Author Topic: Escheron: Shadow over Ragnoth  (Read 160949 times)

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Offline simplethinker

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Re: Escheron: Shadow over Ragnoth
« Reply #165 on: November 12, 2009, 04:39:26 pm »
It's looking better and better ;D

Could you have a "run" option that moves the two pixels instead of one?
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Offline megajake03

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Re: Escheron: Shadow over Ragnoth
« Reply #166 on: November 12, 2009, 05:39:51 pm »
I'm making the assumption that you're viewing the page using Firefox, or maybe Opera. IE and Google chrome will not show the animated .gif file at any framerate higher than 10fps (the ones attached are always shot at around 30fps).
That's why it seemed quite slow. :D
Same problem here :P
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #167 on: November 12, 2009, 06:09:55 pm »
darn so great, I love that glass floor style area.

Also, I usually make my screenshots at 9 fps instead of 27 (max setting in WabbitEmu), but that's because what I screenshot doesn't require much higher framerate.

I am surprised Chrome doesn't show animated gifs of this speed at higher than 10 fps, tho o.o. I always had the idea in head that Chrome was trying to compete with Opera and Firefox x.x.
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #168 on: November 23, 2009, 02:23:00 pm »
A system is being worked on to allow for saving and loading. Also, the main menu is being planned, but that will come after arranging the stats.

The save file on-calc is 529 bytes, but it will not count against the (now) required 3900 bytes of free RAM that the game asks for. It is arranged such that the file is swapped in and out of archive before the 3900 bytes are needed, so you can play the game with just that much RAM available. The requirements might actually be less but I didn't want to take chances at this stage. The requirements will be adjusted to exactly the size needed.

If everything goes the way I want it to, that will be done in the next few weeks. The next screenshot I'll have when that is done will demonstrate that.

EDIT: This needs to be done because the battle system relies on stuff that the status menus will generate, such as derived statistics (i.e. dmg, hit%,absorb, and evade). The save files will always remain archived unless the file is being read from or written to. This happens only on game start and game end. Any time in between or after that, it is archived. Since this game will go on the 83+SE/84+(SE) calcs, this should not pose much of a problem.
« Last Edit: November 23, 2009, 02:27:08 pm by Iambian »
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #169 on: November 23, 2009, 02:31:08 pm »
Interesting, how many save slots will there be btw?
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Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #170 on: November 23, 2009, 03:19:51 pm »
Yay!  I love saved games in archive!

You're talking weeks now.  If only that was how long till I got to play it. *sigh*

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #171 on: November 23, 2009, 11:23:35 pm »
Interesting, how many save slots will there be btw?
There will be two save slots. I wanted three, but the design documentation calls for two slots due to the size of the screen and what is to be represented there. You can always do something like use Celtic III to change the appvar to a program so you can back up its contents, put the appvar in a group, or send the appvar to the computer or another calc. A hassle, yeah, but there's no better way to share save files if you do the latter :P

Yay!  I love saved games in archive!

You're talking weeks now.  If only that was how long till I got to play it. *sigh*
Saved games in archive to not only keep the thing safe, but in the event that the game crashes at some random point, you've got a backup somewhere in FlashROM if you did not garbage collect yet. If you ever find yourself in that situation, http://www.ticalc.org/archives/files/fileinfo/411/41120.html can help with that.

As far as estimating in weeks, I'm actually overshooting this a little, but I also don't have a clue how difficult coding in the various parameters is going to be. I'm not even sure *where* the majority of the routines are going to go in the app. My hope is that it won't take more than a week, but I'm not sure.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #172 on: November 23, 2009, 11:42:18 pm »
As long as you finish this game ^^
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #173 on: November 26, 2009, 10:03:49 pm »
So...

I've implemented enough of the system to allow for loading and saving a game. I've attached a screenshot that demonstrates this in the following manner:

The game is started and you see "Loading..." shortly followed by the title screen and stuff you all know and love. Except this time around, when you select the "Continue" option, you are greeted to the load game menu instead of an apology regarding its absence. Selecting an empty file amounts to starting a new game, so you see the prologue. The prologue is sped up because no one likes waiting forever. Events were not made yet, so you get dumped next to the bed in some underground area. You walk around and exit the town, where the menu is opened (for the second time) to go and save the game. The game exits and then restarts shortly after with a noticeably longer load time. The demonstration there is that you can actually load the game from its previous spot.

tl;dr: Shot at 9fps, this screenshot cycles twice to demonstrate that it can load a previously saved game.

In those rather blank areas are supposed to go 16x16 portraits in the save/load menu and 32x32 portraits in the pause menu. Didn't get those in yet, as I consider them a lower priority than getting the thing to work at all.



If you have a keen eye, you can notice certain blemishes in the system. I can spot two in the screenshot.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #174 on: November 26, 2009, 11:18:11 pm »
wow very nice looking, as always :D
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Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #175 on: November 26, 2009, 11:22:02 pm »
Wow! I'm really impressed, once again you have blown my mind!
Wow! Really amazing graphics!

I can't seem to find the blemishes you are talking about.
/e

Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #176 on: November 27, 2009, 11:10:54 am »
Wow! Yet another great screenshot. This game will be awesome!

Offline JoeyBelgier

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Re: Escheron: Shadow over Ragnoth
« Reply #177 on: November 27, 2009, 11:29:33 am »
Omg, this is awesome O:
I love it ;D

Offline jsj795

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Re: Escheron: Shadow over Ragnoth
« Reply #178 on: November 27, 2009, 11:35:47 am »
This will be one of my favorites!!!!!!!!!!
looks soooo nice!


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Offline Builderboy

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Re: Escheron: Shadow over Ragnoth
« Reply #179 on: November 27, 2009, 12:14:25 pm »
I am becoming exploding from all the awesomeness that it extruding from that screenshot :O