wow, you'd have to do an ASHBAD (excuse the example. :P)to get that done in a week. :oRPGs get 2 weeks if I'm not mistaken.
Wow that looks really great and fast for BASIC+libs O.OI'm trying to figure out how to fix. I tried one way, but made the thing way more flickery. I have another idea, though...
I never got more than 4 fps with 3 level gs on a 84+, about 2-3 with 4 level. Good job so far.
One thing I notice, though, is that when the char goes out of the map, it shows up above the HUD.
That looks awesome!It's because I used Charas, and that's one of the few expressions I've found that I really like.
But why do all of the characters have the same face?
what is charas?This. (http://charas-project.net/)
Wow! I take it this isn't gonna be using Nostalgia's concept of switching between ASCII and sprites? Nevertheless, that is amazing. :oNope, because this is back in the beginning when Alteria was whole. There aren't aren't multiple dimensions yet. The Creator doesn't even exist yet.
ahh... wait, how does Alteria exist without the Creator creating it? ???The Creator was the guardian figure created after the First War, which is going on during Sky's Story.
oh, ok. ;)Yeah, that was clear. Thanks. :)
wow, you really put a lot of thought into this! :o
I realize this isn't a story, but seriously, this is the kind of thing that would fit with what Tolkein once said: A truly amazing story is one that will continue to thrive even when the writer is absent.
meaning: I'm sure if you left the story and prologue, someone else will be able to write their own game after or before the setting of the actual Nostalgia. ;)
/\was that understandable at all? :P
man, I have like almost no story for A:P.....I should get on that. Yours is very well thought out, I like it ;)Thanks. :)
I like the battle layout so far as well as the game concept. :)Yep, I planned on 2nd being the action key. I had planned on checking for NPCs after pressing it, but checking for doors or other objects sounds like a great idea.
And yeah pxl-test collision is pretty fast. To open doors or talk to NPCs, you should have an action key, no checking if there's a NPC or something while walking. Hopefully you should be able to get as much speed as possible that way, especially that you're using 4 level grayscale. :)
Nostalgia Origins: Sky's Story - 3%
- Map engine: 80%
- Battle engine: 2%
- Menus: 0%
- Titlescreen: Started
QuoteNostalgia Origins: Sky's Story - 3%
- Map engine: 80%
- Battle engine: 2%
- Menus: 0%
- Titlescreen: Started
This is your signature. I recommend finishing map and battle engine first, but I'm sure you already know that. Good Luck!
Another thing about the char going out of the map: I think that if when exiting the map you clear that area completly, just clearing the area earlier would prevent you from having to check if the char is drawn outside. It's gonna be cleared so fast that it will hardly be noticeable.I've fixed that issue by not updating the LCD if he's gonna overwrite the GUI, then I real(0 the screen.
Yep. That's exactly what I'm doing.QuoteNostalgia Origins: Sky's Story - 3%
- Map engine: 80%
- Battle engine: 2%
- Menus: 0%
- Titlescreen: Started
This is your signature. I recommend finishing map and battle engine first, but I'm sure you already know that. Good Luck!
i think that is what he's doing :P
Celtic tilemapping used hex, right?Nope, it uses tokens.
Wow I wonder how hard it is to edit tilemaps then... I guess if I return to BASIC I'll stick to matrices X.xCeltic tilemapping used hex, right?Nope, it uses tokens.
And for those of you curious, here's the bestiary.Spoiler For Bestiary:
Unless he's planning to have enemies become stronger as you progress but remain the same type?^This.
Ah ok, so basically enemies will kinda be like Final Fantasy VIII and a bit like Illusiat 1 and 2 originals. In the original two Illusiat games, enemies strength increased as you progressed. (although it was poorly balanced in my case)Illusiat 11 did this too, right?
Sounds good, Finale. How's it progressing? I believe your time is halfway up. ^-^Coding frenzy!
Well whatever the case is with this, I had to stop in and say it looks *really* nice. My only concern is the small window in which you move. It seems a bit cramped to me. I'd suggest black and white sprites and utilizing the full screen(unless it has to be in grayscale)so you get a bit more room and so speed isn't as much of an issue.I've since changed the tilemapper to a scrolling 4lvl grey 16x16 full screen tilemapper, and it runs faster and less flickery then my original one for Pokemon. I'm currently working on getting a new tileset together, then maybe I'll post a screenie, but I'm really focusing on other things right now, as this is on hold.
/me hopes for Nostalgia Axe RPG progress soon :PLook a little further down the New Posts list. ;)
Ah I see it's now full screen :D. I assume you are gonna replace the tiles soon, right?Yep, I have a lot of the tileset done.
DUDE! your character sprites are amaze(particularly the rear view with the flowing cape).Thanks. I got them from Final Fantasy 2/3 for the NES.
Wow great! For some reasons the battle layout reminds me a lot of Reuben Quest, though. O.O (Although it's pretty fine like that)Yeah, I was just playing Reuben Quest, so.
I wondered where that menu style came from...Indeed. I liked the texture and one part seemed like it would look cool for a boss. Also Reuben sprite is a modified Onion/Omnikid sprite. A lot of the enemies are from FF1, 2 and 3, Dragon Warrior, Metroid and Lufia.
And also, if I remember correctly, was the first boss (the one in the Dark Ruins protecting the gate switch) taken from one of the NES FF3's battle backgrounds? Cause I was looking at those the other day, and it looks exactly like the pattern in the crystalline battle background...
Anyway, I implemented the selection wheel! It's not grey, but that's just because of the flickering it caused.
Thats ind of funny because I speak japanese and Kurai means dark and HIkari means light, :hyper:That's precisely why I picked those names. ;)