Author Topic: Escheron: Shadow over Ragnoth  (Read 160530 times)

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Offline TsukasaZX

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Re: Escheron: Shadow over Ragnoth
« Reply #150 on: November 07, 2009, 06:52:41 pm »
That is amazing, Iambian! :O
And do I spy some Zelda sprites in there? That totally looks like a Subrosia portal from Oracle of Seasons :P
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #151 on: November 09, 2009, 12:26:43 am »


This one demonstrates (briefly) moving water (of sorts), a transition effect (still in the works), and area titles corresponding to a select few warp points. I had only a few selected simply because no one really wants to be bombarded with messages when you already know where you are. These messages are supposed to be attached to the areas where you'll first enter the area, or when the reminder is a little more important.

Discuss (preferably the transition effect).
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #152 on: November 09, 2009, 12:31:04 am »
Ooooh awesome! I like it so far. I wonder if you could make the water move faster, though? Like 22x faster?

I always had trouble with area names in many of my RPGs that didn't have a world map before, because it was quite hard with my map engines sometimes to tell if I actually just moved to another map in the same area or if I completly moved to a new one.
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #153 on: November 09, 2009, 12:50:28 am »
Ooooh awesome! I like it so far. I wonder if you could make the water move faster, though? Like 22x faster?

I always had trouble with area names in many of my RPGs that didn't have a world map before, because it was quite hard with my map engines sometimes to tell if I actually just moved to another map in the same area or if I completly moved to a new one.

I originally decided against making the water too fast, but it can be sped up another 2 or 4 times. The current scroll ratio is once for every 8 game cycles, so that's not out of the question. (At least, I assume that's supposed to be 2x, not 22x. That would be ridiculously fast)

On the whole map names thing, the area names are in no way bound to the maps. They're actually bound to the warp point used to take the character to another place, be it another map, or another place on the map. You just need to ... *snicker*... start thinking with portals! :P
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #154 on: November 09, 2009, 01:05:43 am »
Woops, my mistake, I meant 2x, sorry XD

22x would be insane XD
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Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #155 on: November 09, 2009, 09:54:32 am »
This looks amazing!
I like the transition and the water.

Offline megajake03

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Re: Escheron: Shadow over Ragnoth
« Reply #156 on: November 09, 2009, 11:19:25 am »
That looks very cool i love the water and the transition
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Offline Builderboy

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Re: Escheron: Shadow over Ragnoth
« Reply #157 on: November 09, 2009, 05:30:50 pm »
Yay water!  Looks really cool! :)

I'm curious about the movement, I notice you always are in the exact center of the path, do you move in increments?

Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #158 on: November 09, 2009, 06:44:25 pm »
really well done, I really like the water!
/e

Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #159 on: November 09, 2009, 09:10:03 pm »
Is it possible to walk faster than that?

Offline megajake03

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Re: Escheron: Shadow over Ragnoth
« Reply #160 on: November 10, 2009, 09:26:36 am »
Is it possible to walk faster than that?
i agree he is kinda slow.
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #161 on: November 10, 2009, 03:23:03 pm »
Personally, I would say not higher than 2.5-3 tiles a second, because in all old RPGs, that's the fastest you could walk. Plus, given the smaller resolution on a calc and the tiles sizes, moving too fast would cause the grayscale to blur too much and you would also accidentally run into traps, doors, entrances, exits or even boss fights because you don't have time to react and stop moving.
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Offline megajake03

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Re: Escheron: Shadow over Ragnoth
« Reply #162 on: November 10, 2009, 09:46:40 pm »
Personally, I would say not higher than 2.5-3 tiles a second, because in all old RPGs, that's the fastest you could walk. Plus, given the smaller resolution on a calc and the tiles sizes, moving too fast would cause the grayscale to blur too much and you would also accidentally run into traps, doors, entrances, exits or even boss fights because you don't have time to react and stop moving.
very true moving too fast would be bad :P
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #163 on: November 12, 2009, 02:20:07 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).

If you *are* viewing it and still aren't satisfied with the speed, I'm not sure what to say. It isn't possible to make the game run any faster than it is, and will in most cases actually run slower on the real calc due to grayscale considerations.

The mode dedicated for "airship" is faster simply because the mapper moves two pixels at a time and doesn't bother drawing the one in between. I will not have this for normal walking speed, since that just looks way too fast.

The next post I make will be a small screen shot of a few additional effects I threw in. I cheat in the vid and use the "airship mode" to enter places I'm not supposed to enter from ground-level. You know, the mode used for debugging.

EDIT: Image attached. Shows that the water edge tiles are also animated. If you look closely, the clouds tile in the higher floors of the Arcanian Ruins are animated, and the warp tile as well. The stars in the Celestial Sphere are also "animated", and are not a side effect of the grayscale, though the effect was achieved through layer swapping, which was achievable only because there is grayscale.
« Last Edit: November 12, 2009, 02:40:43 pm by Iambian »
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Offline ztrumpet

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Re: Escheron: Shadow over Ragnoth
« Reply #164 on: November 12, 2009, 04:36:36 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

I really like the Gif! The end's gray tiles you can walk on are really cool.