Omnimaga

Omnimaga => Our Projects => Reuben Quest => Topic started by: Sorunome on December 15, 2012, 06:04:15 pm

Title: Reuben Quest Axe Remake
Post by: Sorunome on December 15, 2012, 06:04:15 pm
Reuben Quest: Ev Awakening
The game is done! Grab info here:
http://www.omnimaga.org/news/reuben-quest-ev-awakening-axe
Spoiler For old:
YES
i am remaking it
NO KIDDING
i'm serious
totally
i don't have too much to show yet but screenie will come soon
As in NOW
(http://img.removedfromgame.com/imgs/game%20maps.gif)
BTW, you lost the game
No kidding
you did
even thought you don't know you did you still did

Spoiler For game:
So, i started on a new project and i thought i'd make first a little game out of it as games are fun :P
So, the first one who gets to guess correctly can get beta tests of the game. For sure. Also during development if they want.
So, hint: check my recent activity on omni, if you can count 1&1 togeather you should be able to guess it correctly.
Sorry DJ_O, Juju and jacobly, as you already know what it is you cant participate :P
Title: Re: My secret project
Post by: XiiDraco on December 15, 2012, 06:11:35 pm
Is it OmniRPG?
Random quess...  :-\
Title: Re: My secret project
Post by: Sorunome on December 15, 2012, 06:13:26 pm
i mean aside of omnirpg :P
Title: Re: My secret project
Post by: Scipi on December 15, 2012, 06:13:44 pm
Spoiler For Spoiler:
Reuben Quest?
Title: Re: My secret project
Post by: TIfanx1999 on December 15, 2012, 06:15:01 pm
^What he said.
*Edit* Axe remake?
Title: Re: My secret project
Post by: Binder News on December 15, 2012, 06:15:13 pm
I'm going to guess Reuben based on this (http://ourl.ca/17767/329152) pic
Title: Re: My secret project
Post by: Sorunome on December 15, 2012, 06:34:18 pm
you guys are all right, that was quick O.o
maybe i'll give the price to all three of you then :P
Title: Re: My secret project
Post by: stevon8ter on December 15, 2012, 06:35:24 pm
Damn i wanted to guess it as well but thought: there are already 3 people so no way i can get it xp
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 06:36:27 pm
the extra thing are only development beta stuff, i'll somehow need closed-beta testers eventually anyways
Title: Re: Reuben Quest
Post by: stevon8ter on December 15, 2012, 06:38:03 pm
If you ever need one, here i am ;p
Title: Re: Reuben Quest
Post by: XiiDraco on December 15, 2012, 06:39:12 pm
I saw Reuben Quest in one of your pictures, but decided to say OmniRPG...
FAIL!

*Edit*
If you ever need one, here i am ;p

Same!
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 06:41:02 pm
hold zour horses, i didn't even start with the battle engine yet :P
Title: Re: Reuben Quest
Post by: TIfanx1999 on December 15, 2012, 06:42:30 pm
@XiiR3CR34T10N: You don't have to double post if you have another quick thought to add. That's what the "modify" button is there for. ;) I merged your two posts.
Title: Re: Reuben Quest
Post by: DJ Omnimaga on December 15, 2012, 07:03:20 pm
An Axe remake would definitively be nice. Hopefully it comes to fruition, unlike ROL3 Grammer :P.

Some maps might need to be filled if you decide to add scrolling, though, so that it won't look weird when scrolling where we couldn't see in the original game. :P There are also maps that look a bit weird with mountain tiles next to trees or dark stuff, since I ran out of pic space (back then, xLIB only allowed you to use 95 tiles per pic) to store tiles.
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 07:07:25 pm
i won't do scrolling, i'll do something like the zelda games oracle of time and oracle of seasons :P
Title: Re: Reuben Quest
Post by: DJ Omnimaga on December 15, 2012, 07:20:55 pm
Ah ok. Sounds fine. That scrolling effect would be nice to add indeed.
Title: Re: Reuben Quest
Post by: stevon8ter on December 15, 2012, 08:03:25 pm
Euhm, i yet have to play so much games.. What's the zelda scrolling effect?xD
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 08:05:08 pm
jump to 1:36
Title: Re: Reuben Quest
Post by: stevon8ter on December 15, 2012, 08:13:10 pm
Nice
That would be cool indeed :p
So basicly: touch wall, scroll screen 88px (+-8)
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 08:13:58 pm
yeah, just with different values, it'll also have to be different for going horizontal or vertical.
Title: Re: Reuben Quest
Post by: stevon8ter on December 15, 2012, 08:16:30 pm
Ooh yeah little misstake sorry :p

If you ever need help, ask me :p
I'm new to axe so willing to learn (as you might already know i'm a quick learner :p )
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 09:22:01 pm
screenie for you guys!
(http://img.removedfromgame.com/imgs/the%20game.gif)
well
diagonals isn't fully working *yet*
Title: Re: Reuben Quest
Post by: XiiDraco on December 15, 2012, 09:41:52 pm
Wow, looks great!

Only question, why is there a trail left behind?
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 10:07:29 pm
trail left behind? what do you mean?/me 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
(http://img.removedfromgame.com/imgs/to%20slow.gif)
And don't worry, on the calculator it doesn't crash at the end like here it did :P
Title: Re: Reuben Quest
Post by: DJ Omnimaga on December 15, 2012, 11:32:59 pm
Sonic the Hedgehog on Reuben maps? O.O

Also I think the character could use a little update lol, considering there's no RAM/speed limitation from the BASIC version anymore. I mean have it slightly modified so it can face 4 directions (and have a walking animation).

Also http://ourl.ca/6245 :P
Title: Re: Reuben Quest
Post by: epic7 on December 15, 2012, 11:37:23 pm
Without full? O.O
I'd expect to see a sonic boom at that speed :p
Title: Re: Reuben Quest
Post by: Sorunome on December 15, 2012, 11:38:51 pm
lol
somebody make me some more epic reuben sprites?
i'll add 'em
EDIT: do you guys wanne see how it is WITH full? XD
Title: Re: Reuben Quest
Post by: DJ Omnimaga on December 15, 2012, 11:51:01 pm
We probably won't even be able to see it move.
Title: Re: Reuben Quest
Post by: Sorunome on December 16, 2012, 12:19:00 am
ok, so this is now with full, just for the fun :D
(http://img.removedfromgame.com/imgs/far%20to%20slow.gif)
Title: Re: Reuben Quest
Post by: epic7 on December 16, 2012, 12:27:32 am
Reuben dude:

Want to see me run to that mountain and back?   Want to see me do it again?
                                 (http://25.media.tumblr.com/tumblr_l5223fgUW41qaqps8o1_500.jpg)
Title: Re: Reuben Quest
Post by: Sorunome on December 16, 2012, 12:28:22 am
lol, he's faster than light
Title: Re: Reuben Quest
Post by: DJ Omnimaga 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)
Title: Re: Reuben Quest
Post by: TIfanx1999 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.
Title: Re: Reuben Quest
Post by: XiiDraco on December 16, 2012, 04:57:24 pm
trail left behind? what do you mean?/me 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
(http://img.removedfromgame.com/imgs/to%20slow.gif)
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.
Title: Re: Reuben Quest
Post by: V1mes 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
Title: Re: Reuben Quest
Post by: DJ Omnimaga 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
Title: Re: Reuben Quest
Post by: TIfanx1999 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.
Title: Re: Reuben Quest
Post by: DJ Omnimaga 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.
Title: Re: Reuben Quest
Post by: Sorunome 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:
Title: Re: Reuben Quest
Post by: Sorunome 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.
Title: Re: Reuben Quest
Post by: DJ Omnimaga 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.

