Omnimaga

Calculator Community => Discontinued => Major Community Projects => Escheron: Shadow over Ragnoth => Topic started by: Zera on November 05, 2007, 04:28:00 pm

Title: Lost Legends II
Post by: Zera on November 05, 2007, 04:28:00 pm
Although the details are vague, I have indeed been working on a sequel. (I actually thought of the idea way before bringing the project to Omnimaga) I decided that since the original project has been so well-recieved, I would sort of step up development on the second while overseeing the programming of the first.

QUOTE
Alright, so I wanted to share some of the basic back story of this installment. It takes place in a world called Terra, which is parallel to Gaia in the series canon. (worlds existing in the same universe, but unaware of each other's presence) The plot focuses on two kingdoms -- Asnoth and Ragnoth. Asnoth lies toward the northern-most corner or Terra, with Ragnoth to the south-most corner.

Asnoth

Asnoth has long been ruled by Lord Leonidas, a just and noble king. Heir to his throne is his only son, Prince Gielgud. Other figures in the kingdom include Princess Rose, the royal daughter, and Sir Edmund, the Prince's personal bodyguard and Leonidas' right-hand man. Asnoth has long been known for its pursuit of steam power and technology, and has established itself as the political super-power of Terra. Though maintaining a peaceful relationship with other kingdoms for many ages, a sinister global conquest ensued only a decade ago. This conquest was led by a mysterious figure known as the Shadow Lord, who bore a strong influence over Lord Leonidas.

Ragnoth

Ragnoth was once a beautiful and lustrous Magocracy, renowned for its arcane knowledge and magickal artifacts. Soon after the Shadow Lord's conquest began, Ragnoth was seized and occupied by Leonidas' forces. Many citizens fled toward the east, with the remaining survivors having to endure Leonidas' new rule. Soon after Asnoth's occupation, an underground resistance faction was formed to bring about a civil revolution.

Maya

user posted image

A young girl orphaned into the resistance after her parents were slain by the Shadow Lord's forces. As she came of age, she swore an oath that she would be the one to liberate her people and restore Magocracy to Ragnoth.

Having grown up around so much conflict, Maya often regresses upon the childhood that was stolen from her -- particularly, her closest friend, Glenn. Although just a young girl, her preserving spirit has earned her a strong sense of respect and authority among Ragnoth's civil faction.

Sir Edmund of Asnoth

user posted image

Once loyal retainer of Leonidas, and personal bodyguard of Prince Gielgud. Noble Sir Edmund had never questioned the King's authority, even when he led the Shadow Lord's forces into Ragnoth. However, a royal scandal quickly brought doubt to Edmund's loyalty after he and the Prince were discovered to be engaged in an intimate relationship. To avoid bringing dishonour to his kingdom, Leonidas banished Edmund from Asnoth and locked the Prince away in the towers, forbidding him to come in contact with anyone outside of the royal family.

Demoted and despondent, Edmund ventured south to Ragnoth, were he found employment as a mercenary for the Shadow Lord's stationed forces. Upon witnessing the travesty of Ragnoth himself, Edmund began to doubt the rationale behind Lord Leonidas' conquest, and instead directed his motives toward stealing the Prince away from his fate.

Glenn

user posted image

A childhood friend of Maya who fled toward the neutral provenance of Tristran soon after the Shadow Lord invaded his homeland of Ragnoth. The regret of leaving his friends and family behind has consumed him ever since.

He spent years training as a great fighter, protecting his village from the invading monsters within the wilderness that surrounds Tristran. However, he could never redeem himself of his past.

The Dark Knight of Asnoth

user posted image

A shadowy figure who bears a deep interest in the political affairs of Asnoth. He has been known to both serve the Shadow Lord and outright oppose him at the same time. His alignment and identity remain unclear to anyone...

Lord Leonidas of Asnoth

The once just and proud King of Asnoth. Leonidas underwent significant changes after acquainting himself with a dark figure known as the Shadow Lord. Many have began to doubt the direction of Leonidas' conquest, though his fervent silencing of political opposition has forced much of the resistance to hide itself from persecution.

Prince Gielgud of Asnoth

Once heir to the throne of Asnoth, Prince Gielgud was shunned by the King after bringing dishonour to the family through his forbidden relationship with Sir Edmund.

Princess Rose of Asnoth

user posted image

The deceased Princess of Asnoth. Princess Rose was strongly outspoken in her opposition of the Shadow Lord's conquest, and was often silenced by her father for fear of insighting a riot among Asnoth's citizens. One day, the Princess mysteriously went missing. Although Leonidas' forces searched high and low, they could not find any sign of Rose. All that had remained was a family heirloom carelessly discarded near a lake. Many had presumed that the Princess simply could not endure the conflict, and had chosen to drown herself rather than be silenced.

Arcania

Remains of Terra's oldest civilization, said to be the origin of all magick. It rests on an estranged continent just east of Tristran. Though uncertain, it is said that the Shadow Lord has some interest in a relic that lies there...

Marshal

user posted image

A drone built by the Arcanian civilization, left behind after Arcania's fall. Since the fall of Acania, Marshal has been entombed within its remains for many centuries. Being alone with his thoughts for such a long time, he has slowly developed a will and seeks a purpose of his own.
Title: Lost Legends II
Post by: DJ Omnimaga on November 05, 2007, 05:31:00 pm
darn you alerady want to start the 2nd one and the first one barely started being coded yet O_Oshocked2.gif ? I hope it start progressing tho after the first one is done :)smile.gif
Title: Lost Legends II
Post by: Ranman on November 05, 2007, 07:56:00 pm
With so much extra white space between each line of text, I would suggest moving to a more legible 4x5 font.

4x4 fonts should only be used when absolutely necessary.
Title: Lost Legends II
Post by: kalan_vod on November 06, 2007, 05:07:00 am
The font is nice, but is not as needed (too much gs :Ptongue.gif)
Title: Lost Legends II
Post by: Zera on November 06, 2007, 06:29:00 am
user posted image

The font seems decently legible to me. The items are as follows:

 - Seraph Rod
 - (empty)
 - Ribbon
 - Archon Robes
 - Angel Ring
 - Soma Drop

Any trouble reading them?
Title: Lost Legends II
Post by: TIfanx1999 on November 06, 2007, 07:33:00 am
QUOTE
With so much extra white space between each line of text, I would suggest moving to a more legible 4x5 font

I agree, it'll make it look better with the slightly larger font.
Title: Lost Legends II
Post by: DJ Omnimaga on November 06, 2007, 08:26:00 am
it seems fine to me in the screenshots, it reminds me some old SNES RPGs, you should try them on black background (white letters) to see if it would look better  
Title: Lost Legends II
Post by: dinhotheone on November 06, 2007, 08:45:00 am
QuoteBegin-grendel+6 Nov, 2007, 12:29-->
QUOTE (grendel @ 6 Nov, 2007, 12:29)
user posted image

The font seems decently legible to me. The items are as follows:

 - Seraph Rod
 - (empty)
 - Ribbon
 - Archon Robes
 - Angel Ring
 - Soma Drop

Any trouble reading them?

