Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: Juju on November 14, 2012, 02:06:42 pm

Title: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 14, 2012, 02:06:42 pm
So yeah, I might try my hand at the Cemetech contest in the computer category. Porting Reuben Quest might be interesting, but it requires some sort of twist, so I'll incorporate some 3D stuff such as Mode 7 or raytracing (dunno which one yet). That will be interesting :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: aeTIos on November 14, 2012, 02:07:29 pm
Sounds cool. But, make it for linux too.

also, will it blend?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 14, 2012, 02:09:28 pm
If you make it Mode 7 it might look weird, though, even the world map, because it was not designed to be mode 7 D:. That's unless of course you decided to completely revamp the outdoor map to become an overworld map, and still kept the mountain part and the first dungeon entrance as regular maps, though. Maybe some 3D remake?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 14, 2012, 02:22:11 pm
Yeah, that sounds pretty good. Outdoor = overworld with 3Dish mode 7 stuff, indoor = regular maps (top-view or raytraced), pretty much like Final Fantasy VI. Unless I decide to remake everything in shiny nice 3D.

Or it might also be one of the Illusiat, depends which game will be better for the type of view I wanna make.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 14, 2012, 04:10:53 pm
The issue, though, is that the game doesn't even have an overworld/world map/main map at all lol. Once you exit a dungeon, you pretty much immediately land into another area, unlike FF where you arrive on some sort of flat map.

Or you could do it 3D with old skool graphics like Minecraft (well... maybe higher res lol)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Yeong on November 14, 2012, 04:36:33 pm
Or you could do something that lufia gba did.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 14, 2012, 05:08:32 pm
What did they do? ???
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Yeong on November 14, 2012, 05:20:40 pm
 one static background with world map markers
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 14, 2012, 05:53:29 pm
Oh that. I tend to not like that type of world map for RPGs. It makes the game look too much like a series of stages/missions rather than a full adventure.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 27, 2012, 01:15:28 am
(http://img.removedfromgame.com/imgs/reubenhdplaceholders.png)

First screen of the game, everything are still placeholders (overworld map badly ripped from the original game while the character is taken from another project), but I have a character moving on the screen and the map scrolling with it!
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: aeTIos on November 27, 2012, 04:14:22 am
\o/ cool :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 27, 2012, 02:51:03 pm
Make sure to have the character fit in those doors and cavern entrances lol. Also nice to see you got a spriter. If you need some extra ones I can also give you some sprite sheets from ROL0.

For the maps, will you re-use the Reuben battle sprites? I wish I still had the 4-directional colorized one from 2006 so that shading could be added to it or something. It would have been more true to Reuben Quest.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 27, 2012, 04:56:52 pm
Yeah, Ashbad kindly accepted to be my spriter and pixel artist, I might still look at the ROL0 spritesheets though.

My current idea is to take the old, original sprites (and/or the ROL0 sprites too) and colorize and/or awesomize them to 16x16 (scaled 2x) or even 32x32, but it's up to Ashbad.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on November 27, 2012, 05:13:40 pm
looking nice! Are the number is the top left corner the position of the character?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 27, 2012, 05:38:37 pm
Yup. And thanks ^_^

Also note you can follow the development on my blog: http://blog.juju2143.ca/
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on November 30, 2012, 12:02:29 am
I hope you still post updates here (and Cemetech), not just your blog, though <.<
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on November 30, 2012, 08:10:12 am
No you'll still see updates here. My blog has more technical babble.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on December 15, 2012, 07:21:34 pm
Hey... is it possible to have me beta test? ;D

Also... NECROPOST! :w00t:
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: stevon8ter on December 15, 2012, 08:05:13 pm
Necroposts aren't to be proud about...
And this isn't a necropost since it's only 16 days (or is necropost 14days?)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 15, 2012, 09:04:35 pm
Necropost is more like 6 months or so, or 1-6 months when the reply is totally unecessarily bumping the topic (eg if someone replies "I agree" to an help topic where the last post was months ago and the guy asking help already got answered)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on December 15, 2012, 09:15:07 pm
I thought necroposts were 14 days...

sorry... I still want beta on Reuben Quest HD.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 15, 2012, 09:58:50 pm
You'll get one when I get one ready and if it's not in the rules to not release anything before the deadline.

