying to figure out how to arrange all the data in the menus...

user posted imageuser posted imageuser posted image

I think the status screen will have to end up being two pages. The first would display things like name, hit points and physical status, and then the second page would display ability scores.

EDIT: Link wasn't broken -- ImageShack servers just aren't very reliable, and often go down for no apparent reason.
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« Reply #141 on: 29 November, 2007, 15:30:00 »
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That looks great. Only problem, the middle image is a broken link (or it might just be my computer)

EDIT: It works Smileysmile.gif
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Liazon
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« Reply #142 on: 29 November, 2007, 18:10:00 »
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i like the little icons
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« Reply #143 on: 29 November, 2007, 19:12:00 »
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Great!
keep up the hard work
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grendel
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« Reply #144 on: 29 November, 2007, 19:41:00 »
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So, I decided to do a little concept art for the hell of it. Keep in mind, I haven't sketched anything in a long while.

This is our protagonist, Maya:

user posted image

I REALLY tried to be surrealistic with the coloring. All the "messy" detail is on purpose. It's probably hit or miss, but I don't know...
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« Reply #145 on: 29 November, 2007, 20:08:00 »
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very nice!
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Liazon
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« Reply #146 on: 29 November, 2007, 21:31:00 »
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nice drawing!
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grendel
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« Reply #147 on: 10 December, 2007, 20:17:00 »
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I've finished the graphics data and would like to go ahead and convert it. There's only one technicality I need to understand first, and that's the sprite routine. There are 98 total sprites in the game, pertaining to all sorts of different characters. Now, should I seperate these sprites and keep each character in his / her own seperate tile binary, or should I just cram them all into one gigantic binary? I was thinking I should keep them seperated, because there would be little point in the system loading an ENTIRE 98-tile binary into memory any time a sprite is called on screen. Plus, it would be a lot easier on an organizational level.

Second concern: should the tiles be arranged top-down or left-right?

Third concern: should I use the transparency technique I proposed with the first game? (check the other thread)

EDIT: Oh, it almost slipped my mind. Also, instead of having two seperate tiles for a character standing left or right, I only have one tile for them standing left. I figure to converse space, we can someone write instructions for the system to "flip" the tile when the character is facing right. (since there's essentially no difference between the two tiles anyway)
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dinhotheone
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« Reply #148 on: 10 December, 2007, 21:02:00 »
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1) idk
2)idk
3) see the other thread for an answer
4) yeah, thats a very good idea

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« Reply #149 on: 10 December, 2007, 21:20:00 »
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If you're using xLIB (like I 'think' you are) there is already a command to flip the tile. I'll dig it up in a sec.

EDIT: Misread, you're in asm.
Sorry 'bout that.
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