Author Topic: Lost Legends II  (Read 49847 times)

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Offline Ranman

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« Reply #45 on: November 08, 2007, 01:34:00 pm »
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 18:22-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 18:22)
@Ranman sorry for the misunderstanding, I was just worried cuz you seemed to have a quite negative attitude toward Lost legends since the beginning (negative comments about maps especially) and I was afraid you were kinda jealous because the tiles looked better than Ultima V or
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Zera

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« Reply #46 on: November 08, 2007, 02:05:00 pm »
My only concern with the maps is making them too large. Since we're talking about 16x16 sprites across a 96x64 board, spanning areas out too much would make the player feel lost. Although I overdid the narrowness in the first project, I'm trying to compromise a bit more this time around, but not span them out too much. (plus, the maps I showed you are just examples I threw together to show off the tiles -- they're not actual maps in the game)

I sort of took Ranman's advice as, "you need more paths branching out, and more places to go." I've been trying to do that with some of the dungeons, like adding treasures that are somewhat out of the way, or adding a couple of forks in the road that lead to dead-ends. They're definitely nothing like the original project. :)smile.gif

EDIT: Oh, and plus there's optional areas, like optional dungeons. I didn't want to inject too much linearity!

Also bear in mind, the original project uses a Zelda-style scrolling. Pretty much every corner of every screen has to be blocked off to avoid collisions with off-screen objects. It's difficult to explain, but if you examine the maps, you can sort of see what I mean. It should help to make the world feel a bit larger than it actually is, considering you have to go from screen to screen to screen, and then back a few screens if you miss something.

As for the second, I'm planning to do a full, regular map scroll, just like in console games. It feels a bit less restrictive to work with, as I don't have to worry about off-screen collisions.

Offline Halifax

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« Reply #47 on: November 08, 2007, 02:10:00 pm »
Liazon: After I talk it over a little more in-depth this weekend with you, I may decide to write a new routine. But my main concern would be the speed of development.

Also I kind of agree with Ranman on many points that he has made. Either way I don't think he would be jealous since he is basically guaranteed a feature, and a POTY, on release. ;)wink.gif No joke.

And yes grendel has just pointed out one of my main worries about the sheer data that these to games have to contain! It is huge to say the least, and will possibly lead to things having to be looked at in a different light. (e.g. a higher RAM free requirement :/confused.gif)
There are 10 types of people in this world-- those that can read binary, and those that can't.

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Lost Legends II
« Reply #48 on: November 08, 2007, 02:23:00 pm »
Speed of development?  Do you want to get this done before Christmas to be eligible for this year's POTY or something? ^^

I don't think Ranman would be jealous anyways since POTY is done for each line of calculator, 83+/84+, 86, and 68ks.  then windows programs too.

fyi:
min RAM requirements for the following:
RGP: 1559 bytes
Graymapper: 1968 bytes

btw, that's not including plotsscreen and appbackupscreen, which are already used.

Offline TIfanx1999

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« Reply #49 on: November 08, 2007, 03:12:00 pm »
QUOTE
My only concern with the maps is making them too large. Since we're talking about 16x16 sprites across a 96x64 board, spanning areas out too much would make the player feel lost

This is true, the TI-83's resoulution is pretty small compared to that of say a gameboy color so 16 x 16 sprites can make areas feel "cramped". It is somewhat less of an issue in RPG's so long as they are random battle style. The only downside would be a player possibly missing other paths (or chests) that lie out of the line of sight (ie offscreen) I would assume you have an overworld map implemented, but perhaps maps of towns and dungeons might help somewhat . Just a thought to toss out there.

Offline DJ Omnimaga

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« Reply #50 on: November 08, 2007, 03:14:00 pm »
yeah i think ultima v is sure to win or extremly closely win POTY ^^
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Offline Zera

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« Reply #51 on: November 08, 2007, 05:54:00 pm »
Would it be possible to use a 5x5 font? I'm not clear on the font limitations. I assumed that 4x4 would be the next step down from 8x8, as I try to follow resolutions that fit evenly to the TI's native resolution.

Offline Halifax

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« Reply #52 on: November 09, 2007, 12:52:00 am »
Umm well really it doesn't matter what size you do. 5x5, and 4x4 would both be implemented the same way basically, aside from a few things.

And don't worry about the maps being too big, as long as your game leads the player in his destination it should be fine.
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Offline Zera

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« Reply #53 on: November 09, 2007, 05:36:00 am »
How does the font look now?

user posted imageuser posted image

Offline DJ Omnimaga

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« Reply #54 on: November 09, 2007, 12:43:00 pm »
Ooh much betterm I think the background should be white instead of light gray though, it may be hard to read on some calcs with crappy LCD drivers (grayscale being fuzzy and all)
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Offline Zera

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« Reply #55 on: November 09, 2007, 01:39:00 pm »
Wouldn't white be even less legible, though? I figured black on light grey would be the best combination for what I'm trying to do. (give the dialogue windows more detail)

Can someone upload one of the screens to their calculator and kind of let me know how it looks?

Offline DJ Omnimaga

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« Reply #56 on: November 09, 2007, 01:54:00 pm »
if you have a 8xp file no problem cuz i cant upload bmp/jpg/gifs to my calc
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« Reply #57 on: November 09, 2007, 02:45:00 pm »
rigview or iStudio? maybe....

Offline Zera

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« Reply #58 on: November 09, 2007, 02:53:00 pm »
I try to edit with grayscale colors that are closest to how they would actually appear on the calculator, so hopefully what you see is what you get.

(85x85x85 for the darker gray, and 170x170x170 for the lighter gray)

CalcGS likes to use extremely dark grays, though.

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Lost Legends II
« Reply #59 on: November 09, 2007, 02:56:00 pm »
when you asked about 5x5 font, is that because of 89s and their slightly messed up 160x100?