Omnimaga
Omnimaga => Our Projects => Reuben Quest => Topic started by: Sorunome on February 15, 2015, 09:29:39 am
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The game is released, you can find more info here: https://www.omnimaga.org/news/reuben-quest-lost-between-times-22408
Yes, I'm working on a third part of the game.
Have a teaser:
(https://img.ourl.ca/walking.gif)
I got some pretty neat stuff planned on this, and I hope you guys'll like it once I decide to publicly announce them :P
Also note how this won't be only my work (sprites, story, map etc.)
EDIT:
Maybe this will be the start map
(https://img.ourl.ca/map_teaser.png)
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I believe the trees make this game really distinctive. :) The upwards movement is a bit wobbly!
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It's the same moving animations as the previous game. The difference is that it is now fully masked without any slowdown ;)
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Imma tease you guys some more
(https://img.ourl.ca/teaser_walking.gif)
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Yay, you got transitions working! :D
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Also they are less choppy on real hardware.
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Those transitions look awesome!
Perhaps if Reuban didn't disappear when the screen moved?
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That not disappearing is easier said than done, the thing is that he'd have to evenly move 8 pixels over, then, and needs to get (masked) re-drawn and shifted all the time....
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Sorunome :D
Someday you should use one of my engines since you would actually make good use of it XD
(http://img.ourl.ca/AmberBetaEx8.gif) (http://img.ourl.ca//AmberBetaEx9FastMode.gif)
EDIT: I mention this because I use magic to get the smooth-scrolling background to work without breaking the player sprite.
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Looking awesome Sorunome! :)
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Sorunome :D
Someday you should use one of my engines since you would actually make good use of it XD
(http://img.ourl.ca/AmberBetaEx8.gif) (http://img.ourl.ca//AmberBetaEx9FastMode.gif)
EDIT: I mention this because I use magic to get the smooth-scrolling background to work without breaking the player sprite.
Guess what I think about when falling asleep :P
Anyways, i bet my version will be waaaay to choppy >.> Just keep in mind i only scroll when reaching the sides, and the player thus also changes position each frame
EDIT: Oh, also only 6MHz allowed and it is twice the data due to grayscale >.>
EDIT2:
Do you notice that I don't actually move reuben?
(https://img.ourl.ca/is_this_noticable.gif)
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I believe the trees make this game really distinctive. :) The upwards movement is a bit wobbly!
Yea, about that. At some point, somewhere along the line we messed up Reuben's sprite so his head moves. Maybe he broke his neck? Whoops! :angel: If it's on the sprite end, I'll get it fixed shortly.
*Edit* Yepp, it was me. When I mirrored the front facing sprite I failed to realize that Reuben's head would shift over one pixel since it wasn't centered. Whoopsie! :blah: I'm going to give him a refresh and see if I can't make him look a bit better overall. :D I have some Reuben stuff that I need to copy over from my old PC that I originally did this stuff on. Should be pretty quick as I have it hooked up and running now. :D
*Edit 2* I realize Nano's post is probably talking about something other than Reuben's walk cycle (Zeda pointed out the walk cycle in IRC anyhow though). When he walks upwards,(Reuben has his back turned to you) his head doesn't shift. It only occurs currently when he's walking downwards (Reuben is facing you).
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Here's a WIP of these sprites. Not sure how they'll look animated yet as I haven't tossed it in anything to view the animation. Also included a recolor attempt to the left. 2x size for viewability as always. :D Just wanted to try to get these posted before bed, so there may be silly mistakes as well.
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Yay, new sprites :P
But I'll wait until you verified their functionality, hehe
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A little more work and a animated mockkup:
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yaaaaay another epic project!(its really hard to find them on omnimaga :P)but im wondering why i found this thread that late...
in which language are you writing it? axe?
hurry up i can't wait! and i'm sure some of my class mates cant wait, too :D
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This is being written in assembly. :)
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I never said it for the project specifically, but it is the same as reuben2, it is written in assembly.
Well, with what's new is some self-written development tools to create data in php
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Welp, been spriting away, so here's the results so far: Reuben has been redone, and there are several NPCs. The old font has also been revised (quickly). All of these are WIPs, but I'm pretty happy with them so far. :D Also, the censored sprites won't be revealed. >:D Sorry!
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I like the censored one most :trollface:
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me too but I think its much prettier in green than in blue:)
good job! i really like this font
remember to make a techers key which returns instantly to the homescreen and saving the actual ingame position and stuff like this:) very important!
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Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder
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Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder
What about doing a super mario-like system? You could work with 2 save files, one being the regular one where you can save at save points which will also restore health, and an other temporary save file to save the game when you don't have time to make it to a save point. The temporary save doesn't restore health and can only be loaded once (you can delete the file right after loading the data from it). That way, the temporary save is really more a way of pausing the game.
It would be quite usefull for playing this game on short pauses between classes, since you won't have to end the game and loose all progress, or keep the game paused and be unable to use your calc in the meantime.
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But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
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yes thats what i want to say, ben_g :)
it isn't that easy because you can access all files on these calcs so you could do "illegal" savefiles.
also to have a option to use the calc while playing is very usefull.
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Nope, won't add a teachers key. As it is part of the games mechanics that you can't save everywhere etc. that makes certain things harder
What about doing a super mario-like system? You could work with 2 save files, one being the regular one where you can save at save points which will also restore health, and an other temporary save file to save the game when you don't have time to make it to a save point. The temporary save doesn't restore health and can only be loaded once (you can delete the file right after loading the data from it). That way, the temporary save is really more a way of pausing the game.