ill give you a few letters that i think arent easily identifiable (to me), as i would have made them (NBPMH, there are two M's in the image i made) the main problem is that at 4x3, N's are real tough. i make em just like a lowercase but larger. if you did change to 4x4 it would alleviate this but i think that big 'n' is fine. i really couldnt tell what it was saying until i read below, i would defenitely change it either way. other than that, i think the P looks a bit like an F, the B looks like a blob, and M/H are too similar. the two things in the middle just dont look well for an H, and the single line for the M looks too much like an H. for H i would take out the top pixl and for m i would add another either at the top or right below the one you have. the M is the least of your worries though. also for reference i do two bottom pixels for a W if you thought my H looks like your W (you didnt show it)
Title: Lost Legends II
Post by: Zera on November 06, 2007, 10:06:00 am
Thanks for the suggestions. I went ahead and revised it a bit:

user posted image

And here is a close-up version:

user posted image
Title: Lost Legends II
Post by: Liazon on November 06, 2007, 01:40:00 pm
seems fine to me.  Pictoral organization in the brain is pretty amazing, so you don't have to worry too much.  I think the N is pretty cool.

I'll stick around for the 2nd game too.  I anticipate I'll be around for awhile hopefully.
Title: Lost Legends II
Post by: Zera on November 06, 2007, 04:33:00 pm
EDIT: moved to first post
Title: Lost Legends II
Post by: DJ Omnimaga on November 06, 2007, 05:49:00 pm
nice ^^ I can't wait  
Title: Lost Legends II
Post by: Halifax on November 07, 2007, 09:10:00 am
Yeah, I would stick around for this game too.

Quick question: Can you do color sprites??
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 10:01:00 am
If he can do I'm sure to start a new RPG Maker project :Dbiggrin.gif (maybe a PC ROL3)
Title: Lost Legends II
Post by: Zera on November 07, 2007, 10:20:00 am
Color sprites? Never really tried... Depends on the bit-depth. If we're talking about NES quality, I suppose it wouldn't be much different than the designs I'm doing now. SNES quality, on the other hand, I doubt.
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 10:30:00 am
Yeah it really can make a big difference in sprite size/depth, someone like me may be good at 8x8 b/w, but bad at bigger sprites, and the opposite is also true
Title: Lost Legends II
Post by: Zera on November 07, 2007, 11:44:00 am
Sample dungeon to show off the new tileset:

user posted image

No more tiny, linear paths and Zelda-style scrolling. :)smile.gif
Title: Lost Legends II
Post by: Speler on November 07, 2007, 11:47:00 am
That looks awesome :)smile.gif.
Title: Lost Legends II
Post by: Calc84 on November 07, 2007, 12:39:00 pm
this game will be truly amazing!  i cant wait!     :gah:fou.gif

keep up the AWESOME work!
Title: Lost Legends II
Post by: Liazon on November 07, 2007, 12:43:00 pm
1st we have to finish the 1st one ^^

as for the color sprites, I think Halifax wants some DS quality stuff in 16-64 pixel dimensions, preferably 16-32 i think.  So lots of colors to choose from ^^
Title: Lost Legends II
Post by: kalan_vod on November 07, 2007, 01:23:00 pm
Wow, this is looking amazing :Ptongue.gif
Title: Lost Legends II
Post by: Zera on November 07, 2007, 01:34:00 pm
Another dungeon sample:

user posted image
Title: Lost Legends II
Post by: Halifax on November 07, 2007, 01:40:00 pm
Yeah, I am looking to get together a group of artists and programmers for DS programming.
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 03:32:00 pm
O_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gifO_Oshocked2.gif Darn this is so f***ing awesome! It's so true to Mystic Quest and FFIV style
Title: Lost Legends II
Post by: Zera on November 07, 2007, 03:46:00 pm
Wait until I reveal the airships. There are actually quite a few that appear throughout the course of the story.

Progress update:

 - tileset is almost complete (adding final touches and importing it into CalcGS)

 - starting character spritesheets now (4 or 5 already completed)

 - character portraits almost finished (one more to go, as well as some final touches)

 - most of the enemy designs are completed (a few to go, as well as some final touches)

 - graphics-wise, most of the game is complete

 - maps have been conceptualized, but not started (finishing tileset first)

 - story development and plot synopsis are roughly 80%

 - inventories (items, spells, etc.) are completed

 - beastiary data is just now being started

 - game engine / design documentation is roughly 10%
Title: Lost Legends II
Post by: Ranman on November 07, 2007, 03:55:00 pm
QuoteBegin-grendel+7 Nov, 2007, 17:44-->
QUOTE (grendel @ 7 Nov, 2007, 17:44)
No more tiny, linear paths and Zelda-style scrolling. :)smile.gif

The maps still look as if you are being led down a specified path without much room for choice.

The graphics are awesome! :thumbup:google.gif
Title: Lost Legends II
Post by: Zera on November 07, 2007, 04:07:00 pm
QuoteBegin-Ranman+7 Nov, 2007, 21:55-->
QUOTE (Ranman @ 7 Nov, 2007, 21:55)
QuoteBegin-grendel+7 Nov, 2007, 17:44-->
QUOTE (grendel @ 7 Nov, 2007, 17:44)
No more tiny, linear paths and Zelda-style scrolling. :)smile.gif

The maps still look as if you are being led down a specified path without much room for choice.

The graphics are awesome! :thumbup:google.gif

 These are only samples I threw together. (I was too lazy to span them out much) I haven't started on the actual maps yet.
Title: Lost Legends II
Post by: Ranman on November 07, 2007, 04:11:00 pm
QuoteBegin-grendel+7 Nov, 2007, 22:07-->
QUOTE (grendel @ 7 Nov, 2007, 22:07)
These are only samples I threw together. (I was too lazy to span them out much) I haven't started on the actual maps yet.  

 Ahhh... okay... that makes sense.

Keep up the good work!
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 04:33:00 pm
i think they're good anyway, I love them. And did u just said AIRSHIP??? yay that would be the first non DJ Omnimaga 83+ RPG to ever have an airship feature (why didn't ppl do it before? <_<dry.gif)
Title: Lost Legends II
Post by: Liazon on November 07, 2007, 05:46:00 pm
a desire not to be like the FF series?
Title: Lost Legends II
Post by: Zera on November 07, 2007, 06:18:00 pm
Tileset finished. 110 tiles total. Good lord, it's huge... This is actually AFTER truncating it down a bit.

Once I finally get it imported into CalcGS, (the program likes to be fickle about large sets) I'll get started on the maps!
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 07:38:00 pm
LOTS AND LOTS OF THEM! o.oblink.gifO_Oshocked2.gif
Title: Lost Legends II
Post by: Zera on November 07, 2007, 08:47:00 pm
Welcome to the world of Terra:

user posted image

EDIT: shrunk the image down a bit, since the resolution was too large.
Title: Lost Legends II
Post by: DJ Omnimaga on November 07, 2007, 09:07:00 pm
O_Oshocked2.gif You are seriously trying to give me heart attack
Title: Lost Legends II
Post by: Ranman on November 08, 2007, 01:39:00 am
Just an observation... take it for what it is worth.