Title: Re: Reuben Quest Axe Remake
Post by: Sorunome 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 >.>
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga 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)
Title: Re: Reuben Quest Axe Remake
Post by: XiiDraco on December 21, 2012, 01:36:06 am
You can make gray scale sprites right? If so, how?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga 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.
Title: Re: Reuben Quest Axe Remake
Post by: XiiDraco on December 21, 2012, 03:13:13 am
OH! ok thanks so much!
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 21, 2012, 04:29:35 pm
Also the difference with the new tiles and 3 tiles from Reuben 2 (some examples)
Mhmm, IMO the round corners fo the watter look better, maybe i'd need both and use some at some places and some at other places...
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 21, 2012, 10:33:39 pm
I guess that could work, or you could use both at once to make things more realistic. Also I think you should at least change the ones in the map that leads to the southern dungeon and mountain with the water to the right, because in Reuben 2, this map appears once and it uses the new corners.

Btw, for damage formulas I needed the ID for each battle move, so here are some below for future reference (mostly for me tho for now):

0: Main battle menu
1: Regular attack: ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)
2.1: Water item:  L1(4+2(I%=3.4))
2.2: Elixir item: Restores all HP (amount restored not displayed on screen)
2.3: Fire item:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)
3: Magic battle menu
3.1: Fire magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.2: Ice magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.3: Bolt magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.4: Cure magic:  L1(4+2(I%=3.4))
4: Escape:  50% chance to escape from non-boss battles. Enemy HP set to -9999.

L1 starts that way: {1,1,45,45,29,29,0,10,0,0,0,10
1: Current game progress (eg when you beat a boss or find a key item, that goes up so you can visit extra places)
2: Reuben LV (max 15)
3: Current HP
4: Max HP (max 255)
5: Current MP
6: Max MP (max 99)
7-8-12: Related to experience. No clue which does what
9-10-11: Absolutely no clue what those do anymore. Most likely for switches and other events that can be done in any order.

L4 looks like this: {1,15,1,0,0,0,0,0,1,1,1} or another example {2,14,2,0,0,0,0,1,2,1,1}
1: Enemy LV
2: HP
3: Experience
4: Attack move slot 1
5: Attack move slot 2
6: Attack move slot 3
7: Attack move slot 4
8: Attack move slot 5
9: Fire defense (0=immune, 2=2x damage, 1=normal damage)
10: Ice defense (0=immune, 2=2x damage, 1=normal damage)
11: Bolt defense (0=immune, 2=2x damage, 1=normal damage)

Enemy moves ID:

0: Regular attack:  round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
1: Fire magic:  2round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
2: Bolt magic:  4round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
3: Poison: Poisons your character. Reuben loses L4(1) HP at the beginning of every turn (damage displayed on screen). Lasts until end of battle (elixir can't heal it)
4: Stun: Paralyzes your character, then enemy attacks twice. Can't be stunned again until effects wears off, unlike the infamous Illusiat 8 stunning spell. Enemy can still try, but it just won't do anything.

By the way, the original game appears to have the two following bugs:

-When you get the shovel, the treasure spot near the lake becomes a cloud tile. This shouldn't happen. It should be invisible.
-The fire item appears to be non-elemental. It should have fire element attribute.
-There is no total experience cap. This might be problematic if someone decides for some reason to grind for 8 hours on WabbitEmu running at max speed then gets past 65535 experience.

I'll try to dechiper those formulas (and fix the fire one) later. The main concern is about overflow (especially with the fire item which causes at least 2x more damage than its magic counterpart). With the formulas above we will need to check if anything goes above 65535 (although it's not likely).
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 22, 2012, 02:08:36 am
I don't get the fire item part, and yeah, well, the treasure was easy to find, lol
Title: Re: Reuben Quest Axe Remake
Post by: Ranman on December 22, 2012, 02:18:12 am
Lookin' good Sorunome!
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 22, 2012, 02:33:12 am
Sorunome the fire item is exactly like fire magic, but it causes twice more damage and the animation loops 15 times instead of 7. Once you used it, it's gone from your inventory, though (like every other item).

I also edited my above post with more info.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 22, 2012, 02:42:48 am
Oh, i never found the fire thingy O.o
and thanks dj :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 22, 2012, 09:11:26 am
So I just started out fixing an extra white pixel on one of the sprites and ended up doing some re-working. Have a look and let me know what you think. I also think I might do some 16x16 mockups just for giggles when I have some time later this week. :)

*edit* I forgot to mention it (and you can prbobably tell anyways), but in the bottom pic the top sprites are the old one and the bottom ones are new.

*edit 2* ugh, just realized that i posted a slightly older version of the new sprites where some of the left/right facing ones are different. X.x I'll upload the proper one when i get home and post one with altenrate colored feet.

*edit 3*Fixed now. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 22, 2012, 02:21:52 pm
It's looking nice, but the thing with white pixels on the endge is that you can't see 'em coy reuben walks only on white surface, lol
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 22, 2012, 09:39:37 pm
I know double-post but this is worthy
I finished with the main maps and made a screenie (i found out what the problem with wabbitemu was: invalid folder name)
soooooooo, here it is:
(http://img.removedfromgame.com/imgs/game%20maps.gif)
The charater has a walking animation but you can't really see it D:
and there is a pause now in the main loop otherwise he would move ftl :P
Title: Re: Reuben Quest Axe Remake
Post by: epic7 on December 22, 2012, 09:43:09 pm
Dat's beautiful O.O

Nice fancy terrain :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 22, 2012, 09:43:54 pm
Haha, thanks :D
Remember: It is copied almost 1:1 from the original game
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 23, 2012, 12:17:04 am
It's looking nice, but the thing with white pixels on the endge is that you can't see 'em coy reuben walks only on white surface, lol
Yea i had that thoght occur to me after i posted it. The feet can easily be changed to lighter gray or black to accomodate this. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 12:23:17 am
/me only haz 3 level greyscale so no lighter grey D:
And if i'd go to 4-level greyscale
I'd be ok with it
But I'd need remakes for every tiles :P
here are the current tiles I use:
(http://img.removedfromgame.com/imgs/screenshot003.png)
(http://img.removedfromgame.com/imgs/reubenextrasprites2.png)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 12:34:21 am
That is epic! O.O

Two things, though:

-You should artificially reduce the framerate and have the character move every 2 pixel. That would make him easier to see when he walks around. You could possibly slow walking down a bit too, since most old RPGs have characters walk the equivalent of 2.5 tiles a second.