It would be quite usefull for playing this game on short pauses between classes, since you won't have to end the game and loose all progress, or keep the game paused and be unable to use your calc in the meantime.
Yea, Dragon Warrior I&II had something like this too. It's basically a temp save file that deletes itself when you resume from it. Can be useful if you're in the middle of a dungeon and have to quit suddenly.
But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Not if you put it in a menu screen or something. I wouldn't add it as a "teacher key" that instantly save and exits. I'd put it in a menu somewhere. That way, you can select it and verify that you want to quick save.
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If I add something like that you won't be possible to do that during battles, though.
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Of course. I wouldn't expect it to be able to be done mid battle. That would be weird. :P
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But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Sorunome, switching key groups is like... 30 or maybe 40 t-states with the delay. You won't even notice that. You could switch groups a hundred times and probably still not even notice it :P If you were switching t-states in the inner loop of your fastcopy routine, then maybe you'd notice it. But in the outermost layer of the main game loop, it'd be fine. Also, you could prefix the appvar with a space so that it appears hidden. And i agree, exiting mid-battle shouldn't have the quick-save option.
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But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Sorunome, switching key groups is like... 30 or maybe 40 t-states with the delay. You won't even notice that. You could switch groups a hundred times and probably still not even notice it :P If you were switching t-states in the inner loop of your fastcopy routine, then maybe you'd notice it. But in the outermost layer of the main game loop, it'd be fine. Also, you could prefix the appvar with a space so that it appears hidden. And i agree, exiting mid-battle shouldn't have the quick-save option.
but but but it can be done without!
Of course. I wouldn't expect it to be able to be done mid battle. That would be weird. :P
yep, especially because i got some plans *hint hint hint*
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More NPC work. For those following the series: Top left first two rows are Reuben, top right first two rows are Laf. The rest are assorted NPCs. The guy with the hat came about as a mistake, but I like the way he looked. I decided to further develop him and keep him in the sheet regardless of if he gets used or not. :P
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uho just noticed that those sprites are 9pxl high but i can only make reuben/NPCs 8 high
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Is that a problem?
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yes he must be 8pxl high :P
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Is this easily fixable?
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Why can't they be 9 pixels high? It's not much harder to draw an 8x9 sprite than an 8x8 sprite.
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Maybe it would be ok-ish to make reuben 9pxl high, it would require me adding clipping though due to the topmost layer possibly being off-screen.
And as the NPCs would be added as tiles they have to be 8x8
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Well, that sucks. :/ If you can't figure something out I'll see if I can rework them, or just make some new sprites.
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You made reuben 8x8 sprites before o.o
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Yes, and his head was moving back and forth when he walked. :blah:
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I liked how his head moved back and forth
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Oh look, it's a battle!
(https://img.ourl.ca/battle-3.gif)
Yes both parties just attack each other whenever they can, somewhat breaking the turn-based engine! :D
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niiiceeeee!
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Also I made it now so that it erases the frame of the progress bar if the enemy attacks. Silly me
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Will all attacks fully drain the progress bar, or will each attack drain it by a different amount so that you have to think about which attack you'll use?
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I planned that all just drain the progress bar all the way, but concerning magic the different spells might not all consume the same amount of MP, still have to think about how to do that stuff. Because I also plan on making like spell upgrades and stuff
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Soooooo, I need some help with ideas on the battle engine:
With magic, how should I handle it?
The same spells as the previous games?
Magic leveling? If so, how would that look like in the battle engine? (like 1.2 x damage or what?)
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Sprite updates! Here are Reuben and the NPCs redone to fit 8x8. Reuben has two alternate sets that I made in which the front sprites are slightly different. It doesn't eliminate the head moving, but it uses trickery to hide it so it isn't quite as noticeable. Id' use whichever appears to move it's head less. There are also fewer NPCs as there is a bit less variety to work with in smaller size and many of them would have looked to similar.
In regards to the magic system I'd have to put some thought into it and what could be changed. Not really sure yet.
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@Sorunome you could add a shock spell which ties the enemy up for some fight rounds
EDIT:
you can add some paper rolls with spells. using them reuben learns new spells. all spells should have a minimum level the player has to reach to learn the spells.
magic leveling decreases the mana costs and unlocks new spells. also magic leveling could decrease the effect of the enemies' attacs
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I like the idea of having magic level up. I really liked that in RPGs like FFVII and Legend of Legaia. A wider array of spells would be nice, too. For leveling a spell up, you could give them certain side effects when they reach certain levels (like LoL). I also think higher level spells should consume more MP, not less. A 1.2*LVL increase in damage would work, you can also have higher levels hit a wider range of enemies.
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Uho, i never played any of those games......
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yes higher level spells should cost more MP, but you can decrease mp cost leveling up a spell.
you could add special effects to some spells:
a frost spell takes damage to some enemys. special effect: it solws down the enemy for some fighting rounds.
a fire spell takes damege and sets the enemy on fire. this makes the enemy losing extra hp for some fighting rounds.
the player has to unlock the effects.
you could do the same with weapons:
add a way the player can poison his weapons. hitting emenys with poisoned weapons, the enemy gets poisoned.
if a weapon is very sharp, the enemy bloodes for some fighting rounds.
what about enchanting weapons? ...
well there are too many things to add to a battle engine. i think it shouldn't get too large...
