Author Topic: "Escheron: Twilight over Ragnoth" — progress updates and discussion  (Read 33488 times)

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Offline 123outerme

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #195 on: August 18, 2017, 09:42:06 pm »
I would be lieing if i said we have gotten distracted by other projects over the last few months. And motivation to return to this, At least onmy end is rather low. That being said. We left off re-implementing the battle system.

That's ok, it happens to the best of us (everyone knows I got majorly sidetracked porting Sorcery Monochrome). If as a tester, you need my help, I'd be absolutely ready to test.

Offline coops

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #196 on: August 22, 2017, 02:53:48 pm »
I hope this pulls through. It really looks like an awesome game, it would definitely be the best out there once it's released (Ruben would be a close 2nd ;) ). I pretty much only come here to see if there's any progress on this and to see if there's any more of Spencer's Zelda builds :P

Offline E37

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #197 on: August 25, 2017, 07:16:49 pm »
I would be happy to help in any way I can!
I have plenty of time (and multiple calcs) to test with and I am fluent enough with assembler to help with little routines if you need any.
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Offline Iambian

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #198 on: August 25, 2017, 07:47:14 pm »
I kinda sorta maybe fell in love with C and developing on the CE so I'm thinking about just dropping the b/w version and working on a color edition. It's just much easier trying to code something that way. If anyone else wants to pick up the rebuild from where I left off, I'll be happy to provide support, but until I find my love for z80 and overly-overengineered script systems again, I'm not sure I'll pick this up again.

It would be nice programming on a device where I don't have to worry so much about memory or paging. Or making up languages to keep size down.
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Offline Geekboy1011

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #199 on: August 25, 2017, 07:54:01 pm »
I kinda sorta maybe fell in love with C and developing on the CE so I'm thinking about just dropping the b/w version and working on a color edition. It's just much easier trying to code something that way. If anyone else wants to pick up the rebuild from where I left off, I'll be happy to provide support, but until I find my love for z80 and overly-overengineered script systems again, I'm not sure I'll pick this up again.

It would be nice programming on a device where I don't have to worry so much about memory or paging. Or making up languages to keep size down.

And I may or may not be strongly suggesting/backing this. The development cycle is much nicer and one EZ80-LLVM is done and we can use c++ the whole thing will fall into place much much faster with much less headaches. Easier to add in cut scenes and such. Really just more likely to be finished >.>


Offline Art_of_camelot

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #200 on: August 25, 2017, 09:56:39 pm »
It's a bit of a shame about the b&w version, but it is what it is I guess. I'll be happy to see it completed regardless of what form it may take.

Offline SpiroH

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #201 on: August 27, 2017, 10:33:46 am »
I kinda sorta maybe fell in love with C and developing on the CE so I'm thinking about just dropping the b/w version and working on a color edition. It's just much easier trying to code something that way. If anyone else wants to pick up the rebuild from where I left off, I'll be happy to provide support, but until I find my love for z80 and overly-overengineered script systems again, I'm not sure I'll pick this up again.

It would be nice programming on a device where I don't have to worry so much about memory or paging. Or making up languages to keep size down.

And I may or may not be strongly suggesting/backing this. The development cycle is much nicer and one EZ80-LLVM is done and we can use c++ the whole thing will fall into place much much faster with much less headaches. Easier to add in cut scenes and such. Really just more likely to be finished >.>
Hi Guys,

This is none of my business, nevertheless nice guys always deserve a polite comment. I did some assembly (ASM) coding for quite a number of years, but that was a longtime ago. Nowadays, i eventually use it only for very tiny bits of the program, because it remains the only savvy way to optimize speed.

IMO, C language is, by today's standards, the lowest you can get in terms of a high level language abstraction. However, it's a fact that is far more productive than ASM. Humans beings, thanks God, use a higher level of abstraction than the stupid and poor RISC machines (simple robots). Also, compilers can do a beautiful job at optimizing the generated code, unlike some years ago. And last but not least, now you have plenty of memory. Envision that as a very large field to plant trees. You'll never be able fill it up.

So yeah, i agree with you both, wise decision! Time now to reverse compile from ASM to C :P.

Offline coops

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Re: "Escheron: Twilight over Ragnoth" — progress updates and discussion
« Reply #202 on: August 29, 2017, 11:36:51 am »
Quote
I kinda sorta maybe fell in love with C and developing on the CE so I'm thinking about just dropping the b/w version and working on a color edition. It's just much easier trying to code something that way. If anyone else wants to pick up the rebuild from where I left off, I'll be happy to provide support, but until I find my love for z80 and overly-overengineered script systems again, I'm not sure I'll pick this up again.

It would be nice programming on a device where I don't have to worry so much about memory or paging. Or making up languages to keep size down.

Aww...sad :( I was looking forward to an awesome TI 84 game! I don't think there's much if any game development for the 83+/84+ now.

But you gotta do what you gotta do. From the little bit I looked over in ASM I totally understand how it's just too much work to get such little out of it.