-3 level grayscale should be fine IMHO. Plus it would give people the chance to enjoy The Game in its original graphic form but with smaller size and faster speed that lacked in the original. It would be much less work too (unless someone wanted to remake the tiles himself? But then it would be cool if we had the option to choose which set we want)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 12:36:54 am
The character moves every 8 pixels.
And thanks! :D
I need to start with the game battle engine
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 12:38:57 am
I meant move every 2 pixel as in make the moving more choppier. Currently it moves every 1 pixel, so it's so smooth that we can't see anything due to the blur D:


Is it better on calc?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 12:40:07 am
No, it isn't better on-calc, i'll try out what you suggested :P
Title: Re: Reuben Quest Axe Remake
Post by: Ranman on December 23, 2012, 12:40:10 am
That is epic! O.O

Ditto. O.O  O.O  O.O
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 12:41:30 am
By the way, the character seems to disappear for a while around 43 seconds into the screenshot O.O
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 12:47:59 am
You mean the random blinking?
I know.... -.-
If somebody could make that one part of my code quicker:
Code: [Select]
:If C≠0 or (D≠0) or (O)
:Pt-Off(A-C,B-D-8,L2)
:Pt-Off(A-C,B-D-8,L2+8)r
:Pt-Off(A-C,B-D,Pic1)
:Pt-Off(A-C,B-D,Pic1)r
:Plot2A,B-8,L6,L2)
:Plot2A,B-8,L3,L2+8)
:L++/8^2→Q
:If K=2 or (K=4)
:Line(A+2,B-1,A+5,B-1)
:Line(A+2,B-1,A+5,B-1)r
:End
:If K=1 or (K=3 and (Q))
:Line(A+2,B-1,A+4,B-1)
:Line(A+2,B-1,A+4,B-1)r
:End
:If K=3 and (Q=0)
:Line(A+3,B-1,A+5,B-1)
:Line(A+3,B-1,A+5,B-1)r
:End
:Plot1A,B,Pic2+((K-1)*32)+(Q*16))
:End
The problem is that i have greyscale in an interrupt to make it look more epic.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 12:49:27 am
You might have to ask in the Axe subforum for faster help actually :P (eg preventing blinking without major slowdown)
Title: Re: Reuben Quest Axe Remake
Post by: Ranman on December 23, 2012, 12:53:51 am
You mean the random blinking?
I know.... -.-
If somebody could make that one part of my code quicker:
...
The problem is that i have greyscale in an interrupt to make it look more epic.
Does Axe support double buffering?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 12:55:36 am
yes, but i have my screen displaying in an interrupt for prettyer greyscale
wait a second
you
are
epic
i'll just do triple-buffering, thanks! :D
Title: Re: Reuben Quest Axe Remake
Post by: Hayleia on December 23, 2012, 12:59:17 am
The problem is that i have greyscale in an interrupt to make it look more epic.
Lol, I feel like everyone is doing it now that I started :P

About your code, what is K ? An key variable for arrow keys that only have possible values in 1,2,3,4 ? If so, the line ":If K=2 or (K=4)" can be optimized to ":!If K and 1"
The line ":Plot1A,B,Pic2+((K-1)*32)+(Q*16))" can be optimized as ":Plot1A,B,Pic2+(K-1*2+Q*16)"

And in all you code, there are calculus that come back, like here:
:Pt-Off(A-C,B-D-8,L2)
:Pt-Off(A-C,B-D-8,L2+8)r
:Pt-Off(A-C,B-D,Pic1)
:Pt-Off(A-C,B-D,Pic1)r
You always use A-C and B-D, so you can do this:
:Pt-Off(A-C→r1,B-D→r2-8,L2)
:Pt-Off(r1,r2-8,L2+8)r
:Pt-Off(r1,r2,Pic1)
:Pt-Off(r1,r2,Pic1)r

Anyway, I looked at the screenshot and this is looking very nice already :D
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 01:00:37 am
K is in which direction the character is facing 1-2-3-4 up-right-down-left
Title: Re: Reuben Quest Axe Remake
Post by: Hayleia on December 23, 2012, 01:01:55 am
K is in which direction the character is facing 1-2-3-4 up-right-down-left
Yeah, I knew that for some reason, so the optimization ":If K=2 or (K=4)" to ":!If K and 1" is possible :)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 23, 2012, 03:44:30 am
/me only haz 3 level greyscale so no lighter grey D:
And if i'd go to 4-level greyscale
I'd be ok with it
But I'd need remakes for every tiles :P
here are the current tiles I use:
(http://img.removedfromgame.com/imgs/screenshot003.png)
(http://img.removedfromgame.com/imgs/reubenextrasprites2.png)

I can work on that if you like, I can do that while im working on my 16x16 mockups. :) Just let me know.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 03:45:20 am
well, why not? It would be epic IMO even thought the original game only had 3 levels of grey.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 23, 2012, 09:10:32 am
With light gray for hands and feet. Black could sort of work, but this way you get to see everything.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 06:07:31 pm
mhmm, that only looks like 3 level greyscale to me O.o
Title: Re: Reuben Quest Axe Remake
Post by: ben_g on December 23, 2012, 06:53:28 pm
Would it be possible too make the maps scroll? That would make it look more epic.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 06:59:19 pm
Well, i wanted to do fake scrolling, the thing is that some maps are oriented on it not being scrolling as it is more complicated then to search for scertain stuff, so no scrollin in the remake, sorry :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 10:55:53 pm
Do you mean you are also ditching fake scrolling like in Zelda? Or do you just mean standard scrolling?

But yeah I feel adding scrolling might make the game a bit too easy, same if the enemy HP is displayed in battle. Some maps, as Sorunome said, are designed so if they are scrollable, it would be too easy to find stuff. The Zelda-like scrolling would be awesome, though. :D

Also, adding scrolling to the game would increase map data size by about 25000 bytes or so, because of all the placeholders that would need to be added to make the map completely rectangular rather than irregularly shaped.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 23, 2012, 10:57:59 pm
i have nto yet made the zelda-like scrolling, but i will do it :P
(maybe i'll reprogram it in brainfuck)/me runs
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 23, 2012, 11:06:13 pm
I hope not O.O

Also from what I remember, in the original game, the random battle seed ranges from 5 to 30. It's set when the game is started (new game or not doesn't matter) or after a battle (win or escape). It decreases by 1 every step, so after 5-30 steps you run into another monster. If I was you, I would change the range to 10-25 instead, since 5 was rather annoying and not lowering the upper end of the range would break the game balance.