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One thing i liked about Phantasy Star were the frames (essentially your armor) that had slots. You could put things in there to boost your stats, increase your resistance against certain types, etc. Armor could have (if i remember correctly) between 0 and 4 slots. I think a mix between Phantasy Star (with frame slots, mags, and character classes), Legend of Legaia, and FF7 would be my perfect RPG :D
I agree with Digital about magic having special effects at higher levels. Legend of Legaia has a system where you can max your magic to level 9, and in addition to the boost in power it generally gets a special upgrade every other level. For example, the fire attack "Gimard" does plain damage at lvl 1, at lvl 3 it lowers the enemy's attack by 5%, at lvl 5 by 10%, at lvl 7 by 15%, and lvl 9 by 20%. Magic levels up by using it. It takes a looong time to get to level 9. Healing spells start to cure other ailments (like poison) at higher levels, in addition to healing more HP.
There's tons of stuff you can add to the battle system, but i dunno how complicated you wanna make it. I can throw tons of ideas at you, though, as i've been playing around with battle systems in my own RPGs for a while now ;)
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For those of you who didn't like the grayscale that reuben2 had compared to reuben1......reuben3 has the exact same grayscale awesomeness with crystal timers that reuben1 has! I did this with using the crystal timers, and, as the 83+ doesn't have them, i fall back to the hardware timers. It actually uses just the same save file as GrayLib, to encourage people to make grayscale settings per-calculator!
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awwww
what about a pre realese to test the high quality grayscale? :D
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...It actually uses just the same save file as GrayLib, to encourage people to make grayscale settings per-calculator!
Great idea!
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Well the quality is literately the same as in reuben1, I actually haven't written a way to adjust it yet, so i started reuben1 for adjusting XD
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(https://img.ourl.ca/spider-smaller-1.png)
EDIT: idk what messed up the gray in this screenshot, oh well.
(https://img.ourl.ca/dynamic_tiles.gif)
This simply demonstrates the dynamic tiles!
Also, the script attached to that switch is super-simple:
isEvent(forestDungeonFirstSecret)
jr nz,{+1@}
doSpeech(switch_inside)
setEvent(forestDungeonFirstSecret)
jr {+2@}
@:
doSpeech(nothing_here)
@:
So yeah, I can like attach code to a tile and it'll get run if you face it and hit second ^.^
Also the speed of reuben is already artificially slowed down.
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You gotta love hookshots!
(https://img.ourl.ca/hookshot.gif)
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You gotta love hookshots!
(https://img.ourl.ca/hookshot.gif)
Lol XD
The greyscale looks nice!, and that spider, amazing O.O . I hope it makes it into the final game!
But, I just have to point out, that from the side the main character looks like either a hedgehog or a a mole with a hat on :P
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That hooks shot looks awesome. :D
Lol XD
The greyscale looks nice!, and that spider, amazing O.O . I hope it makes it into the final game!
But, I just have to point out, that from the side the main character looks like either a hedgehog or a a mole with a hat on :P
A mole? :o I don't think he does, but everyone sees things differently. It's also quite difficult to fit a large amount of detail into 8x8, so compromises in the look have to be made when working so small.
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lol, yeah, 8x8 pixelart is hard!
Also, don't hookshots look way better if fully animated?
(https://img.ourl.ca/hookshots_animation.gif)
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lol, yeah, 8x8 pixelart is hard!
Also, don't hookshots look way better if fully animated?
(https://img.ourl.ca/hookshots_animation.gif)
They do indeed look better. But shouldn't the hook shot drag people at you instead of the opposite?
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They do indeed look better. But shouldn't the hook shot drag people at you instead of the opposite?
Not according to any Zelda game.
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That aren't supposed to be people but fixed poles in the ground.....my spriting sucks :P
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You thought this project was dead? Well, apparently it isn't!
I added now a grayscale tuner (Like Reuben 1 had, the one that's built-in in Graylib) and, more importantly, different worlds. A world is basically a collection of tilemaps, so e.g. a different dungeon would be a different world. This would allow me easily to spread worlds accross different pages for larger stuff etc.
Anyhow, screenshot time!
(https://img.ourl.ca/worlds.gif)
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cuuuuute
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cuuuuute
Thanks! I guess :P
Also, bombs!
(https://img.ourl.ca/bombs%21.gif)
EDIT:
And, like, item menu
(https://img.ourl.ca/menu.gif)
EDIT2:
The item menu is expanding....
(https://img.ourl.ca/item_menu.gif)
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I am liking this animation for entering houses. What do you guys think? Too slow? Too fast? Too silly?
(https://img.ourl.ca/change_world.gif)
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wait a sec... Your house is a cave ??? O.o
I really like the animation, it's perfect! It's liek telling you "You are entering a new world/room/...
And I also like the speed btw... you shouldn't make it any faster :)
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wait a sec... Your house is a cave ??? O.o
Nah, it's just my testing-house for such stuff, like the sign to the left of it unlocks me all items currently, you know, for debugging :P
I really like the animation, it's perfect! It's liek telling you "You are entering a new world/room/...
And I also like the speed btw... you shouldn't make it any faster :)
Awesome, thanks!
Any more opinions? :3
EDIT: Does anybody have some good sprites for inside a house?
EDIT2: How should you be able to enter a house? Walk into the door or face the door and hit 2nd? (Added poll!)
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Couple reasons why I think you should just be able to walk in:
- That's how pretty much every RPG I've seen do it (think Pokemon).
- It's pretty unlikely that you would "accidentally" run into the door
- Less thinking for the player, more playing :D
Also those graphics are gorgeous :D If I may offer a suggestion though, I'd add a space between the first dash and the I in "–Items–" in the menu header. There are two empty pixels between the s and the second dash, and only one between the first dash and the I D:
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Little bug report:
Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
Dialogues:
- Walking one window west there is that house - it got messed up text parts in the dialogue
- the first house in the forest (south, then east) has a bg in dialogue, too
- you should add a "back" bottom, too, if yu accidentally skipped one part of the dialogue
Walking:
- While walking around, enemies spawn. But they also keep spawning while walking against a wall (auto-level by pining down the key works!)