I hope that the interest surrounding Lost Legends 2 doesn't steal from the excitement of the first. Why would a group of volunteers offering their valuable time and efforts want to continue with the first Lost Legends, when the second one seems so much better?
Title: Lost Legends II
Post by: DJ Omnimaga on November 08, 2007, 03:11:00 am
Imo the first one is pretty good looking too, plus the ones who are coding it doesn't have as much ASM experience as you do (you started in 1998, right?, not to mention on c64 way back before?) so they may want to start with something smaller first to see if they could do the second. From what I seen Lost Legends 1 deservers a feature on ticalc.org when it's released
Title: Lost Legends II
Post by: Ranman on November 08, 2007, 04:04:00 am
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 9:11-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 9:11)
Imo the first one is pretty good looking too, plus the ones who are coding it doesn't have as much ASM experience as you do (you started in 1998, right?, not to mention on c64 way back before?) so they may want to start with something smaller first to see if they could do the second. From what I seen Lost Legends 1 deservers a feature on ticalc.org when it's released  

 You missed my point...

Halifax and Liazon are both very competent. I have no question regarding their programming abilities. But... If you are depending on someone to write a program, you have to keep them around to write the program.

You need to keep your programmers happy. ;)wink.gif Else, you will lose them. o.oblink.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 08, 2007, 04:13:00 am
Sorry, I guess i misunderstood, but I am worried you're trying to discourage grendel from making lost legends 2 now, I mean liazon and halifax could continue working on ll1 while ll2 is planned so when they finish the first one they can immediately start the second one, right? THat's what they do at Square Enix. When they developped Final Fantasy 10, they were alerady developping Final Fantasy 12 and there was even images of Final Fantasy 13 around.

I kinda have to disagree with your point  because grendel still posts in the Lost Legends 1 thread, meaning he's still interested in seeing come alive.

I was feeling good this morning until I read your posts in this thread...
Title: Lost Legends II
Post by: Ranman on November 08, 2007, 04:20:00 am
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 10:13-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13)
THat's what they do at Square Enix. When they developped Final Fantasy 10, they were alerady developping Final Fantasy 12 and there was even images of Final Fantasy 13 around.

One big difference... they are getting paid a good salary. ;)wink.gif

QuoteBegin-DJ Omnimaga+8 Nov, 2007, 10:13
-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13)
I was feeling good this morning until I read your posts in this thread...

Sorry... You missed my point again. I don't want to see Liazon or Hallifax lose interest. If they lost interest in helping, would Lost Legends 1 come to fruition? :???:confus.gif
Title: Lost Legends II
Post by: Zera on November 08, 2007, 04:26:00 am
Why would anyone lose interest? The project is still very new to them.

LL2 is something I started on in my spare time, given I'm already finished with LL1. (my only task now is to direct the progress) By the time the first game is finished, we can most likely pick up on the second installment thereafter, saving unnecessary months of development time. :)smile.gif

If you prefer, I can stop updating everyone on the progress. This was mostly just a spoiler, anyway. I don't plan to release the files to the public until the first project is completed, so there's little use in worrying about where it's going at the moment.

Sorry if I've disappointed anyone. I'll ease up on the updates. Remember: this was just a preview of where the project is headed in the future. Nothing more. I had hoped it would be more of an encouraging thing, really -- to show how much interest I have in this project, and developing on it in the future.
Title: Lost Legends II
Post by: DJ Omnimaga on November 08, 2007, 12:22:00 pm
Nonono doN't worry you can still post updates, just make sure you also continue posting Lost Legends 1 updates as well :)smile.gif (altough it's mostly liazon and halifax now who post them) so I know it's not ditched :)smile.gif

@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  something like that x.x), I'm glad it isn't the case, I was just worried because it happened in the past and I seen so much people turn the dark side before in the community it's hard for me to trust anyone anymore :(sad.gif sorry
Title: Lost Legends II
Post by: Zera on November 08, 2007, 12:39:00 pm
Why would he be jealous? Ultima V is one of the best projects I've seen so far. No way I could pull that off, with the custom mappers and everything. The level of detail is really good, right down to the runic font. :thumbup:google.gif

He's just worried that I'm rushing this project along too quickly, and thus drawing attention away from the (yet to be completed) original project. No worries, though. Like I said, I just wanted to spoil everyone a bit.
Title: Lost Legends II
Post by: Liazon on November 08, 2007, 12:42:00 pm
I'd rather get LL1 done atm.  It was planned very well so that coding would not take as long.

I don't mind if grendel plans the 2nd game, though understand that it may be at least 1800 hours (yep DJ_Omnimaga, twice ROL3) before I'm done, it's debugged, and I'm satisfied.  This may not be released until the summer or later.  However, I know that things irl will probably be a bit better as the school year progresses so we'll see.

as for updates, I spent the day combining Jim's graylib2.inc and Graymapper.inc into one app compatible include file.  However, Jim doesn't want me to release it to the public, so I won't until it's done and I'll include it w/ the source (though even that may piss Jim off).  Is there a way to make files only viewable by project members?

when I can, I might write a short script to convert regular strings to lists of char codes for the custom font.  Unless Halifax wants to write a font routine himself.

edit:

I forgot to say, nice map btw!  :reuben:reuben.gif:reuben:reuben.gif:reuben:reuben.gif
Title: Lost Legends II
Post by: Zera on November 08, 2007, 12:44:00 pm
Liazon, bear in mind this project is under a GNU license. We can't use code that doesn't follow suite. If Jim is uncomfortable with his code being released to the public, then we'll have to find another way.

I'm not sure how to make the SVN trunk private, though. Let me check with Spikeman since he set it up.
Title: Lost Legends II
Post by: Liazon on November 08, 2007, 12:46:00 pm
eh, it's probably no big deal.  I'll ask, but I think he just didn't like the fact I wanted to put the two together since in spirit, they were designed to be separate.
Title: Lost Legends II
Post by: Ranman 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
Title: Lost Legends II
Post by: Zera 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.
Title: Lost Legends II
Post by: Halifax 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)
Title: Lost Legends II
Post by: Liazon 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.
Title: Lost Legends II
Post by: TIfanx1999 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.
Title: Lost Legends II
Post by: DJ Omnimaga on November 08, 2007, 03:14:00 pm
yeah i think ultima v is sure to win or extremly closely win POTY ^^
Title: Lost Legends II
Post by: Zera 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.
Title: Lost Legends II
Post by: Halifax 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.
Title: Lost Legends II
Post by: Zera on November 09, 2007, 05:36:00 am
How does the font look now?

user posted imageuser posted image
Title: Lost Legends II
Post by: DJ Omnimaga 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)
Title: Lost Legends II
Post by: Zera 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?
Title: Lost Legends II
Post by: DJ Omnimaga 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
Title: Lost Legends II
Post by: Liazon on November 09, 2007, 02:45:00 pm
rigview or iStudio? maybe....
Title: Lost Legends II
Post by: Zera 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.
Title: Lost Legends II
Post by: Liazon 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?
Title: Lost Legends II
Post by: Zera on November 09, 2007, 03:03:00 pm
QuoteBegin-Liazon+9 Nov, 2007, 20:56-->
QUOTE (Liazon @ 9 Nov, 2007, 20:56)
when you asked about 5x5 font, is that because of 89s and their slightly messed up 160x100?