Since in your game Reuben moves 1 pixel at a time instead of 8, but still moves at a similar speed, you might have to change the range to 80-200 instead (or 40-240 if you keep the original) to not complicate the code too much.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 24, 2012, 12:08:44 am
mhmm, that only looks like 3 level greyscale to me O.o

It's 4, but the gray I used on the feet and hands is pretty light. I guess I should've used a darker gray. XD
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 24, 2012, 06:35:00 pm
mhmm, that only looks like 3 level greyscale to me O.o

It's 4, but the gray I used on the feet and hands is pretty light. I guess I should've used a darker gray. XD
Oh, lol, could you also please make the normal sprites 4-level greyscale? :D

Since in your game Reuben moves 1 pixel at a time instead of 8, but still moves at a similar speed, you might have to change the range to 80-200 instead (or 40-240 if you keep the original) to not complicate the code too much.
I already thought about that :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 24, 2012, 10:18:22 pm
Yes Sorunome, I'm working on it. :)
Title: Re: Reuben Quest Axe Remake
Post by: Nick on December 27, 2012, 10:41:50 am
I just took a look at this project and it's amazing :o this could be wonderful Sorunome (and everyone helping out of course).
I really hope you succeed, good luck!
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 12:42:04 pm
That reminds me, how will dynamic maps be handled? For example, once you open the gate at the beginning, it used the same map, except there was boolean logic inside the data:

[[16,16,28,28,29,41,11,39,27,15,16,16][16,16,17,40,41,11,11,11,39,27,16,16][19,19,19,19,19,19,11,19,19,19,19,19][9,9,9,9,9,13,22-11(L1(1)>0),25,9,9,9,9][4,4,17,9,9,13,22-11(L1(1)>0),25,9,9,9,15][16,17,16,5,11,10+(L1(1)>0),11,11,11,11,3,16][16,16,16,4,5,11,11,11,11,3,15,16][16,16,16,16,17,5,11,11,3,16,16,16]]

In Axe, will you just store an extra copy of the map with updated tile locations or will you just run a few hard-coded conditions after the map is loaded if it's equal a certain ID, to ensure that they're updated accordingly to the game progress?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 01:20:53 pm
I will do if-conditions with the map where it is chosen and do stuff like if <already far enough in story>:[<hex>]->{L1+<num}:End
And i'm not afraid that would take too much mem, as that is something i could compile to an appvar and execute the appvar then -> not in app space :D

And to both Reubens:
I thought about it, and yes, I will make both reubens, but I'll not really fuse 'em, I'll more just make that the game is like a gamepack with both, because they are on different islands you can't go back anyways.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 01:39:50 pm
Yeah I guessed If conditions wouldn't be that large. Although I was a bit concerned if a lot of data had to be modified in one map, such as when an entire wall has to disappear or something.

As for both Reuben, if I was you, I would first focus on the 1st game (and its engine, since battles have yet to be even started at all, let alone the menu/title screen :P), then once it's finished, release it, then expand to Reuben 2. So since Reuben 2 is huge, then if you lose interest or something, at least the first is finished.

I'm really curious about how much smaller than the hybrid BASIC version this will be. I know Axe code is much larger than TI-BASIC, but Omnicalc BASIC grayscale code is far larger than normal Omnicalc BASIC because of the real(20,0,0,0,96,62,0,0 commands that appears after almost every other line of code. And then there is the map data, which is at least 2.5-3 times larger in BASIC.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 01:42:18 pm
As for both Reuben, if I was you, I would first focus on the 1st game (and its engine, since battles have yet to be even started at all, let alone the menu/title screen :P), then once it's finished, release it, then expand to Reuben 2. So since Reuben 2 is huge, then if you lose interest or something, at least the first is finished.
I already planned dat :P
And I just didn't have any time yet to start with battle engine, not saying that i wouldn't have done already a lot of planning in my head :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 01:46:14 pm
Ah ok, I thought you kinda had troubles with it (like almost everyone including (to a lesser extent) myself who worked on RPGs before.). Also for map data, I calculated, and based on the computer 8xp files, Reuben 1 BASIC map data is close to 26500 bytes large. In Axe it's 7968 bytes (there are 83 maps, including the title screen and the beach map used in the intro). Of course for Axe that excludes boolean logic, but the only danger extra If conditions would be is you running out of code space in the 16 KB app. How much space does code take so far?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 01:47:15 pm
i have the maps in a 6k appvar (or was it 5k?) and my app takes 6.7k space
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 01:47:57 pm
Ah ok. How many were done so far besides the overworld map? Also there was no appvar when you sent me a demo O.O

Also what about the executable code, other than the data?
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 27, 2012, 04:46:54 pm
Well, there really weren't too many changes. Here's the first revision of the sprites in 4 lvl gray (on the right). I'm going to load Reuben on my calculator so I can play through it and get a better feel of perspective and see if there are any other changes that need to be made. If anything looks odd or out of place please feel free to mention it. I'll also probably end up redoing the NPC character.
Title: Re: Reuben Quest Axe Remake
Post by: shmibs on December 27, 2012, 04:57:55 pm
that looks great as it is, but the light grey tends to be a lot lighter on calc, so i'm not sure if it will work.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 05:12:08 pm
Ah ok. How many were done so far besides the overworld map? Also there was no appvar when you sent me a demo O.O

Also what about the executable code, other than the data?
No other maps yet, and the file i gave you isn't the newest one, it is the one where it still stored in the app and it is like 11k big :P

Well, there really weren't too many changes. Here's the first revision of the sprites in 4 lvl gray (on the right). I'm going to load Reuben on my calculator so I can play through it and get a better feel of perspective and see if there are any other changes that need to be made. If anything looks odd or out of place please feel free to mention it. I'll also probably end up redoing the NPC character.
Thanks a lot, you could also make ore than one npc character :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 05:16:14 pm
I don't know but I still think they should remain 3 LV unless there was a massive overhaul with much more details, like making the trees a bit more 3D from 4 lv shading or something, else I don't see that much difference and on some calcs we will barely even see the light gray. D:

Right now it just seems to be color palette change and stuff like that.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 05:22:40 pm
/me pokes AoC to make the sprites look more 3D-ish >:D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 05:39:46 pm
I did some modifying on some of the tiles actually, and I added one for the final scene and the intro beach map for the sky. I'll upload the pic in a second. More modifications might be needed, though, but the trees were really light D: (the best way would be to make the game 5-lv grayscale like I planned to do with Reuben Quest 3 in 2005, but I don't know how to do 3 LV GS in Axe XD)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 05:41:04 pm
reuben quest 3? I thought it had only two parts? O.O
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 05:54:26 pm
There was, but shortly after xLIB APP went into development, I experimented with 5-lv grayscale (which looked quite decent on a SE calc, the flickering being on-par with Omnicalc's 3-lv grayscale in Reuben 1-2). It was gonna use new sprites, though, mostly RPG Maker rips, resized to 8x8 (Reuben was gonna remain intact in its 8x8 form). It was scrapped because of how hard it was to separate the grayscale layers from each others and due to the only free software supporting 5-color pics (GIMP) doing a terrible job at converting colored sprites.

It was supposed to occur on a floating island.

Now for the sprite update, re-colorized to calc. Changes are on the trees, the top of cliffs, the final dungeon walls clouds, the bricks and the sky horizon which is how 8x16:
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 06:02:25 pm
woo, looking nice, thanks a lot :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 27, 2012, 06:15:45 pm
I don't know but I still think they should remain 3 LV unless there was a massive overhaul with much more details, like making the trees a bit more 3D from 4 lv shading or something, else I don't see that much difference and on some calcs we will barely even see the light gray. D:

Right now it just seems to be color palette change and stuff like that.