- you should force the player to release all keys before walking again after a battle (auto-level)
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
Fighting in general:
- there's no message telling you that you won, fighting screen just disappears
- Also no message what you got (won a dollar, got some EXP?)
- The LEVEL UP message is shown right above the attack loading bar - should move the text up like 5px...?
- After displaying the LEVEL UP you should add a forced break of at least 1 second... it sometimes isn't even shown if you keep pressing a button after fighting
Fighting the spider Boss:
- after having won there's no message telling you that, its just over...
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
- after having won and left the screen (and everything is back to normal) you can just walk back to the axe and fight again - the spider isn't gone
by the way I love the game :love:
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Couple reasons why I think you should just be able to walk in:
- That's how pretty much every RPG I've seen do it (think Pokemon).
- It's pretty unlikely that you would "accidentally" run into the door
- Less thinking for the player, more playing :D
Also those graphics are gorgeous :D If I may offer a suggestion though, I'd add a space between the first dash and the I in "–Items–" in the menu header. There are two empty pixels between the s and the second dash, and only one between the first dash and the I D:
Thank you! I'm also in favour of walking into doors, i just thought i'd make a poll. As already discussed on IRC it's not very easy for me to just add a space, as I use a custom monospace font as TIOS routines are kinda frozen for me all over the place.
Thanks for your bug-hunting!
Little bug report:
Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Dialogues:
- Walking one window west there is that house - it got messed up text parts in the dialogue
- the first house in the forest (south, then east) has a bg in dialogue, too
Yeah, gotta hunt down that sucker- you should add a "back" bottom, too, if yu accidentally skipped one part of the dialogue
Actually i'm against that, again, you gotta read dialogs! (Also, zelda games don't have that :P)
The thing is.....it is extremely hard to go backwards in the string to display text as i have basically no idea in the code where it came from.
Walking:
- While walking around, enemies spawn. But they also keep spawning while walking against a wall (auto-level by pining down the key works!)
- you should force the player to release all keys before walking again after a battle (auto-level)
done and done
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
Fighting in general:
- there's no message telling you that you won, fighting screen just disappears
- Also no message what you got (won a dollar, got some EXP?)
- The LEVEL UP message is shown right above the attack loading bar - should move the text up like 5px...?
- After displaying the LEVEL UP you should add a forced break of at least 1 second... it sometimes isn't even shown if you keep pressing a button after fighting
The battle engine isn't exactly done yet...
Fighting the spider Boss:
- after having won there's no message telling you that, its just over...
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
- after having won and left the screen (and everything is back to normal) you can just walk back to the axe and fight again - the spider isn't gone
done, done and done
by the way I love the game :love:
Thanks!
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Thanks for your bug-hunting!
Little bug report:
Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Still there sometimes are none at all xD So you should maybe add it anyways :)
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
Fighting the spider Boss:
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
actually there's a second way out of it - if you walk into another enemy before reaching the path xD
But I'm glad to hear it's fixed :)
New bugs:
once you break the rocks blocking the nortern path but leave the screen by walking around, its blocked again.
new anti-bugs (reversed bugs?)
Nothing beyond the blocked path in the north is supposed to be working - but the savegame-statues in the next city are indeed working! ;D
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Thanks for your bug-hunting!
Little bug report:
Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Still there sometimes are none at all xD So you should maybe add it anyways :)
As discussed on irc, you are already told what you recieve via the dialog
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
New bugs:
once you break the rocks blocking the nortern path but leave the screen by walking around, its blocked again.
That is because the engine isn't state-aware. Same goes for shrubs - you destroy them and re-enter the tilemap they are back.
However, as I saw these rocks as a major keypoint in the story i manually added a switch so that they stay gone :)
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- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
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[...]
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
That wouldn't work with items such as the hookshot or bombs, though.
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- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
Then use ALPHA to trigger/use the currently equipped item? ;)
Probably want to add a <none> for people that dont want to always have item equipped...
Also you shoud add a "current weapon" menu where you can equip any weapon you already unlocken :)
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Then use ALPHA to trigger/use the currently equipped item? ;)
Probably want to add a <none> for people that dont want to always have item equipped...
Also you shoud add a "current weapon" menu where you can equip any weapon you already unlocken :)
That would add another level of complexity to the move engine....currently it only knowsof Y=, 2nd, mode, del and the arrow keys. WINDOW, ZOOM, TRACE, GRAPH act as arrow keys
EDIT: Actually using alpha sounds like a very good idea, i'll try nevertheless
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- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
Then use ALPHA to trigger/use the currently equipped item? ;)
Probably want to add a <none> for people that dont want to always have item equipped...
Also you shoud add a "current weapon" menu where you can equip any weapon you already unlocken :)
That would add another level of complexity to the move engine....currently it only knowsof Y=, 2nd, mode, del and the arrow keys. WINDOW, ZOOM, TRACE, GRAPH act as arrow keys
EDIT: Actually using alpha sounds like a very good idea, i'll try nevertheless
Whatfor do you support Y=, window, zoom, trace and Graph, too ???
Isn't it much simpler to use teh arrows, 2nd to interact, mode for menu and del to leave? (and now Alpha for item)
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[...]
Whatfor do you support Y=, window, zoom, trace and Graph, too ???