Oh, no. I was just thinking the extra width would solve a lot of problems, but the current font I've put together (4x5) seems okay.

I just wanted a little more flexibility to actually give it some kind of medieval theme, instead of looking like some cliche computer font. Feels out of place considering the game's setting, and all.

I really don't know much about all these technical limitations. I just assume everything needs to follow a certain standard, and I try to design according to what I've actually seen so far.

EDIT: I also updated the character synopsis, if anyone is interested.
Title: Lost Legends II
Post by: DJ Omnimaga on November 09, 2007, 04:42:00 pm
cool I will check :)smile.gif
Title: Lost Legends II
Post by: Liazon on November 09, 2007, 05:06:00 pm
QuoteBegin-grendel+9 Nov, 2007, 21:03-->
QUOTE (grendel @ 9 Nov, 2007, 21:03)
I really don't know much about all these technical limitations. I just assume everything needs to follow a certain standard, and I try to design according to what I've actually seen so far.  

 Like I said before, don't worry too much about that.  With the 2nd game, I think it'd be better to just push past the first by a lot and not put constraints on initial planning.  It's better to just come up with good ideas, and then cut back as problems arise.  That being said, I'd rather spend more time on the 2nd game to get it to look awesome, even if it means difficult coding.  The first game is really to test the waters in prep for the second.
Title: Lost Legends II
Post by: trevmeister66 on November 09, 2007, 05:19:00 pm
QUOTE

That being said, I'd rather spend more time on the 2nd game to get it to look awesome, even if it means difficult coding. The first game is really to test the waters in prep for the second.

Don't let that thinking hinder the first game.. I still want a great game to play while i wait for the second one :Ptongue.gif
Title: Lost Legends II
Post by: Halifax on November 09, 2007, 05:20:00 pm
I agree with Liazon full force. Just come up with the ideas, and the programmers can deal with the limitations. Believe me, we will tell you if it is too outlandish. ;)wink.gif
Title: Lost Legends II
Post by: Zera on November 09, 2007, 05:55:00 pm
The completed, converted tileset is 32 KB alone. :Ptongue.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 09, 2007, 07:02:00 pm
O_Oshocked2.gif
Title: Lost Legends II
Post by: Zera on November 09, 2007, 07:19:00 pm
Alright, here's the final revision of my font: (
Title: Lost Legends II
Post by: DJ Omnimaga on November 10, 2007, 03:31:00 am
I love them, except the 3 may be a bit hard to read
Title: Lost Legends II
Post by: Liazon on November 10, 2007, 03:46:00 am
pretty nice.
Title: Lost Legends II
Post by: Zera on November 10, 2007, 12:17:00 pm
So, I've tallied up the graphics...

 - 97 3-level grayscale 16x16 tiles (character sprites)

 - 108 4-level grayscale 16x16 tiles (map tileset)

 - 14 4-level grayscale 72x32 bitmaps (enemy sprites)

 - 6 32x32 4-level grayscale bitmaps (character portraits)

 - 3 4-level grayscale 96x64 bitmaps (cut-scenes)

And then, of course, the custom font. After compression, I'm not sure how large all the graphics data will be. Am I thinking in realistic terms at all? :Ptongue.gif
Title: Lost Legends II
Post by: Liazon on November 10, 2007, 12:30:00 pm
QuoteBegin-grendel+10 Nov, 2007, 18:17-->
QUOTE (grendel @ 10 Nov, 2007, 18:17)
- 14 4-level grayscale 72x32 bitmaps (enemy sprites)  

 I hope you mean 32x32 ^^
Title: Lost Legends II
Post by: Zera on November 10, 2007, 12:40:00 pm
Nope. 72x32. :Ptongue.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 10, 2007, 01:30:00 pm
O_Oshocked2.gif this is a lot  
Title: Lost Legends II
Post by: trevmeister66 on November 10, 2007, 04:04:00 pm
Yeah it is, but it sure is worth it :)smile.gif
Title: Lost Legends II
Post by: TIfanx1999 on November 11, 2007, 04:35:00 am
QUOTE
14 4-level grayscale 72x32 bitmaps (enemy sprites)

hmm... Bosses?
*Edit* with those dimensions perhaps some of them are dragon sprites  :Ptongue.gif
Title: Lost Legends II
Post by: Zera on November 11, 2007, 07:33:00 am
72x32 is the standard I've used in both games, for all enemies. For instance:

Lost Legends I:
user posted image

Lost Legends II:
user posted image
Title: Lost Legends II
Post by: dinhotheone on November 11, 2007, 08:37:00 am
you truly are one of the best gs artists i know
Title: Lost Legends II
Post by: Zera on November 11, 2007, 08:39:00 am
These are just sprite modifications, really. Only a trivial amount of the resources I use are 100% original.
Title: Lost Legends II
Post by: TIfanx1999 on November 11, 2007, 10:18:00 am
QUOTE
72x32 is the standard I've used in both games, for all enemies. For instance:

Ah, ok, didnt realise they were all that size  :)smile.gif
Title: Lost Legends II
Post by: Liazon on November 11, 2007, 10:50:00 am
QuoteBegin-art_of_camelot+11 Nov, 2007, 16:18-->
QUOTE (art_of_camelot @ 11 Nov, 2007, 16:18)
QUOTE
72x32 is the standard I've used in both games, for all enemies. For instance:

Ah, ok, didnt realise they were all that size  :)smile.gif

 lol same, mixed height and widths  :Ptongue.gif  lol
Title: Lost Legends II
Post by: DJ Omnimaga on November 11, 2007, 11:02:00 am
nice work!
Title: Lost Legends II
Post by: Zera on November 16, 2007, 11:44:00 am
I think I've pretty much finished the font / window design:

user posted image

(this is at 2x scale, so it seems closer to how it would appear on the TI)

The first row is the normal font. Each character is 4x8 pixels. The second row is the extended font, which is used to display names on top of dialogue windows. (see the example) It is 4x4 pixels. To the right is the window frame itself, and below it is a blank screen to show the resolution of the 83 / 84 models.

I may edit a couple of characters due to complaints I've had about them being somewhat ambiguous, but otherwise, how does it look?
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 12:18:00 pm
awesome fonts you got (except the "3") I also like the menu windows
Title: Lost Legends II
Post by: TIfanx1999 on November 16, 2007, 12:40:00 pm
4 x 8 and 4 x4 ?The text looks like 3 x5 and 3 x4 to me, unless im completley misunderstanding you and th 4 x8 and 4 x 4 are refering to something else... :???:confus.gif At any rate the larger font looks pretty nice, tho i might change a few letters to make them more normal. (D,  the #3, and possibly the E.
Here's a quick example:
user posted image
As for the smaller text, I'm still not sure why you want to use text that small. However, it does look very good. I wouldnt change anything in the smaller set.
Title: Lost Legends II
Post by: Zera on November 16, 2007, 01:08:00 pm
QuoteBegin-art_of_camelot+16 Nov, 2007, 18:4-->
QUOTE (art_of_camelot @ 16 Nov, 2007, 18:40)
4 x 8 and 4 x4 ?The text looks like 3 x5 and 3 x4 to me ...  

