Author Topic: Ash: Phoenix  (Read 106395 times)

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Offline FinaleTI

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Re: Ash: Phoenix
« Reply #105 on: November 14, 2010, 12:05:48 pm »
84000 tiles? :o That's definitely over 9000!

In Nostalgia, maps only have a handful of tiles. Actually only three different tiles, not counting objects or NPCs.


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Offline squidgetx

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Re: Ash: Phoenix
« Reply #106 on: November 14, 2010, 12:21:40 pm »
I count objects and NPCs in the 256 tile count :P, though I doubt I'll even be able to crank out 256 tiles :P (or 42kb of map)
« Last Edit: November 14, 2010, 12:22:18 pm by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #107 on: November 14, 2010, 08:02:04 pm »
updaaate!!~~~

-note: gray looks better on hardware :P

Warp tiles fully functional
NPC convos fully functional
First map tileset finished

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-Add some stuff to NPC system
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Space remaining in App: 1250 bytes
« Last Edit: November 14, 2010, 08:04:31 pm by squidgetx »

Offline yunhua98

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Re: Ash: Phoenix
« Reply #108 on: November 14, 2010, 08:06:24 pm »
that looks amazing!
actually, it looks kinda like E:SoR.  ;)

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Re: Ash: Phoenix
« Reply #109 on: November 14, 2010, 10:45:35 pm »
Nice!  It looks great. :)

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #110 on: November 15, 2010, 02:55:22 am »
Map sizes: I will have support for about 42kb of map. Can you say 84000 tiles? ;D
Tilesets: 256 unique tiles: 16 'themes'
Wow nice, what is the max size of one individual map?

Also, by 16 themes, I assume you mean half-byte tiles and palettes of 16 tiles, right?
updaaate!!~~~

-note: gray looks better on hardware :P
Looks great! Nice job so far!
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #111 on: November 15, 2010, 07:04:20 am »
Max size of an individual map is 100x100 right now, but I'm thinking about shrinking it to 50x50 and using whole bytes instead of nibbles...

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Re: Ash: Phoenix
« Reply #112 on: November 15, 2010, 11:56:16 am »
Ah ok, you are running out of tiles per map, right? :(
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #113 on: November 15, 2010, 02:12:48 pm »
Actually I am working fine (right now) with 16, but I think extending that would be helpful ;)
My main problem is size/speed issues with the walking engine :( (detailed further in the smoothscrolling tilemapper thread)

Offline Builderboy

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Re: Ash: Phoenix
« Reply #114 on: November 15, 2010, 02:16:38 pm »
you might want to try making it 48x48 or 64x64 or some other power of two to pull some more speed from it :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #115 on: November 15, 2010, 02:19:39 pm »
you ninja'd me across two threads :o

edit: actually maybe I'll make it 64x64 instead...

Offline Builderboy

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Re: Ash: Phoenix
« Reply #116 on: November 15, 2010, 02:29:13 pm »
Nice! Epic ninja :D

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #117 on: November 15, 2010, 08:10:33 pm »
I would also move the char by 2 pixels rate so the speed is similar to other RPGs.
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #118 on: November 15, 2010, 08:11:25 pm »
He is moving by 2] pxls rate :(

I need some epic optimization
« Last Edit: November 15, 2010, 08:13:52 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #119 on: November 15, 2010, 08:13:43 pm »
Weird, in the screenshot it seemed like 1 pixel ???à

I didn't look well, then. I guess 4 pixels, then. X.x
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