Isn't it much simpler to use teh arrows, 2nd to interact, mode for menu and del to leave? (and now Alpha for item)
It's because of the way the hardware is set up. The keys are grouped into multiple keygroups, where you can check the keypresses of each keygroup.
the top row + 2nd + mode + del is a key group and the arrow keys are a key group. I check both simutainiously, thus i can't differentiate between f2-f5 and the arrow keys, which is fine since nobody uses those anyways xP
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why do you refuse to quote? :'(
Actually that's still super strange for me... just tried my last axe program and it wasnt reacting on ZOOM or TRACE? xD
How could it be that Axe is better than ASM especially ince Axe is written in asm? O.o
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Actually that's still super strange for me... just tried my last axe program and it wasnt reacting on ZOOM or TRACE? xD
How could it be that Axe is better than ASM especially ince Axe is written in asm? O.o
That is because i did a certain optimization that axe doesn't do to prevent these issues. However that also results in longer&slower code
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you mean axe did it but you didnt, so you get these bugs but your code is faster? ;D
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Looks like walking onto a door is winning *yay*
Also, i kinda need a 7x7 pixel sprite of flippers.... (4lvl grayscale) to indicate when you recieved them, that you can swim. My attempt of that is looking horrible... :/
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Fatal bug:
- When having tried to destroy the rocks blocking northern path without already having the pickaxe unlocked, something goes wrong and the next time you try to save the game using a statue, you end up getting a ERR:UNDEFINED and ram clear. This does not happen if you already have the pickaxe :) (probably its trying to check for a var thats not defined bydefault and only gets defined as soon as you get the pickaxe or something??) :)
Other bugs:
- DEL is sometimes accepted for interactions with save statues, people and even drinking water bottle. (even over distance like 3 blocks from the statue - somethings buggy there
- spelling mistake in the "you got a pickaxe now" message
- level up-message still colliding with loading bar of batle screen
- it now enforces the user to release all keys before you continue walking after a battle - but it should probably display some "you won" message or something - else it looks like screen freezes in battle until you release the keys and realize you already won ^^
- still impossible in the MODE menu to deselect an item or select "<none>" once you selected the bottle.
- should mayybe display a "press 2ND to equip" text in mode menu? :)
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Fatal bug:
- When having tried to destroy the rocks blocking northern path without already having the pickaxe unlocked, something goes wrong and the next time you try to save the game using a statue, you end up getting a ERR:UNDEFINED and ram clear. This does not happen if you already have the pickaxe :) (probably its trying to check for a var thats not defined bydefault and only gets defined as soon as you get the pickaxe or something??) :)
Was because of a stack overflow, fixed it
Other bugs:
- DEL is sometimes accepted for interactions with save statues, people and even drinking water bottle. (even over distance like 3 blocks from the statue - somethings buggy there
Maybe related to that fixed stack overflow - spelling mistake in the "you got a pickaxe now" message
Fixed, i think- level up-message still colliding with loading bar of batle screen
well, i didn't touch that code yet >.> - it now enforces the user to release all keys before you continue walking after a battle - but it should probably display some "you won" message or something - else it looks like screen freezes in battle until you release the keys and realize you already won ^^
I will remove the forcing to release keys and instead add a death-animation for the enemy (in the long run)- still impossible in the MODE menu to deselect an item or select "<none>" once you selected the bottle.
I don't see the point in that- should mayybe display a "press 2ND to equip" text in mode menu? :)
Unfortunately a 96x64 pixel screen isn't exactly large and that is, i think, too much information to display :/
More importantly, how do you all like the indoor sprites I just attempted?
(https://img.ourl.ca/house.png)
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Where's the computer so you can access the pokewiki... ???
nah just kidding it looke really nice ^^
I guess the inside of houses will always be like 1x1 or 2x1 screen sizes, what will you do?
Use the same effect of scrolling as soon as you reach the end of one screen?
Or use a custom scroll animation for the inside of houses, like focus following the player? :)
*gonna test the new version this evening :)
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Where's the computer so you can access the pokewiki... ???
nah just kidding it looke really nice ^^
Thanks!I guess the inside of houses will always be like 1x1 or 2x1 screen sizes, what will you do?
Use the same effect of scrolling as soon as you reach the end of one screen?
Or use a custom scroll animation for the inside of houses, like focus following the player? :)
[...]
You'll see ^.^
So, simply walking onto door to enter houses won by far! Yay! (That was my pick, too btw :P)
Also, new polls: How should bombs behave? Should you have unlimited bombs all the time or only a limited amount and have to re-buy bombs from shops etc.?
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allow uers to add their own options...? ;D
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allow uers to add their own options...? ;D
What would you suggest?
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limited bombs but another eay of getting new bombs, maybe as drops from killed enemies or finding them in the forest somewhere... or empty houses with chests full or bombs and stuff... >.> (in addition to shop since you won't have that much money - also makes users being more curious about the map, too, since they'd be expecting to find hidden stuff everywhere ;)
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limited bombs but another eay of getting new bombs, maybe as drops from killed enemies or finding them in the forest somewhere... or empty houses with chests full or bombs and stuff... >.> (in addition to shop since you won't have that much money - also makes users being more curious about the map, too, since they'd be expecting to find hidden stuff everywhere ;)
Oh, IMO that was implied in the limited amount of bombs option >.>
EDIT: made the option a bit clearer
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xD Both chests AND mob drops? ;)
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xD Both chests AND mob drops? ;)
That is what that "etc" is for ;)
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/me sticks his head in. :ninja:
Ohey, New Reuben stuff! ;D
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The new text of the old man in his hut in teh forest is weird...