Yea, honestly they could just remain 3 levels, I'm not really sure what I could do to change stuff around that much. *Edit* Biggest change I made shading wise was the house.

Well, there really weren't too many changes. Here's the first revision of the sprites in 4 lvl gray (on the right). I'm going to load Reuben on my calculator so I can play through it and get a better feel of perspective and see if there are any other changes that need to be made. If anything looks odd or out of place please feel free to mention it. I'll also probably end up redoing the NPC character.
Thanks a lot, you could also make ore than one npc character :D


I probably will, I just can't remember what all different NPC's were in the game. Yet another reason to play through again. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 06:16:43 pm
Ok, then do 3lvl npcs :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 06:28:17 pm
Will NPCs move around?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 06:29:44 pm
they don't in the original game, do they?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 06:30:12 pm
No. It was written in Omnicalc-enhanced TI-BASIC :P. I can't imagine how slow it would have gotten with stuff moving around.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 06:31:24 pm
ok, then they probably won't, or do you mean just movement on the single position they are like breathing? Why not! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 06:49:18 pm
What do you mean? ???
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 27, 2012, 07:00:17 pm
lol, like a standing animation, animated npc tiles
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 27, 2012, 07:13:59 pm
I can do a basic 2 frame animation for the stationary NPCs. It'll be kind of old school looking like Dragon Warrior.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 07:30:16 pm
YEah that would be cool. And even if they can't move, maybe they'll look better than the ones I made back then :P. Will they face the character from where you talk? For example if Reuben is behind the NPC I mean.

Also I realized that my longer sky gradient might mess up the intro, so unless Sorunome knows Axe tricks to make text transparent without slowing things down too much, I made a new one which can be seen in the 5th screenshot mockup below:

(http://img.removedfromgame.com/imgs/reubenintro.png)

Of course if he can achieve 3 or 4, then he can go ahead with those I guess, or stick with the 2nd one if he's sticking to 3-LV grayscale.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 27, 2012, 07:33:08 pm
I was going to have them forward facing, but giving them other directions wouldn't be too difficult. :)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 07:46:01 pm
When talking to them, you could possibly make them stop moving, to save on tiles.

That said, if Reuben 2 is ever re-done, it has one instance where a NPC walks around (during intro), so inevitably he would need a walking NPC animation.
Title: Re: Reuben Quest Axe Remake
Post by: Juju on December 27, 2012, 10:37:35 pm
In my version, the NPCs are handled exactly like the character, so I guess I would only add code to make them move automatically and there you go you have a walking NPC.
Title: Re: Reuben Quest Axe Remake
Post by: leafy on December 27, 2012, 10:55:27 pm
YEah that would be cool. And even if they can't move, maybe they'll look better than the ones I made back then :P. Will they face the character from where you talk? For example if Reuben is behind the NPC I mean.

Also I realized that my longer sky gradient might mess up the intro, so unless Sorunome knows Axe tricks to make text transparent without slowing things down too much, I made a new one which can be seen in the 5th screenshot mockup below:

(http://img.removedfromgame.com/imgs/reubenintro.png)

Of course if he can achieve 3 or 4, then he can go ahead with those I guess, or stick with the 2nd one if he's sticking to 3-LV grayscale.

It'd be pretty simple to do if he can nail the drawing order. An exercise :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 27, 2012, 11:46:06 pm
Well if he decides to add moving NPCs, then he would probably need to add a section of his data for that, which sends keypresses to the walking program, and that program would move the NPCs around. That way they're not hard-coded or anything.
Title: Re: Reuben Quest Axe Remake
Post by: Yeong on December 28, 2012, 09:24:55 am
or little series of code to determine walking path? like {1,4,3,4} makes npc move down 4 steps and up 4 steps
Title: Re: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 28, 2012, 11:51:28 am
Add pauses every 8 step or so, so it's not impossible to talk to NPCs due to being too fast.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 28, 2012, 03:02:14 pm
Well if he decides to add moving NPCs, then he would probably need to add a section of his data for that, which sends keypresses to the walking program, and that program would move the NPCs around. That way they're not hard-coded or anything.
Lol, i would do the hard-code part XD
BTW, I'm adding a poll: 4lvl or 3lvl greyscale
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 28, 2012, 03:11:48 pm
4 all the way! I get to have more fun with sprites that way. :P
Title: Re: Reuben Quest Axe Remake
Post by: Nick on December 28, 2012, 03:30:17 pm
Why would you go for 3lvl? 4lvl is like 1/3rd more awesomeness than 3lvl added to the game :)
anyway, the sprites i've seen here are wonderful, it would be a shame to not use them to their full potential
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 28, 2012, 05:54:48 pm
The issue is that on such small resolution, the way some of the sprites were redone, making the game 4-lv grayscale barely even adds any much improvement to graphics. In fact, in some cases, it actually makes them worse, because of how hard it is to see light gray on the 84+. It would definitively help in some cases, though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 28, 2012, 06:15:17 pm
I think i'd personally like 4lvl greyscale more, but i'm not so sure about it, hence the poll :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 28, 2012, 09:35:30 pm
Personally, I've never had an issue seeing light gray on calc with 4 levels. If you go above 4, it becomes progressively worse though.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 28, 2012, 10:19:19 pm
One thing he could probably do if people have trouble with 4 LV is an alternate version with 3 LV GS maps and sprites.  Also the 4 lv GS problem is particularly bad on the 83+. It isn't as bad on the 84+, but on the 83+ Silver Edition it looked better.
Title: Re: Reuben Quest Axe Remake
Post by: leafy on December 28, 2012, 11:21:47 pm
Do make sure you're ready to deal with all the problems that 4-level greyscale brings, however! You might have to adjust your drawing routines to fit, but it certainly won't look any worse.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 28, 2012, 11:41:56 pm
There were issues with 4-level? ???
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 28, 2012, 11:58:52 pm
Isn't it just DispGraphrr ???
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 29, 2012, 12:26:24 am
I think he means there might be some compatibility issues with some commands. Remember, for example, how before grayscale couldn't be used in 15 MHz mode. Maybe something else to do with 4-LV?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 29, 2012, 12:17:17 pm
Well, i use 6MHz anyways, and i plan on letting the user set contrast and interrupt speed to make it look epic, the grey scale :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 29, 2012, 03:00:15 pm
Cool to hear. Can you let the user set the grayscale quality to the same extent as ASM programs or is it more limited?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 29, 2012, 03:08:37 pm
Well, I can let him do everything like thepenguins asmchess, so contrast and the interrupt speed :D
Title: Re: Reuben Quest Axe Remake
Post by: epic7 on December 30, 2012, 12:15:58 am
Which reuben quest is this?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 30, 2012, 12:25:15 am
The 1st (Ev Awakening)

And I see, Sorunome. I was wondering because before I swear I saw that Axe only supported 2 interrupt speeds, meaning 2 grayscale quality modes.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 30, 2012, 02:45:02 am
it supports 6 interrupt speeds which are all far to quick, so the greyscale also only gets triggered every certain amount of time
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 31, 2012, 12:28:35 am
That's good to hear I guess, at least you can keep a decent speed per grayscale standard. Lots of the old GS games run at like 6-8 FPS :P

What have you done so far besides the map engine and maps?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 31, 2012, 01:03:28 am
So, it seems like 4lvl greyscale won, that is what the game will be in then :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 31, 2012, 01:15:32 am
\o/. Yay! I also have some suggestions for possible changes/ additions:

Adding a small screen that shows experience gained after defeating an enemy would be nice.
Adding a screen that shows stat increases when you level up after defeating an enemy would be nice.
Experience gain could be adjusted so less grinding is needed.
Some dialogue could use minor changes for correctness/spelling errors. I can give you a list and suggest changes if you like.

