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Author Topic: Nostalgia Origins - Sky's Story -  (Read 5797 times) Bookmark and Share
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FinaleTI
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« Reply #75 on: 23 December, 2010, 02:09:25 »
0

Time to bump this, I guess.
Anyway, the current tileset is attached for those who want to see.
I've also attached the characters, although I'm trying to find a better one for Hikari. I may have found one, but I haven't finalized it yet.
The characters are (in descending order):
Sky
Kurai
Kain

Then the working sprites for Hikari are off to the side.

Finished the new sprites for Hikari as well as a mockup of battle.


* Tiles.bmp (18.05 KB, 96x64 - viewed 163 times.)

* PlayersNew.png (2.37 KB, 96x64 - viewed 158 times.)

* New Battle Mockup.bmp (18.05 KB, 96x64 - viewed 165 times.)
« Last Edit: 23 December, 2010, 04:29:30 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 #76 on: 23 December, 2010, 05:11:44 »
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very nice, finale. making a 16*16 square look effeminate is a very hard thing to do Big smile
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DJ Omnimaga
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« Reply #77 on: 23 December, 2010, 07:32:46 »
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Wow great! For some reasons the battle layout reminds me a lot of Reuben Quest, though. shocked (Although it's pretty fine like that)
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FinaleTI
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« Reply #78 on: 23 December, 2010, 12:26:41 »
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Wow great! For some reasons the battle layout reminds me a lot of Reuben Quest, though. shocked (Although it's pretty fine like that)
Yeah, I was just playing Reuben Quest, so.
But I figured it was a good layout, so.. yeah.

Plus, the selection thing overhead (if all goes well) is supposed to be a selection wheel like in battle in the Mario and Luigi RPGs.
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
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« Reply #79 on: 23 December, 2010, 19:26:28 »
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Aah I see. In Reuben Quest, the selection thing was pretty much inspired from Lufia series. In fact, I think one of the enemy sprite was from Lufia.
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FinaleTI
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« Reply #80 on: 23 December, 2010, 20:14:36 »
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I wondered where that menu style came from...
And also, if I remember correctly, was the first boss (the one in the Dark Ruins protecting the gate switch) taken from one of the NES FF3's battle backgrounds? Cause I was looking at those the other day, and it looks exactly like the pattern in the crystalline battle background...

Anyway, I implemented the selection wheel! It's not grey, but that's just because of the flickering it caused.
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.
FinaleTI
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Last Login: 03 May, 2013, 16:35:01
Date Registered: 04 June, 2010, 00:34:27
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« Reply #81 on: 24 December, 2010, 02:56:16 »
0

Sorry if this is a double post, but oh well. It's for a project update, so yeah.

I got a few animations and the beginnings of the battle engine worked on, so here's a screenie for ya.


* Sky Battle Reboot.gif (385.08 KB, 192x128 - viewed 163 times.)
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.
Ashbad
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« Reply #82 on: 24 December, 2010, 03:01:12 »
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Looks really nice!  Keep up the good work! Cheesy
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FinaleTI
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« Reply #83 on: 24 December, 2010, 03:18:15 »
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Thanks. 4 level grey in Hybrid BASIC can take a lot of code reshuffling, so it isn't always very fun.
But I have to say, since I finished the map engine, Sky's Story has actually been a fairly enjoyable experience.
Oh, and world map. Grin


* Sky's Story World Map Demo.bmp (18.05 KB, 96x64 - viewed 142 times.)
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.
Ashbad
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« Reply #84 on: 24 December, 2010, 03:41:02 »
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oh, that looks really nice.  And by hybrid basic, you mean many compiled programs in axe that are accessed in BASIC?

Like what DJ is famous for in games like RoL3?
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FinaleTI
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« Reply #85 on: 24 December, 2010, 03:50:59 »
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No, this is like Reuben Quest. The only ASM programs it uses are DCS7 and an Axe program I made to decompress matrices from binary strings. The greyscale is created by XOR'ing sprites reaaaally fast. That's why it can require so much code shuffling.
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.)
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*
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Gender: Male
Last Login: Today at 18:03:25
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50227


Total Post Ratings: +2615

View Profile WWW
« Reply #86 on: 26 December, 2010, 23:01:48 »
0

I wondered where that menu style came from...
And also, if I remember correctly, was the first boss (the one in the Dark Ruins protecting the gate switch) taken from one of the NES FF3's battle backgrounds? Cause I was looking at those the other day, and it looks exactly like the pattern in the crystalline battle background...

Anyway, I implemented the selection wheel! It's not grey, but that's just because of the flickering it caused.
Indeed. I liked the texture and one part seemed like it would look cool for a boss. Also Reuben sprite is a modified Onion/Omnikid sprite. A lot of the enemies are from FF1, 2 and 3, Dragon Warrior, Metroid and Lufia.

Also Ashbad, one thing to note is that Reuben used several ASM libs. Back then, xLIB APP didn't exist so it used a 8xp version that only did sprite/tilemapping, Omnicalc to do the grayscale (much larger/slower than xLIB) and a few other libs to do what xLIB 0.1a and Omnicalc didn't do. (such as inverted text)
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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« Reply #87 on: 28 November, 2011, 06:32:08 »
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Thats ind of funny because I speak japanese and Kurai means dark and HIkari means light, You just lost the game
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« Reply #88 on: 29 November, 2011, 10:20:13 »
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Just FYI, the last post date on this was about a year ago. Take care to avoid bumping old/dead threads. I'm not really sure what the case is with this particular game though.
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FinaleTI
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« Reply #89 on: 29 November, 2011, 13:01:58 »
+1

Thats ind of funny because I speak japanese and Kurai means dark and HIkari means light, You just lost the game
That's precisely why I picked those names. Wink

I haven't really touched this in a while. I'll probably be more inclined to pick it up once I get a Nostalgia beta out. I do plan on finishing it, I just don't know when.

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.
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