Should change it to something like "maybe you cn wind something in the forest. Here take this stick to defend yourself"
it's weird if he just tells you "search SOMWHERE and take this stick to fight against the monsters in the FOREST"...
Also once you found the Axe (not the pickaxe) it's not shown in the item menu
Dont you think the 5 or 6 foxes in one room are a little bit too much...?
I get bombs in the village but they cant change anything...? not even free foxes? :'(
once trapped in the village there's no way to escape. So I guess it's not finished yet? ^^
Maybe add a message "the bottle is empty" when atempting to drink water and the bottle is empty?
maybe add "your HP/MP got restored" message after drinking? :)
why can't I use bombs when facign any object? even trees and walls? ^^
the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange.
btw I love it how you make the path come back xD
For the switch inside the cave of the castle, you forgot to add the "theres nothing here" message :)
[11:27:54] Sorunome i didn't forget to add the message.......i didn't feel like coding it >.>
when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
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The new text of the old man in his hut in teh forest is weird...
Should change it to something like "maybe you cn wind something in the forest. Here take this stick to defend yourself"
it's weird if he just tells you "search SOMWHERE and take this stick to fight against the monsters in the FOREST"...
I'll take a look at thatAlso once you found the Axe (not the pickaxe) it's not shown in the item menu
Yeah I didn't write that part yetDont you think the 5 or 6 foxes in one room are a little bit too much...?
There can never be too many foxes!I get bombs in the village but they cant change anything...? not even free foxes? :'(
How dare you to even try to kill cute,innocent,cuddly,floofy foxes!
There are bombable things outside of aerilon
once trapped in the village there's no way to escape. So I guess it's not finished yet? ^^
You can do more and actually escape the villiage! Just look around msoe more ;)Maybe add a message "the bottle is empty" when atempting to drink water and the bottle is empty?
Maybe....wouldn't that get annyoing?maybe add "your HP/MP got restored" message after drinking? :)
good ideawhy can't I use bombs when facign any object? even trees and walls? ^^
eeeeeeeeeeeeeer, you should be able to......lemme look into itthe game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange.
btw I love it how you make the path come back xD
As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile.
For the switch inside the cave of the castle, you forgot to add the "theres nothing here" message :)
[11:27:54] Sorunome i didn't forget to add the message.......i didn't feel like coding it >.>
Do you think a message is really important?
when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
There isn't enough space on the screen to do it any differently....
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the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange.
btw I love it how you make the path come back xD
As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile.
should trigger the same when walking over the block BELOW the path, so it always saves it ;)
when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
There isn't enough space on the screen to do it any differently....
it looks like the nevel up text inverts the color - how about setting the pixels of the mesage forcebully to black and adding a whte border around the message? :)
King's attacking speed increases after 2nd attack (as mentioned in IRC)
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the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange.
btw I love it how you make the path come back xD
As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile.
should trigger the same when walking over the block BELOW the path, so it always saves it ;)
That would require three bit instead of one for saving it, such stuff adds up quickly. As what if you only destroy one block and come back? Sorry, I am not going to change anything about this behaviour.
when getting a levelUp from killing a huge monster (like these floating things in the castle) the text collides with the enemy sprite
There isn't enough space on the screen to do it any differently....
it looks like the nevel up text inverts the color - how about setting the pixels of the mesage forcebully to black and adding a whte border around the message? :)
such things are way easier said than done...........
King's attacking speed increases after 2nd attack (as mentioned in IRC)
As also mentioned in IRC i did a typo in the data giving the king accidentally super-streangth :P
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the game only remembers you have destroyed the boulders on the path if you cross it towards north but forgets about it if you return to the village, that's a bit strange.
btw I love it how you make the path come back xD
As I already said, the game itself has no way of remembering if a rock gets destroyed or not. I will not change that mechanic as it would require a too large re-write. So, the only way that it "remembers" with those three rocks is that i set some special event there so that if you walk over the free path to the top of them it'll set an event which will remove the rocks. That actually adds one bit to the savefile.
should trigger the same when walking over the block BELOW the path, so it always saves it ;)
That would require three bit instead of one for saving it, such stuff adds up quickly. As what if you only destroy one block and come back? Sorry, I am not going to change anything about this behaviour.
maybe make it just on rock...? ;)
King's attacking speed increases after 2nd attack (as mentioned in IRC)
As also mentioned in IRC i did a typo in the data giving the king accidentally super-streangth :P
Had to be teh king getting the boost, not the player ? ^^
Battles should pause a soon a my attack is loaded and I'm about to chose (arrow key). same should happen when entering MODE menu. Really sucks to die while being in menu to select the bottle ^^
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Battles should pause a soon a my attack is loaded and I'm about to chose (arrow key). same should happen when entering MODE menu. Really sucks to die while being in menu to select the bottle ^^
I didn't do that on purpose, to give you some more pressure. Internally the enemy also does some random waiting in which it "picks" its moves
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once you reach lv11 there's not enough space to show your livepoints ^^ "1075/1120" is just too width to display ^^
The "find scary stuff" guy should tell you about the mission not being over... maybe like "OMG THIS IS SCARY! BUUUT not enough... Go look again!" or something similar
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once you reach lv11 there's not enough space to show your livepoints ^^ "1075/1120" is just too width to display ^^
How do you plan on moving stuff around to beign able to display it all? Would it work out if there is one more pixel on the right? what about two? (i can easily add two more pixels space on the right)
The "find scary stuff" guy should tell you about the mission not being over... maybe like "OMG THIS IS SCARY! BUUUT not enough... Go look again!" or something similar
Yeah, I didn't think ususally people exit a dungeon before finishing it and i didn't add anything after finishing the dungeon so that is because i simpely haven't reached the story that far yet
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once you reach lv11 there's not enough space to show your livepoints ^^ "1075/1120" is just too width to display ^^
How do you plan on moving stuff around to beign able to display it all? Would it work out if there is one more pixel on the right? what about two? (i can easily add two more pixels space on the right)
this is what the end of the line looks like: (http://img.ourl.ca/lineend.png)
That strange thing is because the "0" is half off the screen. so there's absolutely no free space in x-direction...
