Author Topic: E:SoR Images  (Read 38444 times)

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Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #30 on: April 21, 2010, 03:04:05 pm »
ooh that would be nice. The fonts would need to be thick enough (or have a border) to be certain to stand out and be easy to read, like the Broadsword text
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Offline Zera

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Re: E:SoR Images
« Reply #31 on: April 21, 2010, 03:09:13 pm »
Well, at least the current text is legible. I was kind of worried it might look like it blends-in with the window too much.

If I go with a sort of comic font like that, I may actually try to design something that's animated. (such as the text initially being smaller, but increasing in size when you hover over it)

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #32 on: April 21, 2010, 03:10:57 pm »
animated would be nice ^^
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Offline TsukasaZX

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Re: E:SoR Images
« Reply #33 on: April 21, 2010, 04:21:45 pm »
That map is an epic win!
As for the menu, I'm not too fond of the pseudo-transparent windows. Animated text would be cool, though.
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Offline Galandros

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Re: E:SoR Images
« Reply #34 on: April 21, 2010, 04:38:40 pm »
You should PM me.

Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. :P
I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.

The current LLI is enough challenge to me and I feel capable with time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I share on forums and WikiTI.
But if you give the updated graphics I will surely use them. ;) I think the mock ups keep the 64x64 sprites. They really look cute.

We can talk more through mail.
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Offline Galandros

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Re: E:SoR Images
« Reply #35 on: April 21, 2010, 04:42:10 pm »
You should PM me.

Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. :P
I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.

The current LLI game is enough challenge to me and I feel capable to finish but taking my time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I shared on forums and WikiTI.
But if you give the updated graphics I will surely use them. ;) I think the mock ups keep the 16x16 sprites. They really look cute.
Borders are actually piece of cake if you put them in the custom font. ;) That is what I am doing in LLI, already.

My limitations: I can not write my own 4x4 engine. It is too hard for me...

We can talk further. Maybe do its own topic or via mail.
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Offline tr1p1ea

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Re: E:SoR Images
« Reply #36 on: April 21, 2010, 08:23:59 pm »
I bet you could pull off a 4x4 routine, just a small rethink is all.

Id be glad to give you some pointers if required :).
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Offline Zera

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Re: E:SoR Images
« Reply #37 on: April 21, 2010, 08:56:36 pm »
You should PM me.

Now I saw the pictures. That are revamped graphics of the original LLI design. It was the first thing I though without reading the text. The tiles are familiar to me. :P
I don't have for now the experience and skill to deal with a engine complex like the Escheron that Iambian works.

The current LLI game is enough challenge to me and I feel capable to finish but taking my time. I still work a bit on it through the asm routines I write. Some of them were specifically target to LLI like the optimized DispHL_game I shared on forums and WikiTI.
But if you give the updated graphics I will surely use them. ;) I think the mock ups keep the 16x16 sprites. They really look cute.
Borders are actually piece of cake if you put them in the custom font. ;) That is what I am doing in LLI, already.

My limitations: I can not write my own 4x4 engine. It is too hard for me...

We can talk further. Maybe do its own topic or via mail.

Well, it's a redesign of the game from the ground-up. I don't think any of the current systems would be compatible. It does borrow from some of the original ideas, but some changes are going to be so radical that several things will need to be rewritten. The inventory is slightly different: Instead of a general item inventory and personal character inventories, you have a character inventory with up to six items, (weapons, potions and shields of any kind) and a static inventory that displays your currently-equipped armor, as well as key items. You don't manage a large inventory of armor - you only have a single "slot" where armor is placed, and grabbing new armor replaces the one that's currently equipped. There's no general inventory where items that aren't in use can be stored away for later. In fact, the number of items available has been significantly reduced, as there is only one playable character.

I'm still drawing-up many of the details, though. Pretty much all existing assets are going to be replaced. I can contact you with more details.

