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Author Topic: Lost Legends II -  (Read 4243 times) Bookmark and Share
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Liazon
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« Reply #150 on: 10 December, 2007, 22:05:00 »
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1.)  are all the sprites moving?  it's probably no big deal to keep separate .gsms for each character atm.  it makes it easier later if modifications need to be made.  that's a lot of characters btw.  do they all move?

2.)  doesn't matter, just be consistent, unless i misunderstand the question

3.)see the other thread.

4.)  it depends.  how many sprites actually have left and right?  if it's just 1 like in the first game, then it's not worth it since the routine is probably larger than the extra sprite.  can't recall how much big the routine is, but if it's all 20+ characters (or however many characters 98 is), it's probably a good idea.  especially since it's gs.

do you want me to work on both at the same time?  they kinda have really big similarities.  that being said, I'd kinda rather get LL1 done first.
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DJ Omnimaga
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« Reply #151 on: 10 December, 2007, 23:33:00 »
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True, I hope Halifax comes back soon tho :Swacko.gif I am getting worried. If he doesn't show up here soon I think I'm gonna try to contact him. Maybe something bad happened  
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grendel
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« Reply #152 on: 10 December, 2007, 23:56:00 »
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QUOTE
1.) are all the sprites moving? it's probably no big deal to keep separate .gsms for each character atm. it makes it easier later if modifications need to be made. that's a lot of characters btw. do they all move?


A majority. There are only a few stationary sprites and objects. Most of them are main characters, townspersons, etc.

QuoteBegin
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QUOTE
4.) it depends. how many sprites actually have left and right?


Any character who moves. So that would be the main characters, townspersons, etc. Maybe 10 or so different characters, each having around 6 sprites a piece.

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QUOTE
especially since it's gs.


So, this needs to be done in CalcGS? I can compile them any number of ways using something like iStudio. I would prefer to do something that is subject to compression, since we're dealing with a lot of data.

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do you want me to work on both at the same time?


Absolutely NOT. Tonguetongue.gif

I'm just asking in advance so I can go ahead and get some things out of the way. That way, when we do get finished up with the first project, this one will hopefully be less of a task.
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tr1p1ea
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« Reply #153 on: 11 December, 2007, 07:16:00 »
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It doesnt matter if you have all of your sprite data in 1 big file or in seperate files really. You will most likely require sprite tables with whatever engine you decide to use anyays.

Probably best to concerntrate on getting the first one done to appease all of your eager fans Smileysmile.gif.
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« Reply #154 on: 11 December, 2007, 17:20:00 »
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yes, apease us Smileysmile.gif
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grendel
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« Reply #155 on: 22 December, 2007, 14:28:00 »
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QuoteBegin-tr1p1ea+11 Dec, 2007, 6:16-->
QUOTE (tr1p1ea @ 11 Dec, 2007, 6:16)
Probably best to concerntrate on getting the first one done to appease all of your eager fans Smileysmile.gif.

I need to clarify on something because it's going to cause confusion if I don't. I brought it up earlier in this thread, but I must have worded myself wrong.

What I generally did with Lost Legends was complete everything in advance. I mean that literally. The entire project was finished before I even brought it up. With that said, my job there is done. There's absolutely nothing more I can do for the project aside from guiding Liazon and Halifax, who are tasked with putting it together. (I lack any proficiency in ASM)

I'm basically taking the same approach with Lost Legends 2 -- everything will be ready in advance when the programmers are ready to take it on. I will not allow it to be developed until I have made all these resources available. So just to avoid any confusion, this is the general route of things:

c1
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CODE
ec1LOST LEGENDS 1 | LOST LEGENDS 2 | DEV. STATE
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grendel
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« Reply #156 on: 22 December, 2007, 18:16:00 »
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Just showing off the dialogue effects...

user posted image

The font wraps together pretty nicely. For the ellipsis at the end, this is actually four different characters only using two spaces.

There are two fonts in the game -- the primary font is 4x8 px, and is used in normal dialogue sequences. The extended font is only 4x4 px, and is used to draw the window frames and display names / labels. All in all, it should actually be smaller in file size than the original font used in LL1, which was 96 8x8 characters. <_<dry.gif
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DJ Omnimaga
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« Reply #157 on: 22 December, 2007, 19:17:00 »
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wow nice! It will look great in game Cheesybiggrin.gif
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Liazon
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« Reply #158 on: 22 December, 2007, 21:41:00 »
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wow looks good

i look forward to living up to this challenge after the first game's done.  ^^
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