But with HP, MP, Level, EXP and GOLD there's still one free line below. YOu should consider changing the display method after reaching level 10 or 11 like this:
HP: 1100/2580
MP: 23/23
HP: 1100
(max 2580)
MP: 23/23
that way there won't be any problems until maybe 10k or even 100k livepoints :)
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why can I only refill my bottle in deep water? It doesnt work when facing the non-deep water from rivers or besides the town of Dogglen
I love Ebus' new dialogue but it seems a bit strange he talks about the "forest below" instead of "southern forest" or something ^^
MAYBE add a "*CLICK*"-message to the hitting-a-switch dialogue just to make it clear to everyone you already hit the switch ^^
The new mode menu is nice, especially since you an now see the armory and weapons ;D And on op of that you now also have enough space to add little icons for ALL items you posess (like keys, letters, boots, ...)
Does the new engine also affect those monsters with a higher level than the player? They seen to be a bit weaker. If so you should maybe exclude any monsters stronger than the player from it just to make soure people are more or less forced to follog the storyline and wont just wander around. (To me it seems to be easier to reach the pickaxe now)
Still there is no such thing as a death animation for monsters... :(
watching super carefully each time but there is *nothing* :/
MAYBE make the position-text in the mode menu something like "You are in Dogglen" and "You are in teh forest" instead of just "forest" - there's enough space for that ;) And it's a lot easier for newbies that look in the menu fpr the first time and dont know yet what "Dogglen" means ^^
MAYBE you want to change the forst's map//paths after killing the spider, too (so it takes a little bit longer to escape the forest and it gets a bit harder, too) ^^
why does the sign beside the blocked path say "be sure to take your sword with you"? Is it even possible to aquire a sword in dogglen..?
I still think you should rework the snake's skin
Every time I interact with a gate I'm a bit sad the gates don't shout "YOU SHALL NOT PASS!" ;)
don't forget to implement the "Peak" between dogglen and aerilon ;)
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why can I only refill my bottle in deep water? It doesnt work when facing the non-deep water from rivers or besides the town of Dogglen
Else i'd run into some quite heavy control-issues as soon as you learn how to swim....I love Ebus' new dialogue but it seems a bit strange he talks about the "forest below" instead of "southern forest" or something ^^
ok, will doMAYBE add a "*CLICK*"-message to the hitting-a-switch dialogue just to make it clear to everyone you already hit the switch ^^
will doThe new mode menu is nice, especially since you an now see the armory and weapons ;D And on op of that you now also have enough space to add little icons for ALL items you posess (like keys, letters, boots, ...)
thanks~Does the new engine also affect those monsters with a higher level than the player? They seen to be a bit weaker. If so you should maybe exclude any monsters stronger than the player from it just to make soure people are more or less forced to follog the storyline and wont just wander around. (To me it seems to be easier to reach the pickaxe now)
nope, doesn't effect those. Probably just you or you had quite some luck with the random numbers :P (Plus your build doesn't have that system yet, i thought)Still there is no such thing as a death animation for monsters... :(
watching super carefully each time but there is *nothing* :/
Yeah will have to do soemthingMAYBE make the position-text in the mode menu something like "You are in Dogglen" and "You are in teh forest" instead of just "forest" - there's enough space for that ;) And it's a lot easier for newbies that look in the menu fpr the first time and dont know yet what "Dogglen" means ^^
With "Aerilon Castle" there isn't enough space left.....MAYBE you want to change the forst's map//paths after killing the spider, too (so it takes a little bit longer to escape the forest and it gets a bit harder, too) ^^
I actually didn't want to make the first dungeon too hard, so that the player gets a good start into the game. Keep in mind, how the story is currently layed out there are five dungeons. And I still need to come up with more stuff as that story would be IMO too short xPwhy does the sign beside the blocked path say "be sure to take your sword with you"? Is it even possible to aquire a sword in dogglen..?
To scare youI still think you should rework the snake's skin
You could do so and give me the re-worked version! :DEvery time I interact with a gate I'm a bit sad the gates don't shout "YOU SHALL NOT PASS!" ;)
inb4 C&D from New Line Cinemadon't forget to implement the "Peak" between dogglen and aerilon ;)
It's already there, you can actually visit it after defeating the king (though the place seems dead as i haven't scripted stuff there yet)
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New poll!
Which death animation to use?
Option 1:
(https://img.ourl.ca/death_1.gif) (https://img.ourl.ca/death_1_1.gif)
Large parts of the enemy turn gray and then are gone
Option 2:
(https://img.ourl.ca/death_2_1.gif) (https://img.ourl.ca/death_2.gif)
All black areas turn white, all gray areas black and then lighter gray and then gone
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I like number 2! ;D
There is gonna be a Moose right? :thumbsup:
The game looks awesome!
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I'd say the second option looks better. Still the agif is a bit too fast to clearly tell the difference, though :P
Oops, E37 just got ahead of me (that's not fair i was there first, hehe)!
