Author Topic: Reuben Quest Axe Remake  (Read 46236 times)

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Offline Sorunome

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Re: Reuben Quest
« Reply #30 on: December 16, 2012, 12:28:22 am »
lol, he's faster than light

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Offline DJ Omnimaga

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Re: Reuben Quest
« Reply #31 on: December 16, 2012, 07:32:49 am »
Actually he has to look like the guy to the right, but in 8x8 form (or 8x9 if you have masking or something would be fine) and facing 4 directions. Else it won't look consistent and you would be better off keeping the current sprite D:

EDIT Note this post was in response to someone's custom Reuben 8x8 sprites (which he deleted right afterward)
« Last Edit: December 21, 2012, 03:54:10 am by DJ_O »

Offline TIfanx1999

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Re: Reuben Quest
« Reply #32 on: December 16, 2012, 11:40:52 am »
I'd love to have 16x16 to work with; but for now I'll leave this quick mockup here. ;)
*edit* Reposted with minor revisions to make the sprites more consistent.
*edit2* Caught and fixed a silly mistake.
« Last Edit: December 16, 2012, 12:26:10 pm by Art_of_camelot »

Offline XiiDraco

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Re: Reuben Quest
« Reply #33 on: December 16, 2012, 04:57:24 pm »
trail left behind? what do you mean?
* Sorunome sees no trail
maybe it is your browser how it supports gifs?
EDIT: Got now diagonal movement working.
I guess it is a bit to slow </sarcasm>
This is WITHOUT full

And don't worry, on the calculator it doesn't crash at the end like here it did :P

I was using Xbox internet explorer. Makes sense.

Offline V1mes

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Re: Reuben Quest
« Reply #34 on: December 17, 2012, 04:05:37 am »
Actually he has to look like the guy to the right, but in 8x8 form (or 8x9 if you have masking or something would be fine) and facing 4 directions. Else it won't look consistent and you would be better off keeping the current sprite D:



Oh ok, sry; removed my post
« Last Edit: December 17, 2012, 04:05:43 am by V1mes »
Nom nom nom

Spoiler For Do a barrell roll:

Offline DJ Omnimaga

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Re: Reuben Quest
« Reply #35 on: December 17, 2012, 09:50:31 am »
You should put your sprite in the pixel art section if anyone needs one, though, since it might still look good for other games. :)

Also Art nice, although I wonder if making the bottom of his hat so it still has the white bar? And make his cape white again like the original. :P

Offline TIfanx1999

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Re: Reuben Quest
« Reply #36 on: December 17, 2012, 10:25:32 am »
@DJ: I tried both of your suggestions before I posted the final one. However; 8x8 is not enough to get the details in unfortunately. :/ Adding white to the bottom of the hat just makes it bleed into the face. I tried to do white trim on the cape, but that makes the feet or hands blend in.

Offline DJ Omnimaga

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Re: Reuben Quest
« Reply #37 on: December 17, 2012, 03:05:46 pm »
Do you think you could use 8x9?  I don't think it would affect tilemaps that much if there's only one extra pixel, and maybe Sorunome could add masking to the bottom part of the character so that the character is drawn slightly behind tree leaves and walls, since after all, his engine runs ridiculously fast to begin with. That might leave extra space for a white bar.
« Last Edit: December 17, 2012, 03:06:03 pm by DJ_O »

Offline Sorunome

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Re: Reuben Quest
« Reply #38 on: December 17, 2012, 07:33:12 pm »
I'd love to have 16x16 to work with; but for now I'll leave this quick mockup here. ;)
*edit* Reposted with minor revisions to make the sprites more consistent.
*edit2* Caught and fixed a silly mistake.
wow, epic, thanks!

Do you think you could use 8x9?  I don't think it would affect tilemaps that much if there's only one extra pixel, and maybe Sorunome could add masking to the bottom part of the character so that the character is drawn slightly behind tree leaves and walls, since after all, his engine runs ridiculously fast to begin with. That might leave extra space for a white bar.
with the current tilemapping it is impossible as i take a huge speed advantage by the fact that reuben only walks on white, i could implement it thought, but i don't see a big sence in it D:

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Offline Sorunome

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Re: Reuben Quest
« Reply #39 on: December 20, 2012, 09:16:50 pm »
Ok, so I added now these 8x9 character images with walking etc. and i added more maps and added a delay so that it isn't over-fast.
I'll do that you interact with objects by facing 'em and hitting 2nd, i already kinda implimented that.
I would do a screenie, but every time i send the source to wabbitemu it says 'invalid file format', same with the compiled app D:
EDIT: Oh, and i could do with my current engine rather easily up to 8*16 characters, with the background being correctly afterwards.
« Last Edit: December 20, 2012, 09:19:17 pm by Sorunome »

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Offline DJ Omnimaga

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Re: Reuben Quest
« Reply #40 on: December 21, 2012, 12:03:40 am »
In the original games, there were some annoyances that would be nice to see fixed indeed in this new version:

-In most calc RPGs, including the entire Illusiat and Reuben series, to talk to NPCs or interact with stuff, you must walk towards it, with no need to press the action key. However, in Reuben Quest, this makes it particularly annoying to walk around on maps with lots of water, as this makes Reuben fill his bottle with water (or let you select one to fill). Since there aren't extreme speed concerns like the original game, I think you should be fine making it so you have to press 2nd to interact with stuff.

-In the original games, if you destroy rocks/plants or push blocks around, their position resets after battles. This was due to extreme RAM shortage that forced me to delete the entire map data during battles. You could possibly fix that too.

-Due to limited space in my sprite sheet (back then, xLIB only let you use 83 tiles at once and only Pic0 could be used), this forced me to not do any proper masking for mountain borders surrounding darker tiles such as trees and water, along with other tiles. This results in some maps looking weird. You could possibly add the extra following tiles to the game and fix those borders? The first ones are mainly for Reuben 1, while the 2nd row is for Reuben 2.

« Last Edit: December 21, 2012, 12:04:19 am by DJ_O »

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #41 on: December 21, 2012, 12:09:08 am »
In the original games, there were some annoyances that would be nice to see fixed indeed in this new version:

-In most calc RPGs, including the entire Illusiat and Reuben series, to talk to NPCs or interact with stuff, you must walk towards it, with no need to press the action key. However, in Reuben Quest, this makes it particularly annoying to walk around on maps with lots of water, as this makes Reuben fill his bottle with water (or let you select one to fill). Since there aren't extreme speed concerns like the original game, I think you should be fine making it so you have to press 2nd to interact with stuff.
I'll do that you interact with objects by facing 'em and hitting 2nd, i already kinda implimented that.
Read... :P
Quote
-In the original games, if you destroy rocks/plants or push blocks around, their position resets after battles. This was due to extreme RAM shortage that forced me to delete the entire map data during battles. You could possibly fix that too.
Will do
Quote
-Due to limited space in my sprite sheet (back then, xLIB only let you use 83 tiles at once and only Pic0 could be used), this forced me to not do any proper masking for mountain borders surrounding darker tiles such as trees and water, along with other tiles. This results in some maps looking weird. You could possibly add the extra following tiles to the game and fix those borders? The first ones are mainly for Reuben 1, while the 2nd row is for Reuben 2.
Will do if somebody will make me sprites.....
EDIT: I should learn to read too, i just spotted the sprites >.>
« Last Edit: December 21, 2012, 12:14:15 am by Sorunome »

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #42 on: December 21, 2012, 12:42:27 am »
Yeah I know you mentionned 2nd I was just agreeing with you. :P

Also the difference with the new tiles and 3 tiles from Reuben 2 (some examples)
« Last Edit: December 21, 2012, 03:31:48 am by DJ_O »

Offline XiiDraco

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Re: Reuben Quest Axe Remake
« Reply #43 on: December 21, 2012, 01:36:06 am »
You can make gray scale sprites right? If so, how?

Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #44 on: December 21, 2012, 02:51:16 am »
In Axe, you need to separate the gray part of your sprite into a second sprite, then replace that gray part in the first sprite with white and black in the second sprite. Then following Axe documentation, instead of using the regular sprite command and DispGraph you add a small r at the end of them. For more info you might want to check in the Axe sub-forum, along with the doc.

This is for 3 level grayscale. For 4 level like most ASM games, it's a bit different, although not much harder.

In BASIC you need to replace the gray part on the 1st sprite with a checkered pattern, then in your game you have to quickly invert that checkered pattern. Axe does the checkered pattern part for you so it's much easier to use grayscale in Axe than in hybrid BASIC.
« Last Edit: December 21, 2012, 02:53:35 am by DJ_O »