Also fun fact: a little part of the first map was made at the University of Québec at Rimouski. (Also that's why I don't post a lot lately I'm spending the weekend at my friend's at Rimouski, which is about 300 km from home.)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 15, 2012, 10:00:32 pm
Wait your trip there was school-related? /me hopes it doesn't mean that juju plans to move there to study (unless he intends to study at the other UQAR near my home)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 15, 2012, 10:07:02 pm
Not at all, my friend invited me and my mom (we all studied at the same college) to a seminar he's giving at his university and I spent the whole Friday and Saturday there.

And yeah there a University of Québec at Rimouski at Lévis lol.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 15, 2012, 10:24:04 pm
if it'll be linux-compatible i would like to beta-test too :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 15, 2012, 10:38:59 pm
It will be Linux-compatible. Actually, Win/Mac/Linux.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 15, 2012, 10:39:27 pm
who cares about mac?/me runs
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on December 16, 2012, 03:08:48 pm
/me agrees with Sorunome
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 16, 2012, 03:35:21 pm
/me agrees

~Signed, proud iMac owner
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on December 16, 2012, 06:45:07 pm
WAIT!? Does that mean the iMac owner would rather have a PC?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 17, 2012, 06:21:34 pm
I already have several PCs. With Linux on them. (Also let's not get into off-topic OS fights...)

Anyway, it will be compatible with anything that can run LÖVE (http://love2d.org).
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 17, 2012, 07:42:05 pm
You'r so lazy to make use a already existing engine above of programming one on your own? :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 17, 2012, 08:25:14 pm
Actually it's kinda like using Axe or something.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 18, 2012, 07:31:32 pm
Oh, ok, your not lazy anymore ^^
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 23, 2012, 12:48:00 am
Update! A pause menu? Yay. Otherwise I'm (hopefully) back from my lack-of-a-working-computer hiatus. I did a hard drive transplant on my laptop and I'm (hopefully) getting super high-speed Internet tomorrow. (Unless my mom postpones it again because cleaning not done.)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 23, 2012, 12:48:58 am
wow, cool!
And are you getting fibre?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 23, 2012, 12:52:20 am
Heck yeah.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 23, 2012, 12:52:32 am
Lol I do hope she doesn't cancel your internet or something due to that (although of course cleaning needs to be done at one point :P). You are already past 18 now (21), although I guess if she pays for it entirely maybe she has full control (in my case I paid almost all of it near the end and when my mom cancelled it I immediately started preparing to move out)

Anyway glad to see this is still alive. I hope you make it in time for the contest deadline :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 23, 2012, 12:56:48 am
Heck yeah.
epic/me wants
/me goes to your house and steals
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 23, 2012, 01:21:03 pm
Moar updates!

The Internets gets postponed again. not because of my mom this time, but because of the ISP! The tech actually went checking in my house, but he apparently left without beginning the job in the first place because of some weird reason. Calling the customer service only left us even more confused.

Anyway, some confirmations: the graphics will be 16-color-palette Final Fantasy style. And I'll leave you with a title screen placeholder I just made.

(http://files.julosoft.net/reubenquesttitlebeta.png)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 23, 2012, 03:42:39 pm
I like the font, good work :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 23, 2012, 11:00:57 pm
Glad you like. That's actually the font from Final Fantasy.

Also pause screen update. As you can see, I used that spritesheet with better grayscale and it works perfectly on Linux.

(http://24.media.tumblr.com/e66e4e489c9ce59e4dcc47be5a7d8d52/tumblr_mfieg9v92H1r2qetno2_1280.png)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 23, 2012, 11:24:46 pm
Looks nice. I wonder if you could get in trouble for using FF fonts (without modifying them) or if Square made them public domain?