 That's empty space. You know, so the pixels will actually be spaced? ;)wink.gif
Title: Lost Legends II
Post by: Zera on November 16, 2007, 01:18:00 pm
QuoteBegin-grendel+16 Nov, 2007, 19:08-->
QUOTE (grendel @ 16 Nov, 2007, 19:08)
QuoteBegin-art_of_camelot+16 Nov, 2007, 18:4-->
QUOTE (art_of_camelot @ 16 Nov, 2007, 18:40)
4 x 8 and 4 x4 ?The text looks like 3 x5 and 3 x4 to me ...

That's empty space. You know, so the pixels will actually be spaced? ;)wink.gif

QuoteBegin
-->
QUOTE
As for the smaller text, I'm still not sure why you want to use text that small.


As I already explained, the extended font is super-imposed on top of the window frame, per my example. (to display the name of the speaker during dialogue, or to show the player their current location in the menu)

EDIT: Oops. Hit QUOTE instead of EDIT. Some of these button placements are seriously confusing...
Title: Lost Legends II
Post by: TIfanx1999 on November 16, 2007, 01:33:00 pm
QUOTE
That's empty space. You know, so the pixels will actually be spaced?
ok, makes sense now . :Ptongue.gif I I guess you're using the small text that way as a "cheater" so the dialouge box can be fully utilized for dialouge, and not have to display the speakers name within it as well. In that case yes, it really does make good design  sense. I just didn't realize that was what u were doing before  :)smile.gif
Title: Lost Legends II
Post by: Zera on November 16, 2007, 02:05:00 pm
Here's a quick mock-up of what the design would look like if I had used white-on-black instead of black-on-gray:

user posted image

Personally, I do not like this design at all. Looks too "inverted," considering how small the screen resolution is. Gray is much easier on the eyes. :)smile.gif
Title: Lost Legends II
Post by: TIfanx1999 on November 16, 2007, 02:48:00 pm
Actually, I think that looks alot better. I've never really liked the light gray. Hmmm. let me try someting;
here:
user posted image
I think Black background with white text is without a doubt the best looking. The dark gray background with black lettering comes in second in my oppinon. The dark gray with white text is too much though :(sad.gif it makes it look too bright for some reason .
*Edit* the border seems to really tie the black one togther as well :)smile.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 03:06:00 pm
I like the black bg on white text better
Title: Lost Legends II
Post by: Zera on November 16, 2007, 03:14:00 pm
I really don't understand how anything could think that looks better, but that's just me. I think it's terrible. It's really bright and inverted. Almost hard on the eyes.

The light gray is much more legible, and wraps nicely around the font. I didn't want to recycle the black-on-white look of the first game, since I felt it was too generic. Instead, I wanted the windows to actually have some kind of color and detail to them.

EDIT: Oh, and on a side note, some of the screen backgrounds are black. (I'll provide an example later) Having a black window background would just be too... black. :Ptongue.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 03:17:00 pm
well i guess we are all entitled to our own opinions. Maybe you could allow the user to change the color in option. I think black bg is good because it makes the game look more like if it was a console game than on a gameboy. On calc it may not be as hard for the eyes.
Title: Lost Legends II
Post by: Zera on November 16, 2007, 03:35:00 pm
Well, here's an example of what I was saying earlier about the black background in some areas:

user posted image

White-on-black text wouldn't work.
Title: Lost Legends II
Post by: TIfanx1999 on November 16, 2007, 03:54:00 pm
I was just refering to the status screen. In this case white text on the black background wouldn't work, and it would be too much black :)smile.gif.
*edit*
QUOTE
I think black bg is good because it makes the game look more like if it was a console game than on a gameboy. On calc it may not be as hard for the eyes.

Yea, this is what I thought too and that is why I like it on the status screen. It reminds me more of a console game.
I dont think implementing user chosen background colors would be a good idea, it would take up unnessecary space and would be a pain to implement .
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 03:55:00 pm
nonono I think this one should be left as it is, I just meant the light gray in text areas


but of course the light gray looks cool too, it just may look flickery on the 84+
Title: Lost Legends II
Post by: Zera on November 16, 2007, 05:48:00 pm
I was thinking about moving up to 89 since it has a much better resolution, but 160x100 is a little uneven, so I'm not sure how that would work. However, I did a mock-up shot of how much more detailed some of the menus could be on 89:

user posted image

I actually have space left over to implement other stuff, and even have a nice background behind the window.
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 06:05:00 pm
I would stick with 83+, as most people use this calc model and this would deceive lot of people awaiting for both LL games. Maybe later if people have time they can port it to 83+ tho
Title: Lost Legends II
Post by: Zera on November 16, 2007, 06:11:00 pm
Yeah, I guess it would be a slap in the face to suddenly change platforms. That, and I have no experience with 89 in the first place.
Title: Lost Legends II
Post by: DJ Omnimaga on November 16, 2007, 06:30:00 pm
thats what I thought, especially since 90% of the people here have 83+

I have a 83+SE and a 89t tho so it shouldnt matter much for me :Ptongue.gif
Title: Lost Legends II
Post by: Halifax on November 16, 2007, 06:58:00 pm
Take this as a grain of salt, but I believe that a 68k port would be fairly easy by just extending the view of the camera so it sees more tiles.

I would just feel really bad for 68k users because the only thing that is better that they may be getting is better grayscale. Gameplay and everything would be the same, which means the full power of the 68k wouldn't be used. :(sad.gif

Eh, as I said, grain of salt. ;)wink.gif
Title: Lost Legends II
Post by: tr1p1ea on November 16, 2007, 11:57:00 pm
Im not sure gameplay would ever be limited to the system as far as this game is concerned. Rarely are RPG's full of massive on-screen action etc. It should fare quite well on the z80 calcs.
Title: Lost Legends II
Post by: JonimusPrime on November 17, 2007, 05:29:00 am
Well I still think we should look into an 86 port though because alot of people have them and the man difference is the Lcd hardware and different system calls. the rest of the hardware is very smilar.
Title: Lost Legends II
Post by: Halifax on November 17, 2007, 06:59:00 am
QuoteBegin-tr1p1ea+17 Nov, 2007, 5:57-->
QUOTE (tr1p1ea @ 17 Nov, 2007, 5:57)
Im not sure gameplay would ever be limited to the system as far as this game is concerned. Rarely are RPG's full of massive on-screen action etc. It should fare quite well on the z80 calcs.  

 I don't understand what you said?

But basically I was saying on the 68k there could be more smoothscrolling, more enemies, more animations, a longer story, etc.

