Author Topic: Escheron: Shadow over Ragnoth  (Read 160632 times)

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Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #510 on: January 11, 2011, 10:28:02 am »
Very, very impressive!
Keep up the amazing work Iambian!
/e

Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #511 on: January 11, 2011, 05:15:41 pm »
Looks wonderful!  Excellently done. :D
Oh, by the way, "until" only has one 'l'. :) (I :love: Firefox's spell check. ;D )

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #512 on: January 12, 2011, 11:53:36 pm »
Maybe it's the spelling for ancient english?
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #513 on: January 13, 2011, 08:34:35 pm »
I suppose I'll keep using the old topic for updates that aren't related to the overall progress of E:SoR...

I was playing around with some of the screen effects. This one is what happens when I hold the screen inverse for two cycles instead of one (lightning effect):

I was also playing around with an almost constant monochrome filter. The results of that experiment is here:

All of these images are best viewed in Firefox or Opera, since they're high-framerate .gif files.
« Last Edit: January 13, 2011, 08:34:49 pm by Iambian »
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Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #514 on: January 13, 2011, 09:31:58 pm »
I like the first one the most, but the other one is pretty cool, you can see it flash between greyscale and monochrome if you watch closely :P
/e

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #515 on: January 16, 2011, 03:20:55 pm »
Nice. ALso the monochrome filter might actually be cool for people who seem to hate grayscale games for some reasons or have a terrible LCD driver that causes any grayscale to look horrible no matter what.
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #516 on: January 29, 2011, 01:37:06 am »
Heheh. I'll be bouncing around between this topic and the new topic, I suppose.

With that, I'm announcing that the progress is ... well. Slow? I hadn't realized how complicated I made the inventory menu, but I'm sticking with that complexity because it was "good." I'm also making sure it makes more sense. So no being able to scroll through tons of empty space, not knowing exactly where you are. That omission in design is being fixed. Once I get the thing up and going the way I want to, I'll also consider adding in additional graphical niceness. What I'm thinking is moving the menu items in half-character increments to show a better "scroll".
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Re: Escheron: Shadow over Ragnoth
« Reply #517 on: January 29, 2011, 02:45:36 am »
Well I guess this topic can be good too because it has a large amount of views so it shows in the board stats :P (top 10 views). Sorry to hear about the menu. I hope you don't have too many rewrites to do in the future. X.x
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Offline Ti-DkS

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Re: Escheron: Shadow over Ragnoth
« Reply #518 on: January 29, 2011, 08:21:15 am »
Very impressive work  :o !! You done a great job :D, this game is beautiful !

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Re: Escheron: Shadow over Ragnoth
« Reply #519 on: January 29, 2011, 12:26:14 pm »
Maybe you can have an option to play in GS or BW...

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Re: Escheron: Shadow over Ragnoth
« Reply #520 on: January 30, 2011, 11:55:25 pm »
Yeah it could be good for those who absolutely despise grayscale (although I don't get why ppl hate GS so much if it looks great on every calc)
« Last Edit: January 30, 2011, 11:56:01 pm by DJ Omnimaga »
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Re: Escheron: Shadow over Ragnoth
« Reply #521 on: January 31, 2011, 04:03:56 pm »
If it came down to being faster (like on a 83+, I would like it to be BW but on my 83+SE GS would be fine)

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #522 on: January 31, 2011, 04:05:25 pm »
Choosing to play the game in B/W will take a fair bit more work than what I've already shown. Going that route would require me to write a separate tile mapper for that option, but it shouldn't be too hard, since doing B/W will be much simpler and I wouldn't have to worry about grayscale quality at that point. It won't be purely B/W, since some of the layering effects would call for grayscale layering effects, which will be evident when they happen (also see the flashing effect in the "B/W" screenshot far above).

I just don't think the game would be very enjoyable in B/W, but I do respect that sort of option, now that I've got a proof of concept showing that it's indeed possible to do just that.

EDIT: When I get the 4LVGS Escheron: Shadow over Ragnoth done, I might just work on a B/W version that is compatible with the good ol' fashioned TI-83+ calculators. It shouldn't be *too* hard since all that would really call for is a reworking of the graphical assets. Since I have the source, all it would be is time consuming.

EDIT2: Urk. Now I realized something. I'd have to rework much of RAM to make it *really* compatible. Gotta have all your RAM free for this to work. That shouldn't be too hard if that's the case. Just collapse the rest of RAM into the $8000-$BFFF area and keep treating that stick of RAM that I have free'd up as the "extra page". See? I'm already thinking about how this is going to be made possible :)

EDIT3: And now... back to the inventory system. While I'm thinking about that, doing menus using a simple B/W overlay wouldn't take too much away from that.
« Last Edit: January 31, 2011, 04:12:19 pm by Iambian »
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Re: Escheron: Shadow over Ragnoth
« Reply #523 on: January 31, 2011, 04:17:07 pm »
Inside the mind of a serial killer...I mean genius :P

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #524 on: February 01, 2011, 12:20:48 am »
A 83+ version might be cool. Hopefully graphic conversion isn't too hard. For now I think the focus should be on the GS version, though. Good luck whatever you decide. :)
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