Also lol I hope this isn't the final title screen :P (not that it's bad, but it would be nice if it remained true to the originals). What is the game resolution? Since it's 16 color palette like the NES, would 256x224 be nice? (320x240 with a black frame to make it look like 256x224 or 640x480 scaled up 2x no filtering)

And you should really switch to a different company. Bell is terrible (although Videotron service is only good if they do not send third party workers, and their phone service is slow sometimes)

Also you should change EPS to EPS/Omnimaga. It stopped existing since late 2005 and since then, all EPS releases by me were re-attributed to Omnimaga. Maybe

(c) 2004, EPS & Omnimaga
(c) 2013, Omnimaga
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 23, 2012, 11:41:19 pm
It isn't the final title screen, the final one will prolly have more graphics like the original. The font I got said something about being commercial-friendly though, but as I said, this most likely won't be used in final title.

The resolution is already 256x224 scaled up 2x with linear interpolation (that is, no filtering).

And yeah, Bell's customer service is total shit, we're considering switching.

And what about (c) 2004, 2013 Omnimaga to make it a one-liner.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 23, 2012, 11:43:19 pm
Ok thanks for the info. Hopefully you can use a similar font, since it looks similar to calc ones. And yeah the copyright you suggest seems fine.

Also if you go for a 8 bit NES style game, you might have to get rid of transparency for the menu, since it won't look consistent if used (NES didn't support translucency). Eg something like this (except with higher res tiles lol):

Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 24, 2012, 12:05:01 am
This isn't final either, I will probably add some gradients as a background instead of the transparency.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 24, 2012, 12:05:50 am
You might want to make the overall game more 16 bits SNES/Sega Genesis style then :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 24, 2012, 12:11:34 am
Yeah, I was more shooting for a 16-bit style. For the tiles, I said a 16-color palette because we don't really need more I think. Well, it's Ashbad's part, it's what he told me, I guess he knows what he's doing. You can do pretty awesome stuff with only 16 colors.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 24, 2012, 12:12:43 am
Does he mean 16 colors for the entire palette or 16 colors per tile? O.O
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 24, 2012, 12:15:04 am
16 colors for the entire palette.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 24, 2012, 12:17:38 am
Hmm I hope that isn't too limited lol, especially with how large the main map is (it has gray tiles, green ones, blue ish ones and perhaps dirt/beige colored ones for the mountain, unless you decide to make it with vegetation/grass. And of course the lava cave which might be more red and the final dungeon purple-ish for the walls/floor.

And here are the title logos from the readmes adapted for the game (could be changed of course):

Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 27, 2012, 06:33:26 pm
Soon in Reuben updates: Grass and music!

Else I got NPCs working correctly and I began the battle engine.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 27, 2012, 06:37:38 pm
Sounding awesome! And the screens are looking nice DJ! :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 27, 2012, 06:51:06 pm
Glad to hear. I wonder how the music will sound like :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 27, 2012, 07:13:47 pm
One of my brony friends offered to make music for me, he's learning FamiTracker, so the music will mostly sound like a NES.
Title: Re: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 27, 2012, 07:58:20 pm
As long as the game doesn't introduce ponies as new monsters :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 28, 2012, 03:07:03 pm
One of my brony friends offered to make music for me, he's learning FamiTracker, so the music will mostly sound like a NES.
NES music is awesome :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on December 28, 2012, 09:04:36 pm
As long as the game doesn't introduce ponies as new monsters :P

Ponies FTW! What Are Your Talking About??? You messed with the wrong crowd of bronies!
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Yeong on December 28, 2012, 09:29:48 pm
As long as the game doesn't introduce ponies as new monsters :P

Ponies FTW! What Are Your Talking About??? You messed with the wrong crowd of bronies!
then would you like to KILL ponies in battle? :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 28, 2012, 10:32:33 pm
Yeah true. Ponies must not be killed D: (well, at least not in big numbers. Illusiat 13 had unicorns and uniporns, but in only one dungeon and one was actually a boss :P)

Also I meant that I would hate if the only game music was merely remixes/covers of MLP, since it would be weird to use music from another show for a different game :P

You could possibly instead do remixes of TotKotM, AKoO and Super Star Hero.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 28, 2012, 10:47:06 pm
Well, there will be no ponies or pony music. (You might want to look for Derpy, but she'll be very hidden.)