This is what the *entire* usable item selection looks like:

Qt. (quantity / durability / # of uses)
Act (item initiative / rate at which character acts)

-- (infinite quantity)
x1 (normal initiative)
x2 (double initiative)
** (critical initiative / first to act)
.. (no initiative / last to act)
/2 (half initiative)

(S) sword
(L) lance / spear
(A) axe
(M) staff / magical device
(W) shield / ward
(P) potion

 Item     | Qt.| Act| Effect
----------+----+----+-----------------------------------------------------------
(S)BROAD  | 40 | x1 | STR = DMG (full efficiency)
(S)KATANA | 20 | x2 | AGI = DMG (full efficiency)
(S)STURDY | -- | x1 | STR = DMG (half efficiency)
(S)RUSTED |  1 | x1 | Fixed DMG = 1
(S)GLASS  |  1 | ** | Fixed DMG = 99
(L)GLAIVE | 30 | .. | Random DMG = 12..24; 1/4 chance for 2x attack
(A)RENDER | 30 | /2 | STR = DMG; (full efficiency) ignore DEF
(M)DEVOUT | 10 | ** | Magic: Restore HP (base MAG efficiency)
(M)HADES  | 10 | /2 | Magic: Damage (base MAG efficiency)
(W)DRAGON | 10 | ** | +20 DEF for 3 turns
(W)AEGIS  | 10 | ** | halve all damage for 3 turns
(P)POTION |  3 | ** | Restore HP (12..24)
(P)ELIXIR |  1 | ** | Restore all HP
(P)REMEDY |  3 | ** | Heal status


Some items can be bought, and others are unique. I kept it limited because the character will be required to swap existing items out if his inventory is full when acquiring a new item. Items are also destructible, so they eventually wear-out and have to be replaced, keeping the inventory from cluttering.

EDIT: Menu mock-up, take-2:



The "BROAD" string is larger, to indicate it's highlighted in the menu. There won't be a cursor this time - item strings just appear larger to indicate which item you're on.

Also working out some battle details. I'm thinking about a system where you don't even transition into a battle sequence; instead, conflicts are resolved directly on the map. Enemy sprites would randomly appear in front of the player, and obstruct his path. The player would then register commands, and both the player and enemy sprite would take turns exchanging blows. (this would consist of short animations between the two) Once conflict is resolved, the player goes back to normal exploration.

Perhaps it's a bit difficult to explain on paper, but I will try to have some mock-ups soon.
« Last Edit: April 21, 2010, 10:55:29 pm by Zera »

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #38 on: April 21, 2010, 11:58:20 pm »
I wonder if it would be better if the top part of the fonts also was black bordered? Because at the moment it seems a bit hard to read and looks a bit cut-off. Nice looking fonts, though, and I like the icons on the side.
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Offline Galandros

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Re: E:SoR Images
« Reply #39 on: April 22, 2010, 07:20:44 am »
I bet you could pull off a 4x4 routine, just a small rethink is all.

Id be glad to give you some pointers if required :).
I can get the theory. It is just question of shifts and masking.
But I  have hard time implementing more complicated things in assembly. It is very hard to not destroy registers or mess up somewhere. So is better to start practising with simpler things first. I moved from TI-BASIC to assembly, so I don't have any C background to help me.

Anyway I accept you offer, when I need some help I will try to find you in IRC or email. Thanks. :]


@Zera: I don't mind writing a engine from scratch for the new graphics but only after I finish the old engine so I have more practise.
But I still would enjoy code the original LLI design with some balance changes and better map graphics.

I understood the battle system in the map, that is actually a good idea.

I would really like to release LLI this year.
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Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #40 on: April 22, 2010, 09:16:24 am »
I hope LL1 gets revived eventually. I would immediately play it as soon as it comes out.
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Offline Zera

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Re: E:SoR Images
« Reply #41 on: April 22, 2010, 01:10:36 pm »
I wonder if it would be better if the top part of the fonts also was black bordered? Because at the moment it seems a bit hard to read and looks a bit cut-off. Nice looking fonts, though, and I like the icons on the side.



Added pixels to the top row of the smaller font. I can't add any to the larger / highlighted font, as it already uses the entire column.

Does this seem more legible?
« Last Edit: April 22, 2010, 01:17:47 pm by Zera »

Offline TsukasaZX

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Re: E:SoR Images
« Reply #42 on: April 22, 2010, 01:55:53 pm »
I can read it but it's a tad difficult to do so. Also, to me, it's kind of difficult to tell that the highlighted entry is bigger. Buuut, that's just me. If everybody else loves it, roll with it. Don't change it up just because one guy with horrible eyesight complains :P
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Offline Zera

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Re: E:SoR Images
« Reply #43 on: April 22, 2010, 02:44:41 pm »
I have some additional space to the left and right. I could extend the width of the border around some of the text.

Offline DJ Omnimaga

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Re: E:SoR Images
« Reply #44 on: April 22, 2010, 04:31:31 pm »
Looks better now ^^
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