But we wouldn't be able to do that, we would only just be extending the map view.
Title: Lost Legends II
Post by: DJ Omnimaga on November 17, 2007, 12:41:00 pm
I think he means that gameplay will not be limited by the platform, because most RPGs doesn't have a lot of on screen action and animations like shoot-em-ups and fps so it should run quite fast
Title: Lost Legends II
Post by: Liazon on November 17, 2007, 01:36:00 pm
QuoteBegin-tr1p1ea+17 Nov, 2007, 5:57-->
QUOTE (tr1p1ea @ 17 Nov, 2007, 5:57)
Im not sure gameplay would ever be limited to the system as far as this game is concerned. Rarely are RPG's full of massive on-screen action etc. It should fare quite well on the z80 calcs.  

 the biggest limit unfortunately would be space.  make it too big and it's no longer BE compatible. :(sad.gif
Title: Lost Legends II
Post by: TIfanx1999 on November 18, 2007, 05:42:00 pm
An 86 port should be fairly easy... 68k would be a bit different. Perhaps taking on an 89 exclusive project could be on your "to do" list after LL1 and LL2 are completed. Instead of just doing a port you could do something that takes full advantage of the res and hardware. :)smile.gif Just a thought anyways.
Title: Lost Legends II
Post by: JonimusPrime on November 19, 2007, 02:17:00 am
Does anyone here besides me know any 86 z80 asm? Not that I've done anything for it.
Title: Lost Legends II
Post by: Halifax on November 19, 2007, 09:27:00 am
If you know 83+ z80 assembly then you know 86 z80 assembly. Are you perhaps asking if anyone knows how to use the 86 TI-OS API, or the 86 hardware setup?

Also if an 86 port is going to happen, we are only go to do it if it is a mutal agreement between all programmers. The main problem is that two seperate builds need to be maintained. Now unless Wabbit supports 86 executable linking, then I don't know, because that would make it easier.

An 89 port also isn't out of the question since both Liazon, and I know how to use C and 68K assembly. The main problem with overhauling the game for 68K is that grendel is the designer, and that would force him to make the design calls, and quite possibly he doesn't have the time for that.

Either way, let's stick with the current goal which is to satisfy grendel's need, and finish two great games for the TI-83+.
:)smile.gif

EDIT: It appears wabbit does support 86 executable linking. (I will talk all this over with Liazon, and grendel)
Title: Lost Legends II
Post by: Liazon on November 19, 2007, 11:40:00 am
sure ports sound good, though the current tileset doesn't take advantage of the bigger resolution on 68ks.
Title: Lost Legends II
Post by: Halifax on November 19, 2007, 11:52:00 am
Yeah that was mainly the problem that I was addressing. It may be possible though, only if grendel is up for it.
Title: Lost Legends II
Post by: DJ Omnimaga on November 19, 2007, 05:20:00 pm
please make it 83+ series only, then when the 2 (3?) games are done port them to othe rmodels
Title: Lost Legends II
Post by: Liazon on November 19, 2007, 06:00:00 pm
well, it could be ongoing development for all both calc families, provided there are enough programmers.

speaking of which.... coding.... hopefully resuming at the usual pace after Dec 1...

it's going to be a very busy thanksgiving for me :0wn3d:morons.gif

just had to use that smiley ^^
Title: Lost Legends II
Post by: DJ Omnimaga on November 19, 2007, 07:07:00 pm
;.; sorry to hear I hope you have fun though ;)wink.gif
Title: Lost Legends II
Post by: Zera on November 19, 2007, 11:17:00 pm
Meh. I'll just stick to 83 / 84, as originally planned. I'm more used to this platform.

In the meantime, this is a completed version of the game's first dungeon:

user posted image

http://img519.imageshack.us/img519/805/image2lh7.png

It bridges the player between the overworld and the substrata, which is a slightly smaller world with its own civilization. Of course, this means there are two whole worlds to explore. :)smile.gif
Title: Lost Legends II
Post by: DJ Omnimaga on November 20, 2007, 07:58:00 am
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?
Title: Lost Legends II
Post by: Zera on November 20, 2007, 10:45:00 am
QuoteBegin-DJ Omnimaga+20 Nov, 2007, 13:58-->
QUOTE (DJ Omnimaga @ 20 Nov, 2007, 13:58)
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?  

 Roughly nine; (one being optional) some are divided up into multiple levels. (usually 2 or 3, but some have 4 or 5) As for other maps, there are two worlds, 3 towns and a few miscellaneous areas that are only displayed during cut-scenes and events. I say it's a rough estimate because there are some dungeons you have to revisit due to previously blocked pathways, so in essence, some dungeons are technically just another part of a previous dungeon you've visited.
Title: Lost Legends II
Post by: Halifax on November 20, 2007, 02:01:00 pm
Wow, that picture is amazing. o.oblink.gif Keep up the good work grendel.

@Liazon: I think I will do a bit of coding over thanksgiving because I will be doing nothing. I will keep the SVN updated with notes, or Issues updated with changes, etc.
Title: Lost Legends II
Post by: DJ Omnimaga on November 20, 2007, 05:52:00 pm
QuoteBegin-grendel+20 Nov, 2007, 16:45-->
QUOTE (grendel @ 20 Nov, 2007, 16:45)
QuoteBegin-DJ Omnimaga+20 Nov, 2007, 13:58-->
QUOTE (DJ Omnimaga @ 20 Nov, 2007, 13:58)
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?

Roughly nine; (one being optional) some are divided up into multiple levels. (usually 2 or 3, but some have 4 or 5) As for other maps, there are two worlds, 3 towns and a few miscellaneous areas that are only displayed during cut-scenes and events. I say it's a rough estimate because there are some dungeons you have to revisit due to previously blocked pathways, so in essence, some dungeons are technically just another part of a previous dungeon you've visited.  

 thats good, when there is lot of dungeons i prefer if there is variations in the game progress, not just finish a dungeon, walk one mile and finish another, over and over again. I like when you have to come back sometimes then, surprise :)smile.gif
Title: Lost Legends II
Post by: Zera on November 20, 2007, 06:26:00 pm
I really took Ranman's suggestions to heart with the map design. Although dungeons usually have a few extra paths and dead-ends that branch out of the way, (to prevent too much linearity) I've also added optional entrances to certain dungeons, and included various hidden pathways / shortcuts to link two or more worlds / dungeons together. At times, you'll have the choice of using a (hidden) shortcut densely packed with powerful monsters to reach your destination more quickly, or you can take the normal, longer route as the game intended. So it kind of depends on your playing style -- if you like to power-level and rush through the rest of the game, you can do that by taking the shortcuts. If you just want to play for fun and see all the pretty sights along the way, then no problem. The shortcuts would otherwise be too difficult for a normal level party.

The game has one main dungeon, in a sense. Everything surrounding that dungeon is basically a quest to unlock the next floor of that dungeon so you can advance toward the final encounter. The dungeon itself stretches between both worlds, so it's quite long. You just do a bit of it here and there.