Anyway, the music that was composed so far sounds pretty great.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 28, 2012, 10:50:27 pm
Cool to hear. WIll there be some faster Megaman-like songs for battles and some dungeons?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 28, 2012, 10:51:55 pm
That is to be expected. Slow songs, fast ones, stuff like that.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 28, 2012, 10:53:51 pm
Ok cool to hear. :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 28, 2012, 11:59:36 pm
EPIC! DERPY!!!!!!! WILL SO PLAY IT :party:
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Nick on December 29, 2012, 06:07:24 am
Is there somewhere some kind of screenie available? Because I would like to see the progress you've made
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on December 29, 2012, 12:26:58 pm
Glad you like. That's actually the font from Final Fantasy.

Also pause screen update. As you can see, I used that spritesheet with better grayscale and it works perfectly on Linux.

(http://24.media.tumblr.com/e66e4e489c9ce59e4dcc47be5a7d8d52/tumblr_mfieg9v92H1r2qetno2_1280.png)
(http://img.removedfromgame.com/imgs/reubenhdplaceholders.png)

First screen of the game, everything are still placeholders (overworld map badly ripped from the original game while the character is taken from another project), but I have a character moving on the screen and the map scrolling with it!
But I think that juju is making color sprites.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 29, 2012, 01:52:32 pm
There will indeed be color sprites, but I think you have to wait until next week or something. Or next year, same thing :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 29, 2012, 01:57:56 pm
I think even the menu was a placeholder, since it barely includes anything (such as items which are missing, and yes in Reuben all you can do in the menu is use items :P) and it's not gonna be transparent due to the NES limitations. There was a colorized version of what it could look like, but sprites would be much different:

(http://img.removedfromgame.com/imgs/tumblr_mfieg9v92H1r2qetno2_1280.png)

Menu uses 5 colors, Reuben 4 extra colors, which leaves 7 extra colors to design the map tiles (although they can also use non-changing colors from the menu and Reuben). With removing the menu gradient, it makes 3 extra colors for maps.

I think even Reuben sprite is gonna be changed, although I hope it remains similar to the original and 16x16 so it doesn't look like a 16x32 guy is trying to sneak in through a smaller door :P. I mean, Reuben Quest is in no way related to The Hobbit/LOTR :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on December 29, 2012, 02:06:06 pm
Reuben will probably be redone in the same style as the current placeholder character sprite. For the menus, I'm also testing with a similar gradient.

(Also note it's cleaning time today (again -_-) and I'm gonna get a nice 60 Mbps internet next Friday. I have some stuff to do before that such as installing my new TV in my room. Can't even wait.)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on December 29, 2012, 02:10:10 pm
Yeah but isn't the current sprite 16x32 or something? You would probably need to redo entrances so doors takes two tiles of space in height. But again that might not be that hard due to how high walls are already, except maybe the final dungeon where it might look weird to see a door taller than walls.

And I hope your internet installing won't get cancelled again, otherwise I'll be at loss of words. >.<  (unless you're really doing something wrong like not being home or sleeping everytime the technician comes or constantly telling the company to postpone the day where they can come)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 12, 2013, 01:54:33 am


Replace Squid Girl with Reuben and the japanese text with english story and credits and you have the intro for Reuben Quest. I wonder whether scrolling the text in the sky behind the horizon or just making the text appear/disappear like in the video would be better.

