Author Topic: Escheron: Shadow over Ragnoth  (Read 161650 times)

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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #420 on: July 19, 2010, 06:07:44 pm »
Darn, so amazing o.o
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #421 on: July 20, 2010, 12:53:25 am »
It's been, like, a day. And the two remaining items on that list are done. Also got other stuff working nice-like.

Though it's not clearly shown, every shop (and inn) is named. Except the Goddess shrines. They're treated as shops (you gotta donate to get MP), but they've all got the same title. Since they're like statues and there isn't enough room for me to reasonably name its location along with the title I want for the thing.

If you want to know what the shrine shop thinger looks like, stop wondering. It looks just like the inn, except for some context-sensitive information. You want more MP? Just keep donating. Everyone gets a single charge per donation. And it's... only... 80GP. Magick ain't free :P

So, next up. The battle engine.
« Last Edit: July 20, 2010, 12:56:44 am by Iambian »
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #422 on: July 20, 2010, 12:56:40 am »
Glad to see new progress! I hope for the battle engine, you'll add some sample enemies or a boss relevant to the game story so I can compile the screenshots and make a Youtube vid like I planned for the past year :P
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Re: Escheron: Shadow over Ragnoth
« Reply #423 on: July 20, 2010, 12:57:15 am »
So, next up. The battle engine.

The bane of all my RPG projects. D=

Good luck, mate!
(And loving the screenshots)

I think this is easily my most anticipated game to see finished. Don't get me wrong, there are other great games in the works, but I've been following this one the longest and I just get more and more anxious to play it as time goes by.

Oh, and make sure there are plenty of secrets around. False walls, 'ultimate' equipment, etc.
I wanna make sure I can not only beat the game first, but race against the community to find everything else too. =)

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #424 on: July 28, 2010, 04:07:45 pm »
The code is sorta starting to come together. I've got a basic outline on how the processing will be done. I can (almost) have it output debug information consisting of who's turn is it at what point and information about their commands. If I can get that right, I can then start doing some real stuff like: A uses technique B on C and inflicts D damage. No, not exaclty, but you get the idea.
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Offline Raylin

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Re: Escheron: Shadow over Ragnoth
« Reply #425 on: July 28, 2010, 09:21:19 pm »
So, next up. The battle engine.

Always, always, ALWAYS tackle the battle engine first.
I can't tell you the countless times the battle engine has stabbed me in the foot.

Good luck, sir.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #426 on: July 29, 2010, 02:58:45 am »
I somehow always prefered to work on the in-game menu first, making sure all character stats display right, then put them to use in a battle engine. I tend to prefer working on these two things first, for some reasons. It depends of people , though.

I am glad E:SoR is still progressing. I'll be certain to make a video on Youtube when you post battle screenshots. I would recommend some 27 FPS screenshots
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #427 on: August 02, 2010, 02:53:31 pm »
Raylin is right.

Insanity ensues.
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Offline Hot_Dog

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Re: Escheron: Shadow over Ragnoth
« Reply #428 on: August 02, 2010, 08:43:38 pm »
Wow, I never thought the battle engines would be that hard to do...I'm glad that I decided not to write an RPG

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Re: Escheron: Shadow over Ragnoth
« Reply #429 on: August 04, 2010, 09:21:15 pm »
They're indeed hectic to code x.x

The reason why Illusiat 9, 10, 11 and 12 as well as ROL2 and Reuben Quest 2 battle engines were easier to code was because they reused many code from previous games
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Re: Escheron: Shadow over Ragnoth
« Reply #430 on: August 05, 2010, 09:51:31 am »
Battle engines are the hardest thing I've ever coded.  They may not look hard, but there are so many little details that must be perfect.  It's amazing. ;D

Good luck Iambian!
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #431 on: August 11, 2010, 06:22:29 pm »
Arghablabble.

That will be all.
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Offline TIfanx1999

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Re: Escheron: Shadow over Ragnoth
« Reply #432 on: August 11, 2010, 06:31:12 pm »
Lol, having issues with the battle engine?

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #433 on: August 15, 2010, 06:26:29 pm »
D:

I hope you don't have too many serious issues with the engine. Good luck Iambian D:
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #434 on: August 17, 2010, 02:19:37 pm »
The technical side of this announcement was already done on the Cemetech IRC chan, but I think it's best that you guys get in on what's going on in the world of Escheron.

I've decided to take a small break from the battle engine to work on another aspect of the project: Grayscale routines.

Now, while the current routines are fine and dandy, the code that holds the grayscale steady between tilemap updates is the only run of code that operates at 6MHz instead of 15MHz like the rest of the project. So the idea is to enhance the 6MHz code so it runs fine under 15MHz and does more stuff. What kind of stuff you ask?

In addition to just drawing the screen all grayscaley-like, it does the following:
(1) Apply grayscale layer swapping/shifting/rotating effects without affecting the buffer
(2) Accelerates the tilemapper by preshifting tiles if moving left or right.

While I'm diving into the grayscale routines, I'll spend time looking at the tilemapper routine as well. Maybe I can find some sort of optimization. Or correct some problems. Overall, this is gonna be good. I hope. And if you're worried about the battle engine, please don't. Too much. The screen effects will help cheapen the graphical stuffs that the thing needs to do. Like ... blinky stuff. You get what I mean. I think.
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