These are thoughts I've had and things I've come across while playing through so far. I'll post any additional thoughts if I come across anything else.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 31, 2012, 01:21:08 am
Well, a part of the game is leveling, so i don't see a sence in adjusting experience gain. And the other things: why not?
And could you please make me dialogs? :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 31, 2012, 01:23:53 am
Leveling is a part of the game yea, but if it slows the pacing of the game it should be adjusted in my opinion. Many people would much rather be able to enjoy the experience instead of having to stop and level up just to progress in the game. And yes, I'll be happy to work on the dialogues. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 31, 2012, 01:25:01 am
The problem is that the game would be too short without leveling :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 31, 2012, 01:30:33 am
I wouldn't remove it entirely, just allow monsters to give more xp per kill (than you currently do) as you get farther in the game. XP rates don't seem to scale as the game progresses. The first Reuben quest seems like a fairly short and simple RPG to me anyway, and there is nothing wrong with that. :) It's really up to you though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on December 31, 2012, 01:32:12 am
Well, I think i'll stay with the old xp, will make it easier for me, lol ^^
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on December 31, 2012, 01:33:49 am
Mmkay. :)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on December 31, 2012, 08:16:07 am
Actually, since the Axe version will barely have no loading between maps and battles and that some battles might be faster due to no delay between attacks, this will speed up grinding exponentially, removing the need to reduce grinding time. Also, the lack of an exp screen was intentional in the original in order to increase the game flow from battle to exploring and was meant to be like Secret of Mana, where it doesn't appear either.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 02, 2013, 06:43:29 pm
AoC, could you also please make 4lvl greyscale of the monsters? Thanks! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 02, 2013, 07:52:35 pm
Btw, if I calculated correctly, I think the max damage Reuben can deal in this game is 736 (using the fire item vs a LV1 monster or if a LV2 enemy is weak against a magic). Enemies can cause max 780 damage (if a LV 15 enemy attacks a LV1 Reuben with Bolt) and poison 15 dmg per turn.
Title: Re: Reuben Quest Axe Remake
Post by: squidgetx on January 02, 2013, 09:12:38 pm
I think this is relevant to the discussion on whether to adjust the xp or not: (language nsfw), start about 4:00 for relevant stuff


Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 02, 2013, 09:34:08 pm
AoC, could you also please make 4lvl greyscale of the monsters? Thanks! :D
Yup, already on the todo list. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 02, 2013, 11:40:55 pm
AoC, could you also please make 4lvl greyscale of the monsters? Thanks! :D
Yup, already on the todo list. :)
AWESOME!

And how much damage do you approxomatley give the first enemy again?
My battle engine currently tells me either 2 or 7.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 03, 2013, 01:38:19 pm
Well, screw dat question, i was so stupid when i asked dat.
So, i fixed the little problem and now i have started with the battle engine: you can select the attacks and do normal attacks, the enemy doesn't attack yet.
All non-graphical, lots of text and number displaying ^^
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 04, 2013, 12:37:31 am
When you select attacks, do you have to hold down an arrow then press 2nd like in Lufia, do you have to press it (without holding it down) and then 2nd or did you leave it like it was in the original game? I know in the original game the way it was setup was a bit problematic when using magic since you often held the key down for too long and accidentally selected a magic spell, but getkey lacked multi-keypress support.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 04, 2013, 12:39:13 am
you just press it, you don't need to hold down 2ND
getKey^r FTW! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 04, 2013, 12:40:42 am
What does getkey^r do?

What you could do to prevent that issue from Reuben 1/2 is require the player to release the key before he can select anything in the magic menu. :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 04, 2013, 01:01:50 am
getkey^r pauses the program until a key is pressed.
And it also requires to release i think, lol
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 04, 2013, 02:16:41 am
Cool :D.

Also I wonder if this would be feasible for the lava cavern as effect:

(http://www.omnimaga.org/images/screenshots/rl4a.gif)

Another fun idea could be to allow Reuben inside the lava cave before he gets the vest but he would lose 1 HP every 2 frame (including inside battles) so it could possibly allow skipping parts of the game if you're good but might be a bit pointless due to the high LV requirement to get in. :P
Title: Re: Reuben Quest Axe Remake
Post by: Matrefeytontias on January 04, 2013, 05:29:44 am
Hmmm, dats interesting ;D
/me wonders if he can do this in Axe ...
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 04, 2013, 09:09:36 am
Well here we are. :)
Title: Re: Reuben Quest Axe Remake
Post by: Keoni29 on January 04, 2013, 10:36:29 am
Those look amazing.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 04, 2013, 03:24:22 pm
They're just re-colors of existing sprites, but thanks. :)
Title: Re: Reuben Quest Axe Remake
Post by: epic7 on January 04, 2013, 06:38:00 pm
Is the first one at the top also an enemy? O.O :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 04, 2013, 06:41:18 pm
Strangely enough, yes. He's the weakest one in the game. :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 04, 2013, 10:27:15 pm
Nice, I like how you made different variations of the monsters for each duplicate ones. :)
Hmmm, dats interesting ;D
/me wonders if he can do this in Axe ...
That effect was done with xLIB and TI-BASIC, so I bet that it is possible (and would be even faster). With grayscale, quality might be a problem, though...
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 05, 2013, 12:02:30 am
They are looking cool AoC! Thanks a lot! :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 05, 2013, 07:31:46 am
Nice, I like how you made different variations of the monsters for each duplicate ones. :)
Yea, I thought it would be a cool touch. The color scheme gets progressively darker as the enemy gets stronger. :) It also gives it that old-school RPG feel.
They are looking cool AoC! Thanks a lot! :D
No problem. :)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 05, 2013, 01:08:53 pm
Yeah true, It also fits the dungeon elemental property well kinda. Eg first monsters appears in the forest or first dungeon so they would be lighter due to being ground/ice/water, then later you encounter fire/underground monsters, which would normally be red or something, then finally dark/evil monsters.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 05, 2013, 02:38:02 pm
Should I use as normal 4lvl greyscale tiles now these? http://ourl.ca/17785/331428
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 05, 2013, 04:46:35 pm
Preferably these (which I updated from AoC post):

(http://www.omnimaga.org/index.php?action=dlattach;topic=15188.0;attach=14400;image)

Except of course the sky gradient maybe.