There are also a few side areas I threw in. Completing one of them changes the entire ending, but isn't necessary to finish the game normally.
Title: Lost Legends II
Post by: Halifax on November 21, 2007, 09:08:00 am
Hmm that is really cool. So this game is all formed around being dynamic? I like that idea.
Title: Lost Legends II
Post by: Liazon on November 22, 2007, 04:29:00 am
that sounds cool.  i like the idea of having the main dungeon span multiple worlds.
Title: Lost Legends II
Post by: Zera on November 22, 2007, 09:53:00 pm
user posted image

I did a mock-up to see how the dialogue window would actually appear in the middle of a scene. It still tends to cover up most of what's going on, but it's a bit better than the original.
Title: Lost Legends II
Post by: DJ Omnimaga on November 23, 2007, 03:52:00 am
not too bad. Do you think you could make it detect if there is more characters/npcs at bottom of screen than the top so if there's more at bottom it will show the text box at top of the screen or stuff like this? In some of my old games I had text routine show up at top of screen instead of bottom when character was walking on the bottom half or vice-versa

Also I would make that floor white or white with castle rocky feature  
Title: Lost Legends II
Post by: Zera on November 23, 2007, 04:16:00 am
Well, I plan to execute each dialogue window in a given position, depending on how the event itself handles it, so it's not always going to appear on the bottom.
Title: Lost Legends II
Post by: Liazon on November 23, 2007, 11:53:00 am
QuoteBegin-DJ Omnimaga+23 Nov, 2007, 9:52-->
QUOTE (DJ Omnimaga @ 23 Nov, 2007, 9:52)
not too bad. Do you think you could make it detect if there is more characters/npcs at bottom of screen than the top so if there's more at bottom it will show the text box at top of the screen or stuff like this? In some of my old games I had text routine show up at top of screen instead of bottom when character was walking on the bottom half or vice-versa

Also I would make that floor white or white with castle rocky feature  

 i guess that'll depend on how the text stuff gets recoded.
Title: Lost Legends II
Post by: Zera on November 24, 2007, 12:23:00 am
EDIT: Another question, before I forget it. Can ASM handle multiplication algorithms such as "(value) multiplied by 0.00050"? I want damage formulas to be more complex so certain things don't fall out of use. This is namely with spells, because having a spell cause "16 + (base intelligence value) = damage" wouldn't mean much when your enemies have a defense rating of like 199, and the highest intelligence score a character can have is 99.

So, what is this problem I keep hearing about with grayscale flickering? Obviously, there is a lot of grayscale going on here:

user posted image

:Ptongue.gif

I guess we'll have to include a driver update along with the game, in case anyone attempts to play it on models with said problem. Otherwise, I would really HATE to tone the grayscale down just to compensate for hardware problems.
Title: Lost Legends II
Post by: DJ Omnimaga on November 24, 2007, 03:46:00 am
you see diagonal scanlines in grayscale, but it isn't very noticeable, not bad enough to make it look bad. In fact, it's a lil like an old TV in antenna mode but much better. Play Desolate by tr1p1ea on this website if you want an example. Flickering may be more on the TI-84+ though, because the LCD refresh rate is too high, but if i remember they managed to make it look almost as good as on the other models

For complex damage formulas (assuming decimals) you need to use floating points because with integers you can't have decimals if i remember, unless you do some calculations.  
Title: Lost Legends II
Post by: Halifax on November 24, 2007, 01:18:00 pm
Yes, you would have to use TI's API for decimals which are BCD. These things are quite memory consuming(9 bytes), so if there aren't that many decimal values, then I suppose we could do this.
Title: Lost Legends II
Post by: DJ Omnimaga on November 24, 2007, 01:32:00 pm
Lot of people use floating points in RPGs actually, because not much speed is needed in them.


Btw are signed/unsigned long int and long long int possible in z80 ASM or is it just on 68k calcs?
Title: Lost Legends II
Post by: Halifax on November 24, 2007, 03:03:00 pm
Yes they are possible if you write your own routines to manipulate them.

long int = 32 bits
long long int = 64 bits

And it is not the fact that decimals are slow, it is the fact that they take a lot of memory.
Title: Lost Legends II
Post by: DJ Omnimaga on November 24, 2007, 03:28:00 pm
oh, I thought they were slow, since it's what TI-BASIC uses
Title: Lost Legends II
Post by: Halifax on November 24, 2007, 03:40:00 pm
Yeah, well that isn't exactly a good comparison since TI-BASIC goes through a lot more things than directly manipulating them.
Title: Lost Legends II
Post by: Liazon on November 24, 2007, 04:09:00 pm
QuoteBegin-DJ Omnimaga+24 Nov, 2007, 19:32-->
QUOTE (DJ Omnimaga @ 24 Nov, 2007, 19:32)
Lot of people use floating points in RPGs actually, because not much speed is needed in them.


Btw are signed/unsigned long int and long long int possible in z80 ASM or is it just on 68k calcs?  

 you could probably get away with just using logical shifts (divisions by powers of two) since damage would probably get rounded/truncated anyways.

like i mean, most of pokemon's damage formulas are a result of such bitwise manipulation anyways.  they didn't put the truncation in there to mess with you, it's just kinda built into how bits and bytes work.

that being said, that's still how they do them in the GB, GBC, GBA, and maybe even NDS generations, because it's not worth bothering w/ fp.  besides the fact the new processors probably already have mult/div as instructions.
Title: Lost Legends II
Post by: Zera on November 27, 2007, 09:40:00 am
user posted image

So, I decided to touch-up the item icons a bit. Given the limited space, I wonder if these are decently legible. In order, they should appear as:

 - a sword
 - an axe
 - a bow
 - a staff
 - a shield
 - a helmet
 - a suit of armor
 - a ring
 - a potion
 - a key
Title: Lost Legends II
Post by: arglactable on November 27, 2007, 11:10:00 am
Wow, those are awesome...
Title: Lost Legends II
Post by: Zera on November 27, 2007, 11:24:00 am
A more visual example:

user posted image
Title: Lost Legends II
Post by: dinhotheone on November 27, 2007, 12:48:00 pm
i think they look great, i especially like the axe with it being 'cliped' but still perfectly understandable. the helmet, staff, ring and armor are a little hard to figure out if you dont know what your looking for, but this will only pose a problem for the first time people see these icons. and if there is text next to it, it would not be a problem at all. since each icon is unique, its not hard to differentiate either. why are genji gloves a ring?
Title: Lost Legends II
Post by: Zera on November 27, 2007, 01:15:00 pm
QuoteBegin-dinhotheone+27 Nov, 2007, 18:48-->
QUOTE (dinhotheone @ 27 Nov, 2007, 18:48)
why are genji gloves a ring?

Still working on those icons. :Ptongue.gif

EDIT: There would be little point in adding seperate icons for different accessories. There are maybe two pairs of gloves in the game, a pair of boots, several rings and then a couple of miscellaneous icons. Plus, it makes it more difficult to distinguish whether or not the item is an accessory, or something else. Better to have one icon associated with all accessories in that case.
Title: Lost Legends II
Post by: dinhotheone on November 27, 2007, 03:34:00 pm
ahh yes, that makes sense.
Title: Lost Legends II
Post by: Zera on November 29, 2007, 01:51:00 am
Having fun trying to figure out how to arrange all the data in the menus...

user posted imageuser posted imageuser posted image

I think the status screen will have to end up being two pages. The first would display things like name, hit points and physical status, and then the second page would display ability scores.

