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Author Topic: Nostalgia Origins - Sky's Story -  (Read 5801 times) Bookmark and Share
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shmibs
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« Reply #45 on: 25 November, 2010, 03:51:31 »
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i havent had any trouble with string tilemaps(especially when dealing with a single, static tilemap). if you need a lot of free ram, though, i can see how that would be an issue.
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« Reply #46 on: 25 November, 2010, 03:54:28 »
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Well the string tilemapper deals with tokenized binary, and until recently, I had no idea what was going on with that.
Perhaps I'll take another look at that function...
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
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« Reply #47 on: 25 November, 2010, 06:13:34 »
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Celtic tilemapping used hex, right?
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« Reply #48 on: 25 November, 2010, 07:08:42 »
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Holy crap. I need to get on my entry.
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« Reply #49 on: 25 November, 2010, 17:38:46 »
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Celtic tilemapping used hex, right?
Nope, it uses tokens.

And for those of you curious, here's the bestiary.

Spoiler for Bestiary:
Enemies:
1) Dark Knight

2)White Knight


Bosses:
3) Ogre

4) Necromancer

5) Dark General


Final Boss:
Discord

« Last Edit: 25 November, 2010, 18:01:17 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
shmibs
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« Reply #50 on: 25 November, 2010, 22:31:56 »
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i rather like the mega boss. his sprite seems a bit on the dark side, but i suppose that is appropriate.
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« Reply #51 on: 26 November, 2010, 00:34:45 »
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Thanks. I'm thinking of maybe adding an aura or something to give him a more god-like feel, though.

Edit: How's this look?


* Discord V2.bmp (3.05 KB, 32x32 - viewed 125 times.)
« Last Edit: 26 November, 2010, 00:52:44 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
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Location: Québec (Canada)
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« Reply #52 on: 26 November, 2010, 05:55:18 »
0

Celtic tilemapping used hex, right?
Nope, it uses tokens.

And for those of you curious, here's the bestiary.

Spoiler for Bestiary:
Enemies:
1) Dark Knight

2)White Knight


Bosses:
3) Ogre

4) Necromancer

5) Dark General


Final Boss:
Discord

Wow I wonder how hard it is to edit tilemaps then... I guess if I return to BASIC I'll stick to matrices X.x

Btw nice images, same for the one in the post after that quoted one. Smiley
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« Reply #53 on: 26 November, 2010, 19:10:11 »
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Thanks. I actually ripped all of them (except Discord) from the same game I ripped all Nostalgia's enemies from. I actually ripped the tiles I'm using for this from that game too.
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
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« Reply #54 on: 27 November, 2010, 01:50:38 »
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Ah I see, which game was it by the way? I don't remember if you said it before
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« Reply #55 on: 27 November, 2010, 23:54:08 »
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This is looking great!  Are you going to just have two regular enemies though, because that seems too few if you have four bosses. Wink
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DJ Omnimaga
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« Reply #56 on: 29 November, 2010, 00:14:35 »
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Yeah I think it might be a good idea to maybe have some more, unless the RPG is really short. Unless he's planning to have enemies become stronger as you progress but remain the same type?
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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« Reply #57 on: 29 November, 2010, 00:21:44 »
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Unless he's planning to have enemies become stronger as you progress but remain the same type?
^This.
The enemies will grow stronger, but remain the same type.
This is because:
1) I have to crank this out fast.
2) Much simpler to code and much less data.
« Last Edit: 29 November, 2010, 00:21:53 by FinaleTI » Logged





So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Today at 15:43:59
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
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« Reply #58 on: 29 November, 2010, 22:32:23 »
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Ah ok, so basically enemies will kinda be like Final Fantasy VIII and a bit like Illusiat 1 and 2 originals. In the original two Illusiat games, enemies strength increased as you progressed. (although it was poorly balanced in my case)

In Illusiat 12, there are only 10 enemy types,  but you encouter the same type later in the game at a different level most of the time and you don't encounter every kind of enemy in all areas.
« Last Edit: 29 November, 2010, 22:33:13 by DJ Omnimaga » Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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« Reply #59 on: 29 November, 2010, 23:02:54 »
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Ah ok, so basically enemies will kinda be like Final Fantasy VIII and a bit like Illusiat 1 and 2 originals. In the original two Illusiat games, enemies strength increased as you progressed. (although it was poorly balanced in my case)
Illusiat 11 did this too, right?

Sounds good, Finale.  How's it progressing?  I believe your time is halfway up. Azn
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