Other than that, particle generators showing up while attacking, making the enemy lose HP and leveling up works. I'm also trying out GLSL shaders for nice water effects and maybe also pre-battle transitions.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 12, 2013, 05:26:44 pm
Does the contest allow re-using pre-made/copyrighted intros and animations? You might want to try to mimic something like this but custom made or using 8 or 16 bit sprites.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 12, 2013, 05:29:02 pm
Probably. Actually, I'm doing it from scratch, so it will only look like a reference to Ika Musume.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 16, 2013, 07:20:35 pm
Ah ok. It should be fine then. Any updates btw? (Since the contest ends in a few days)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 16, 2013, 08:20:03 pm
Updates pretty much everywhere, GLSL and particle effects in battles and other fun stuff.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on January 16, 2013, 08:24:50 pm
Sounds awesome! I so want to play it :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 16, 2013, 11:18:12 pm
Will there be new screenshots soon? :)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 17, 2013, 12:46:51 am
Yup. Maybe even a demo?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 17, 2013, 02:02:47 am
Depends if Cemetech allows it :P. SOme years I think downloads were only allowed once the judging was done, then it was up to the authors if they wanted to publish their work or not..
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on January 17, 2013, 10:09:19 am
/me wants a demo!!!

DJ: I must ask: How did you program in xLib like you did in the original? With greyscale and sprites and such?

Since I'm an AXE programmer, it seems that any sort of basic can't do that.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on January 17, 2013, 05:39:49 pm
/me wants demo too

And here is how pimathbrainiac:
http://tibasicdev.wikidot.com/xlib-greyscale
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on January 17, 2013, 06:05:12 pm
Cool! BTW, I'm trying to learn 8x ASM
Title: Re: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 17, 2013, 06:12:23 pm
I didn't use the xLIB flash app but rather Omnicalc, but I just load the same tilemap in 2 different pics but the 2nd only including the gray (in black). Then after displaying the first tilemap (where the black and a checkerboard version of the gray areas) I quickly invert (XOR) the checkerboard stuff with the 2nd tilemap copy (basically by recalling it after almosst every BASIC command so there's as less flicker as possible.)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on January 17, 2013, 06:12:50 pm
The theory behind it is still the same :P
Title: Re: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 17, 2013, 06:41:52 pm
Except how with Omnicalc there's no pic command so you have to display a 96x62 sprite instead and sprite sheets need to be in RAM x.x (Also my Omnicalc grayscale tutorial here http://www.omnimaga.org/index.php?action=downloads;sa=view;down=166 )
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 21, 2013, 02:40:47 pm
The game is ready for a demo release, I sent it to the contest. I would like to have some betatesters though.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: pimathbrainiac on January 21, 2013, 03:44:40 pm
Juju, I had to get off last night before you sent the copy with the bugfix. I can haz?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 21, 2013, 03:47:24 pm
Sure.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 21, 2013, 08:27:22 pm
How far into development is it for the contest? Eg are all attacks done and stuff? Is there a battle menu? Has the guy who was supposed to make sprites given any signs of life?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on January 21, 2013, 09:11:47 pm
The game is ready for a demo release, I sent it to the contest. I would like to have some betatesters though.
Here, here, over here!/me waves at juju
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 22, 2013, 12:34:47 am
Here's a demo ^_^

http://juju2143.ca/ReubenQuest-0.0.1a3.love
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 22, 2013, 01:35:08 am
EDIT: Nvm I got the menu to open fine with Esc. Looks nice, although the final version will obviously need more attacks and stuff :P

EDIT Also this was as close to calc Reuben as I could get the char in Charas.Ex. (see attachment). As for the tiles I have it doesn't seem like it would work well with a game like Reuben. It would need heavy map overhaul D:
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Nick on January 22, 2013, 08:29:18 am
Here's a demo ^_^

http://juju2143.ca/ReubenQuest-0.0.1a3.love

Very nice, bbut i have some sugestions:
 - Make the intro text appear a little longer, I can read it, but some parts are hard to finish within the fade-time
 - Make the general intro shorter, maybe make a list of thanks-to people instead of making them appear one by one

and that's probably just not implemented yet, but when I go over that triangle (I guess it's ice) it says "you need fire to melt ice", but I can just walk through.
and is there a how-to guide somewhere in the game? i can't really figure out what I have to do (I never played the original Reuben Quest)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 22, 2013, 12:23:45 pm
In the original game, you cannot open the gate to the house north-west nor melt the ice north-east of the map right away, but in this demo you can walk through.