EDIT: Link wasn't broken -- ImageShack servers just aren't very reliable, and often go down for no apparent reason.
Title: Lost Legends II
Post by: trevmeister66 on November 29, 2007, 08:30:00 am
That looks great. Only problem, the middle image is a broken link (or it might just be my computer)

EDIT: It works :)smile.gif
Title: Lost Legends II
Post by: Liazon on November 29, 2007, 11:10:00 am
i like the little icons
Title: Lost Legends II
Post by: MSR5 on November 29, 2007, 12:12:00 pm
Great!
keep up the hard work
Title: Lost Legends II
Post by: Zera on November 29, 2007, 12:41:00 pm
So, I decided to do a little concept art for the hell of it. Keep in mind, I haven't sketched anything in a long while.

This is our protagonist, Maya:

user posted image

I REALLY tried to be surrealistic with the coloring. All the "messy" detail is on purpose. It's probably hit or miss, but I don't know...
Title: Lost Legends II
Post by: DJ Omnimaga on November 29, 2007, 01:08:00 pm
very nice!
Title: Lost Legends II
Post by: Liazon on November 29, 2007, 02:31:00 pm
nice drawing!
Title: Lost Legends II
Post by: Zera on December 10, 2007, 01:17:00 pm
I've finished the graphics data and would like to go ahead and convert it. There's only one technicality I need to understand first, and that's the sprite routine. There are 98 total sprites in the game, pertaining to all sorts of different characters. Now, should I seperate these sprites and keep each character in his / her own seperate tile binary, or should I just cram them all into one gigantic binary? I was thinking I should keep them seperated, because there would be little point in the system loading an ENTIRE 98-tile binary into memory any time a sprite is called on screen. Plus, it would be a lot easier on an organizational level.

Second concern: should the tiles be arranged top-down or left-right?

Third concern: should I use the transparency technique I proposed with the first game? (check the other thread)

EDIT: Oh, it almost slipped my mind. Also, instead of having two seperate tiles for a character standing left or right, I only have one tile for them standing left. I figure to converse space, we can someone write instructions for the system to "flip" the tile when the character is facing right. (since there's essentially no difference between the two tiles anyway)
Title: Lost Legends II
Post by: dinhotheone on December 10, 2007, 02:02:00 pm
1) idk
2)idk
3) see the other thread for an answer
4) yeah, thats a very good idea

Title: Lost Legends II
Post by: {AP} on December 10, 2007, 02:20:00 pm
If you're using xLIB (like I 'think' you are) there is already a command to flip the tile. I'll dig it up in a sec.

EDIT: Misread, you're in asm.
Sorry 'bout that.
Title: Lost Legends II
Post by: Liazon on December 10, 2007, 03:05:00 pm
1.)  are all the sprites moving?  it's probably no big deal to keep separate .gsms for each character atm.  it makes it easier later if modifications need to be made.  that's a lot of characters btw.  do they all move?

2.)  doesn't matter, just be consistent, unless i misunderstand the question

3.)see the other thread.

4.)  it depends.  how many sprites actually have left and right?  if it's just 1 like in the first game, then it's not worth it since the routine is probably larger than the extra sprite.  can't recall how much big the routine is, but if it's all 20+ characters (or however many characters 98 is), it's probably a good idea.  especially since it's gs.

do you want me to work on both at the same time?  they kinda have really big similarities.  that being said, I'd kinda rather get LL1 done first.
Title: Lost Legends II
Post by: DJ Omnimaga on December 10, 2007, 04:33:00 pm
True, I hope Halifax comes back soon tho :Swacko.gif I am getting worried. If he doesn't show up here soon I think I'm gonna try to contact him. Maybe something bad happened  
Title: Lost Legends II
Post by: Zera on December 10, 2007, 04:56:00 pm
QUOTE
1.) are all the sprites moving? it's probably no big deal to keep separate .gsms for each character atm. it makes it easier later if modifications need to be made. that's a lot of characters btw. do they all move?


A majority. There are only a few stationary sprites and objects. Most of them are main characters, townspersons, etc.

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QUOTE
4.) it depends. how many sprites actually have left and right?


Any character who moves. So that would be the main characters, townspersons, etc. Maybe 10 or so different characters, each having around 6 sprites a piece.

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QUOTE
especially since it's gs.


So, this needs to be done in CalcGS? I can compile them any number of ways using something like iStudio. I would prefer to do something that is subject to compression, since we're dealing with a lot of data.

QuoteBegin
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QUOTE
do you want me to work on both at the same time?


Absolutely NOT. :Ptongue.gif

I'm just asking in advance so I can go ahead and get some things out of the way. That way, when we do get finished up with the first project, this one will hopefully be less of a task.
Title: Lost Legends II
Post by: tr1p1ea on December 11, 2007, 12:16:00 am
It doesnt matter if you have all of your sprite data in 1 big file or in seperate files really. You will most likely require sprite tables with whatever engine you decide to use anyays.

Probably best to concerntrate on getting the first one done to appease all of your eager fans :)smile.gif.
Title: Lost Legends II
Post by: dinhotheone on December 11, 2007, 10:20:00 am
yes, apease us :)smile.gif
Title: Lost Legends II
Post by: Zera on December 22, 2007, 07:28:00 am
QuoteBegin-tr1p1ea+11 Dec, 2007, 6:16-->
QUOTE (tr1p1ea @ 11 Dec, 2007, 6:16)
Probably best to concerntrate on getting the first one done to appease all of your eager fans :)smile.gif.

I need to clarify on something because it's going to cause confusion if I don't. I brought it up earlier in this thread, but I must have worded myself wrong.

What I generally did with Lost Legends was complete everything in advance. I mean that literally. The entire project was finished before I even brought it up. With that said, my job there is done. There's absolutely nothing more I can do for the project aside from guiding Liazon and Halifax, who are tasked with putting it together. (I lack any proficiency in ASM)

I'm basically taking the same approach with Lost Legends 2 -- everything will be ready in advance when the programmers are ready to take it on. I will not allow it to be developed until I have made all these resources available. So just to avoid any confusion, this is the general route of things:

c1
-->
CODE
ec1LOST LEGENDS 1 | LOST LEGENDS 2 | DEV. STATE
Title: Lost Legends II
Post by: Zera on December 22, 2007, 11:16:00 am
Just showing off the dialogue effects...

user posted image

The font wraps together pretty nicely. For the ellipsis at the end, this is actually four different characters only using two spaces.

There are two fonts in the game -- the primary font is 4x8 px, and is used in normal dialogue sequences. The extended font is only 4x4 px, and is used to draw the window frames and display names / labels. All in all, it should actually be smaller in file size than the original font used in LL1, which was 96 8x8 characters. <_<dry.gif
Title: Lost Legends II
Post by: DJ Omnimaga on December 22, 2007, 12:17:00 pm
wow nice! It will look great in game :Dbiggrin.gif
Title: Lost Legends II
Post by: Liazon on December 22, 2007, 02:41:00 pm
wow looks good

i look forward to living up to this challenge after the first game's done.  ^^