EDIT Updated sprite sheet (didn't include the character since AoC updated it somewhere). Looks much better on calc, though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 05, 2013, 07:16:15 pm
Oh, yeah, that's looking cool, thanks :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 05, 2013, 09:11:54 pm
Actually I think those character sprites should be current. :)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 06, 2013, 02:35:48 am
I thought you were modifying them so I wasn't sure if they were up to date lol :P

EDIT By the way if you need converting sprites to hex, would this be useful? http://ourl.ca/16231
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 06, 2013, 02:54:52 pm
I have a good tool by sircmpwn which also writes to a program, lol
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 07, 2013, 12:27:05 am
Oh lol good to hear then :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 26, 2013, 10:08:53 pm
Ok, I did some working on the battle engine now, Damage calculation for the player attacking the enemy sans items is done :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 27, 2013, 01:59:23 pm
Good to hear :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on January 27, 2013, 11:14:34 pm
Ok, I did some working on the battle engine now, Damage calculation for the player attacking the enemy sans items is done :D
Need screenies soon. :D
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 27, 2013, 11:15:45 pm
so far they only display number on various places >.< (until i took it out and now it displays like almost nothing at all)

And btw, the enemy can attack now too! (do far only regular attack)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 28, 2013, 12:26:55 am
In term of progress (including animations), would your game be ahead of juju's or behind? :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 28, 2013, 05:31:05 pm
How far is jujus?
Title: Re: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on January 31, 2013, 06:53:56 pm
2 maps done, 1 attack, random battle encounters and still using the old sprites. Early intro version but that's pretty much it.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on January 31, 2013, 10:05:02 pm
Then I am a bit behind - I have two maps, battle engine (without items, graphics, enemy can only do normal attack yet), sprites (4lvl) no intro at all.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 12, 2013, 04:37:28 am
Ah ok D:, I hope that you can eventually manage to continue working on it. Is there something in particular holding you back such as map making being tedious? (You could maybe use http://clrhome.org/pix/ )
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 12, 2013, 07:10:46 pm
What's holding me back is the enemy sprites, i wanne make them as bitmaps which are greater than 8x8 pixels.....
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 12, 2013, 11:04:44 pm
Aren't they all done already? Art posted a pic of them O.O

Otherwise I wonder if tools like PixelScape or SourceCoder can let you import bitmaps to convert them to hex?

You could possibly ask in the Axe sub-forum for help on mass-converting dozens of large sprites fast, though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 12, 2013, 11:05:48 pm
I mean putting them into the calculator >.>
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 12, 2013, 11:11:25 pm
Yeah but can't you paste the hex code into SourceCoder, then save as 8xp, send to calc then do a few edits then convert to Axe data? :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 12, 2013, 11:12:49 pm
firs ti need to make hex, i have no problem with inputting hex on the calculator manually btw :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 12, 2013, 11:17:05 pm
Yeah but this is why I suggested tools like PixelScape or SourceCoder (which supposedly converts images to hex)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 12, 2013, 11:17:55 pm
also 4lvl greyscale? O.O
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 12, 2013, 11:21:34 pm
I am unsure but I would be shocked if none of those tools, especially SourceCoder (which is made by a die-hard ASM coder), didn't support grayscale conversion at all. But yeah I am not 100% sure if those tools support all kinds of conversions. YOu would just have to try.

EDIT: Now that I look at it, PixelScape only lets you import 8xv files x.x, no BMP/JPG/PNG/GIF D:, so you would need to redraw each portion of the sprites by hand there.

SourceCoder gives this for Reuben 16x16 char sprite:

PART_1:
FFFF
FF3F
E0FF
C103
C27D
859B
9A0F
E5BF
F92F
E40B
C211
CFEF
D909
99F9
9E0F
FFFF

PART_2:
FFFF
FFFF
FFFF
FF03
FE7D
FD9B
FA0F
E5BF
F92F
E40B
C211
CFFF
D9F9
99F9
9E0F
FFFF

Sadly in z80 ASM format it gives binary, though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 12, 2013, 11:43:50 pm
So i guess part1 is the first layer and part2 the second?
Thanks!
But now i have to resize all the images, lol
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on February 13, 2013, 02:47:59 am
Why do you need to resize them? ???
Title: Re: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 13, 2013, 12:11:02 pm
Maybe he meant separating each sprite since all of them were put in a single pic?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 13, 2013, 06:46:25 pm
And one pixel on the image is one pixle on the calc, right?
but the images are a bit bigger.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on February 13, 2013, 07:41:13 pm
Yea, they are 1 to 1. They should be the proper size though.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 26, 2013, 11:48:18 pm
Thanks to IES and SourceCoder I have now all the enemy sprites already on my calc :D
So, which reubensprite is now the correct one for the battle (the one dj posted has black background and is posting in the wrong direction)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 27, 2013, 12:15:25 am
That's cool to hear. :D

As for the battle sprite I believe it's exactly like the old one, except the gray becomes light gray.

It should kinda look like this:

(http://omnimaga.org/images/screenshots/reubenavatar.gif)

Just the opposite direction and the outline is supposed to be black.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 27, 2013, 05:20:35 pm
AoC, do you mind making it 4lvl (and flipping it)? :D

EDIT: I thought about this some time:
What would you guys think if I used a custom font on this? (Other than me poking somebody else to make it) would you guys think it would be worth the space?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 28, 2013, 12:16:03 am
If only DarkAuron's server didn't go down in 2005... he made a 4 lv grayscale Reuben back in the days D:

Custom fonts would be nice btw, as long as they're not like 7 pixels wide, making text take too much space :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 28, 2013, 12:17:54 am
Somebody else made already a reuben quest remake? D: I thought there was only /one/ reuben quest ev awakening :P

So, yeah/me wonders if anybody would like to make a 5*8 pixels font, i'll try myself one one but'll probably fail making it good

EDIT: 5*7 font >.<
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 28, 2013, 12:42:49 am
Erm nah I meant someone went on a spriting craze and made 4 and 5 LV renditions of many sprites including Reuben himself.
Title: Re: Reuben Quest Axe Remake
Post by: shmibs on February 28, 2013, 01:23:02 am
/me wonders if people will recognise that second one (although the m and w wouldn't fit...)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on February 28, 2013, 02:57:26 am
AoC, do you mind making it 4lvl (and flipping it)? :D

EDIT: I thought about this some time:
What would you guys think if I used a custom font on this? (Other than me poking somebody else to make it) would you guys think it would be worth the space?
Not a problem. I'll also work on a font set. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 28, 2013, 07:33:50 pm
/me wonders if people will recognise that second one (although the m and w wouldn't fit...)
It is readable to me, but the font set /should/ include [A-Za-z0-9!\.?] (the backslash is only to escape the . as it is regex :P)

And thanks AoC! You will get credits for sure for being my graphical designer, lol

EDIT: The font can also be 6*7 but then there won't be a row of pixels in between of letters, may be good for if you have a good cursive font in mind :)

EDIT2: Just finished my custom font text engine *yay*
Fun fact: in theory i could use a 4lvl greyscale font >.<
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on February 28, 2013, 10:29:56 pm
For some reasons the 2nd font reminds me of Zelda LA.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 28, 2013, 10:45:31 pm
Yeah, me too