There is a final boss in the ruins in the building south-west of the map. Actually it's only the first boss, but in this demo it's also the last one too for now.

So that's it for the walkthrough.

Unrelated edit: I don't have any computer science courses this semester, but a teacher was nice enough to activate me a Xbox 360 developer account :)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: TIfanx1999 on January 22, 2013, 01:20:51 pm
Ok, so I agree with Nick, some of the intro text needs to be slowed down. I can fight in battles, run, and use magic, but no menu shows up? (good thing i know the keys from the calc version). Walking speed should be increased IMO, it seems a bit slow at the moment. Also, is Ashbad still doing graphics for you? Have they just not been added in yet?
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 22, 2013, 01:25:19 pm
The graphics has not been added yet. Also there's a readme if you open the .love with a zip decompressor.

So yeah, hardly anything is perfect, if not nothing at all. The walking speed and the intro text should indeed be tweaked.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: TIfanx1999 on January 22, 2013, 01:27:11 pm
Ahh, okay. :) I'll check the read me as well. :)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on January 23, 2013, 07:40:45 pm
mhmm, when i do love /path/to/file.love i only get a black window but the title is correct D:
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 23, 2013, 11:09:03 pm
Odd. Maybe some stuff isn't supported by your graphic card.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on January 24, 2013, 12:19:04 am
Do you plan to use my Reuben sprites? :P
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on January 24, 2013, 12:35:13 pm
Yes, of course.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on May 05, 2014, 02:14:32 am
Holy necropost batman I updated this project. (https://github.com/juju2143/reubenquest/commit/ec1ccb61168b9cd08b1f14b973d9541ce0fb536d)

Also in case people have a hard time running it you need LÖVE (http://love2d.org) and you have to unzip the zip file you download with the download zip feature and drag the folder on love.exe.

EDIT: Since I made links to other repos instead of copying them in my repo like I did before the Download ZIP feature is just broken unless you download the AdvTiledLoader folder manually and separately. In short if you wanna test and you don't want to download git I'll just package it for you.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on May 05, 2014, 02:28:14 am
What's with the large character vs small tileset? O.O
(http://img.ourl.ca/reubenhd-1.png)


Also you still have the grayscale enemies :P


Looks nice so far, though :)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Juju on May 05, 2014, 02:35:35 am
Yeah that's the next thing I'll have to fix. I moved from x2 tiles to original-sized tiles which messed up everything.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Streetwalrus on May 05, 2014, 03:26:14 am
What's kinda weird is that you can see a lot more of the map than on the on calc version or any RPG for that matter.
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Sorunome on May 05, 2014, 09:43:21 am
What's kinda weird is that you can see a lot more of the map than on the on calc version or any RPG for that matter.
This


Also, nice to see a update :D
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: DJ Omnimaga on May 05, 2014, 12:02:31 pm
Yeah normally you just can see around 20x15 tiles at once. I think he just setup his game to be 512x448, but the tiles are 16x16 instead of 32x32. If I would make an HP Prime version and I didn't want to redo all tiles from scratch, I would probably use 160x120. Else it reminds me a bit of RPG Maker 95. :P

For reference, this is how it looks like from the CSE demo thing (tilemapper mostly coded by tr1p1ea)

(http://img.ourl.ca/1398787731.gif)
Title: Re: [Cemetech Contest #9] Reuben Quest HD
Post by: Streetwalrus on May 05, 2014, 01:07:08 pm
Oh nice, a scrolling map ! :D