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Personally I like how the enemy "decays" in the second animation.
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The second looks better, it's a little difficult to tell because the first animation has a smaller character than the second...
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I edited in screenshots so that you have both death animations for both enemies
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I guess I'm the odd one out. I like the lizard fading to white. The rat doesn't seem to do this quite the same though.
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I guess I'm the odd one out. I like the lizard fading to white. The rat doesn't seem to do this quite the same though.
They are. The thing is, the frames work like this:
1. All light-gray becomes white, all dark-gray becomes black
2. All that black becomes dark-gray
3. Everything becomes white
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Ah, ok. That makes sense.
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I added some new kind of animation stuff (new, as in, reuben didn't have it before)
(https://img.ourl.ca/animation.gif)
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Good work.
The reuben quest 2 is to small. I have finished it in about 5/6 hours ;)
So, good chance to finish this project and congratulations to your work :thumbsup:
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I made the hookshot finally layer-aware in an extremely hacky way! :3
(https://img.ourl.ca/layer_aware_hookshot.gif)
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First animation is better IMO
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Does anybody want to help me with a map in the game, i kinda need a fullscreen map of the overworld, 4lvl gray.
If somebody wants to help I can show them the expanded tilemaps and what I am imagining it to be somehow like :)
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Wow! those animations look amazing! Great job!
I'm not quite understanding the hook shot...it works on the right statue, but on neither statue if you shoot through the left...maybe you're still working on it.
Does anybody want to help me with a map in the game, i kinda need a fullscreen map of the overworld, 4lvl gray.
If somebody wants to help I can show them the expanded tilemaps and what I am imagining it to be somehow like :)
I would love to help, but I'm not sure if I'm qualified enough to help. I feel like I'm pretty new to all this. I dont know how grayscale screenshots work...What all are you looking for? Just a huge over world map?
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[...]
Does anybody want to help me with a map in the game, i kinda need a fullscreen map of the overworld, 4lvl gray.
If somebody wants to help I can show them the expanded tilemaps and what I am imagining it to be somehow like :)
I would love to help, but I'm not sure if I'm qualified enough to help. I feel like I'm pretty new to all this. I dont know how grayscale screenshots work...What all are you looking for? Just a huge over world map?
Oh, it's basically about creating a 96x64 pixel 4lvl grayscale image in like paint xP
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Ya, I have to go right now, but I could help you out tomorrow morning if you'd like! Just pm me what I have to do!
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I added some new kind of animation stuff (new, as in, reuben didn't have it before)
(https://img.ourl.ca/animation.gif)
This is awesome! :O Also, nice to see more progress with the hook shot. Poke me about the map thingy if you like.
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More optional tutorial stuff!
(https://img.ourl.ca/battle_asking.gif)
Also, I still need enemy fighting backgrounds D: Does anybody wanne help with that? It's about creating 16x16 backgrounds which can be horizontally tiled ^.^
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I made the hookshot finally layer-aware in an extremely hacky way! :3
(https://img.ourl.ca/layer_aware_hookshot.gif)
Nice! :) Wouldn't it be easier to just have a subset of tiles that can be hit with a hook, and another set that can't be hit by a hook?
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I made the hookshot finally layer-aware in an extremely hacky way! :3
(https://img.ourl.ca/layer_aware_hookshot.gif)
Nice! :) Wouldn't it be easier to just have a subset of tiles that can be hit with a hook, and another set that can't be hit by a hook?
Yes, it would be easier. That's how I had it at first. However, I noticed that I need this kind of level for the hookshot so that my map-design is working
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My wife and I had a little trouble reading the font in the tutorial there. Looks like the lowercase N's and the lowercase G's are a little difficult to read. Not sure what to do about the G's, but I'm sure there is something to be done to clean up the N's
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The font being used is here (https://www.omnimaga.org/reuben-quest/reuben-3-teasers/msg399702/#msg399702), any suggestions are welcome :3
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Awesome tutorial! Looks legit!
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I need a beta tester!
Currently I need someone to test the first few dungeons of the game so that I know how far they will level there so that I know about which level the player will have in later levels.....anybody wants to?
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I could probably help over the weekend...i mean, if all it is is just playing a game :P
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I could probably help over the weekend...i mean, if all it is is just playing a game :P
That sounds pretty good, thank you!
Today evening I can send you the file with some more info on what to test while gaming / what isn't done yet, there.
Anybody else wants to help testing? :3
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When a beta version?
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When a beta version?
Well, AFAICT beta testers are being requested, so why don't you apply? :P
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When a beta version?
Soon i'll be looking for actual beta players who play the entire game thingy, give me a week or two.
Also, it has a name now: Reuben Quest: Lost Between Times
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Soon i'll be looking for actual beta players who play the entire game thingy, give me a week or two.
Also, it has a name now: Reuben Quest: Lost Between Times
Awesome! From what I've seen so far, its looking really good! The big thing like with any game is the details. I'm hoping to get back into programming in the next little bit myself.
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Hey, so I still need some help with map-making....what I basically need help with currently, more specifically two dungeons.
I don't want to give out a lot of info to not spoil too much info, if you are interested in helping with map-making please just PM me/reply/poke me on IRC or something.....thanks!
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Title screen!
(https://img.ourl.ca/titlescreen_real.gif)
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Title screen!
It looks beautiful (and awesome :P)!
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That is a legit title screen!
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aaaaaaand it is released!
You can view the news-topic about that here: https://www.omnimaga.org/news/reuben-quest-lost-between-times-22408