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Omnimaga
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Escheron: Shadow over Ragnoth
(Moderators:
Iambian
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Geekboy1011
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Zera
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Escheron: Shadow over Ragnoth
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Topic: Escheron: Shadow over Ragnoth (Read 161787 times)
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Iambian
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Re: Escheron: Shadow over Ragnoth
«
Reply #210 on:
December 31, 2009, 12:47:56 am »
A little more work has been done. Between this screenshot and the last, I've spent a total of about 16 hours working on this sucker. I don't feel like a whole lot has gotten done, but you can be the judge of that one.
Also, I intend on optimizing the menu systems after I'm done slogging through it. To do: Status menu, equipping alchemy, and item/magic actions.
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DJ Omnimaga
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Re: Escheron: Shadow over Ragnoth
«
Reply #211 on:
December 31, 2009, 02:47:18 am »
darn gotta love these menus, very old skool and looking nice at the same time
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Galandros
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Re: Escheron: Shadow over Ragnoth
«
Reply #212 on:
December 31, 2009, 06:33:46 am »
Impressive work as always.
This game is going to make you feel like playing GB.
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ztrumpet
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Re: Escheron: Shadow over Ragnoth
«
Reply #213 on:
December 31, 2009, 11:39:51 am »
Wow, that looks so incredible! Watching it makes me feel like I'm watching a Game Boy game.
I'm blown away with the fact that that's on a calc. It looks incredible!
Are you using 3 level or 4 level grayscale for the menus?
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Builderboy
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Re: Escheron: Shadow over Ragnoth
«
Reply #214 on:
December 31, 2009, 12:24:24 pm »
It looks like its 3 level? With only a single shade of gray? Looks really awesome tho
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Hot_Dog
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Re: Escheron: Shadow over Ragnoth
«
Reply #215 on:
December 31, 2009, 12:40:23 pm »
Looking good
«
Last Edit: December 31, 2009, 12:42:11 pm by Hot_Dog
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Iambian
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Re: Escheron: Shadow over Ragnoth
«
Reply #216 on:
January 01, 2010, 12:40:42 am »
There are four levels of gray possible with the menus but I haven't gotten around to doing anything with the dark gray, excepting the portraits and some symbol icons.
I *would* try something with using dark gray instead of black for "grayed out" options, but my code doesn't support that. If it becomes important, maybe, but it'll be a stretch.
Since I'm redesigning the menus, I'm thinking. Just thinking. About adding support for grayed out options. I think it would be the first to do it with 4 level gray.
EDIT: I'm nearly done with the pause screen menus, but I've taken some time aside to re-implement them so they take up less space and appear a bit more compact (code-wise)
«
Last Edit: January 01, 2010, 12:41:34 am by Iambian
»
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DJ Omnimaga
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Re: Escheron: Shadow over Ragnoth
«
Reply #217 on:
January 01, 2010, 01:20:24 am »
I kinda like the menus you had, tho, but I can't wait what you will come up with
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TIfanx1999
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Re: Escheron: Shadow over Ragnoth
«
Reply #218 on:
January 01, 2010, 09:51:49 am »
Imo, dark gray grayed outs isn't really necessary. You could do some screen mock-ups and see how it looks first, and then decide from there.
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ztrumpet
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Re: Escheron: Shadow over Ragnoth
«
Reply #219 on:
January 01, 2010, 11:55:25 am »
Wow, sounds cool! I'm sure you're going to have amazing menus.
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Iambian
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Re: Escheron: Shadow over Ragnoth
«
Reply #220 on:
January 02, 2010, 12:49:29 am »
Oh. I'm not changing much about how the menus will look. I've worked on it for too long to change around the layout.
I'm just redoing the code responsible from getting it from pieces of data in FlashROM to something visually pleasing on the screen. That's what I meant when I said I was redesigning them. Fiddling around with code that's about 6 months old.
«
Last Edit: January 02, 2010, 12:50:41 am by Iambian
»
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DJ Omnimaga
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Re: Escheron: Shadow over Ragnoth
«
Reply #221 on:
January 02, 2010, 05:32:24 pm »
Aaah i see. Thanks for clarifying
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Iambian
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Re: Escheron: Shadow over Ragnoth
«
Reply #222 on:
January 07, 2010, 02:53:25 pm »
Okay. Humpty Dumpty is back together again. Just making sure the pieces are securely in their places.
The save/load prompt is back in place and works properly. The character select menu is back in place. Just have to debug some of the other menus, like the inventory system and the spell select. The menu system now features full backward memory, which means it'll remember where you were when you go back (or up) one level. Makes it easier to navigate. Unfortunately, it can't remember what you did when you go forward. I don't plan on putting that feature in since menus share so many memory areas.
EDIT: A small short story on yesterday's woes: When I first put it all back together, the thing simply didn't work for whatever reason, but I knew it isn't the menu system itself since the opening screen worked but the game froze on the character select menu and the save/load menu. A little while into trying to trace the source of the problem, I found that the routine responsible for converting a binary number into ASCII for displaying was bugged. The final iteration was trapped in an infinite loop. Fun stuff. After that, I adjusted the display since writing things to the screen is based off of relative positions instead of absolute positions. That was another major change internally.
EDIT 2: Pretty soon, I'm gonna have to make myself a screenshit threat. I mean... yeah. IRC really is catching up. Thanks DJ Omnimaga
«
Last Edit: January 07, 2010, 03:03:43 pm by Iambian
»
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DJ Omnimaga
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Re: Escheron: Shadow over Ragnoth
«
Reply #223 on:
January 07, 2010, 03:23:42 pm »
moar progress
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ztrumpet
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Re: Escheron: Shadow over Ragnoth
«
Reply #224 on:
January 07, 2010, 04:55:57 pm »
Wow, sounds cool.
*Ztrumpet lols at the Illusiat 13 topic refrence*
What do you mean by "going foreward"?
*Ztrumpet dosn't get simple termanology...
«
Last Edit: January 07, 2010, 04:57:06 pm by ztrumpet
»
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Print
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« previous
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Omnimaga
»
Forum
»
Calculator Community
»
Major Community Projects
»
Discontinued
»
Escheron: Shadow over Ragnoth
(Moderators:
Iambian
,
Geekboy1011
,
Zera
) »
Escheron: Shadow over Ragnoth