And (thanks to jacobly coding for me a number to string converter) I can also display now ints with the new font! :D
Title: Re: Reuben Quest Axe Remake
Post by: shmibs on February 28, 2013, 10:50:59 pm
For some reasons the 2nd font reminds me of Zelda LA.
that's what it is :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on February 28, 2013, 10:51:37 pm
For some reasons the 2nd font reminds me of Zelda LA.
that's what it is :P
I don't wanne run into copyright infringment stuff.....and something unique would be maybe more awesome :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 01, 2013, 12:16:21 am
I actually have two fonts ready that i was working on for something else. The are based on an NES style font. One is 5x7 and one is 5x5. The other custon one I'm working on is based off of the font in Dragon Warrior 1&2 for GBC.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 01, 2013, 09:00:39 pm
So, would you mind posting the 5x7 one then? Thanks!
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 02, 2013, 09:34:09 am
Here's the Nes-style one. Normal size and 2X. Still working on the other.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 03, 2013, 03:08:31 pm
Cool, thanks!
But what about lowercase letters?
Title: Re: Reuben Quest Axe Remake
Post by: leafy on March 03, 2013, 03:11:56 pm
Here's the Nes-style one. Normal size and 2X. Still working on the other.
Just a thought - some of the letters are two pixel width and the other ones are only one-pixel width; it might be better to have them of a uniform width?
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 03, 2013, 04:32:43 pm
@Sorunome: I was thinking about this. The original font didn't have lowercase, but I can add them if you like.
@Leafy: I was trying to keep them as close to the original as possible. The original is 8 pixels wide though iirc, so that's why it came out like that. Despite the nonconformity, I think it came out pretty good. I could try to make them more uniform, but I'm not sure how it would look. I'd have to make them all 1 pixel wide, because 2 pixels would look really bad with some of these. Honestly, the 5x5 font I made is more uniform and looks better IMO, but eh.. whatever. :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 03, 2013, 04:37:04 pm
Yeah, I would love to have lowercase letters, thanks in advice!
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 03, 2013, 04:55:29 pm
Quick revision of the font trying to make them more uniform. They've been fattened up now. Thoughts?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 03, 2013, 05:10:36 pm
Oh yeah, that's looking better IMO :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 04, 2013, 03:23:45 am
Actually the D is still wrong I think :P

Looks nice in general, though.
Title: Re: Reuben Quest Axe Remake
Post by: leafy on March 04, 2013, 03:49:10 am
Quick revision of the font trying to make them more uniform. They've been fattened up now. Thoughts?
Yes, that's exactly what I envisioned them looking as. Great work, although there are a few incongruous ones (Like DJ pointed out, the letter D looks a bit off?)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 04, 2013, 01:36:19 pm
Just one thing: I think I recall the standard NES lowercase fonts being overly small compared to their uppercase counterpart, so much that they were totally unfitting. It might be best for lowercase to inspire yourself from Final Fantasy style lowercases, although it will most likely look similar to calc ones.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 04, 2013, 01:48:22 pm
Final Fantasy is exactly what I am basing the lowercase font on. ;)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 04, 2013, 01:50:25 pm
Ah ok cool :). At the same time the game will feel more true to RPGs :P

Any progress on the game btw Sorunome?
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 04, 2013, 04:12:12 pm
Ok, so originally, the plan was to create a lowercase font based off of the Final Fantasy font. I ended up free styling the entire lowercase set instead, and I am extremely happy with the results.  I may do a few minor tweaks, but for the most part it's done. Take a look! I also want to thank you guys (especially Leafy) for encouraging me to improve this font. It really came out great IMHO. :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 04, 2013, 06:04:20 pm
This actually looks pretty nice. Personally though I'm glad that the fonts could be kept the same size. This means the game doesn't have to be redesigned due to different NPC convo text box size.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 04, 2013, 07:45:18 pm
Yay, I'll use that font, thanks a lot! (it is still missing a question-mark :P)

Ah ok cool :). At the same time the game will feel more true to RPGs :P

Any progress on the game btw Sorunome?
/me lost

And yeah, I am working on battle-engine graphics

EDIT: Stop hiding question mark >.<
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 04, 2013, 09:05:28 pm
Ok, fixed the lowercase "a" and "t" (they were 1 pixel too wide) and made a few minor tweaks. I think this should do it. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 04, 2013, 09:06:59 pm
in which chars are the other minor tweaks? It would be a lot easier for me to change it that way

And thanks! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 04, 2013, 09:07:17 pm
Pretty good, but the D, J, O, Q, W and Y are still inverted ???

@Sorunome nice to hear. What are you using for the graphics importing btw? Do you still type the hex by hand?
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 04, 2013, 09:08:25 pm
Oh, right. :P lower case "a" and "t". Uppercase "Y"
@DJ: That's just how I chose to do them. In the case of O, it was to make the O and 0 different. Q  and D followed the same style as O, and I didn't like the way the Y looked leaning the other way. The lowercase w looked too much like a lowercase n, so I flipped both of them to be consistent.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 04, 2013, 09:12:52 pm
Pretty good, but the D, J, O, Q, W and Y are still inverted ???

@Sorunome nice to hear. What are you using for the graphics importing btw? Do you still type the hex by hand?
hex by hand is only for the tilemaps :P
For graphics import I am currently using IES, for the battle engine sprites I used sourcecoder but it has apperently a bug with images and is totally screwing it up (as in not getting greyscale correctly) so eventually I'll need to do that again once kerm fixes it (what he will).

Oh, right. :P lower case "a" and "t". Uppercase "Y"
Thanks!
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 05, 2013, 04:00:08 am
So the project is on hold again until Kerm fixes the bug? O.O
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on March 05, 2013, 04:11:00 am
how many sprites are there? I can convert them by hand if it's not too much.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 05, 2013, 04:14:53 am
Those are the sprites. Not sure if he also needs to convert battle backgrounds, though.

(http://www.omnimaga.org/index.php?action=dlattach;topic=15188.0;attach=14433;image)
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on March 05, 2013, 04:15:38 am
Hmm, I 'll see what I can do. Those are quite big-ish O.o
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 05, 2013, 01:32:32 pm
Bump again. Slightly modified the uppercase "N" so that it looks more uniform with the rest of the set. :) Tweaks are done now unless some issue crops up.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 05, 2013, 01:52:24 pm
I fixed the D, o, O, w, W letters to make them more consistent with the rest too, then I edited the zero because it looked too similar to the letter O. I didn't change J, Q, Y, 4, d, q and y because they looked too weird otherwise.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 05, 2013, 02:18:34 pm
I guess you missed this post:
Oh, right. :P lower case "a" and "t". Uppercase "Y"
@DJ: That's just how I chose to do them. In the case of O, it was to make the O and 0 different. Q  and D followed the same style as O, and I didn't like the way the Y looked leaning the other way. The lowercase w looked too much like a lowercase n, so I flipped both of them to be consistent.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 05, 2013, 02:35:26 pm
Ah right that part wasn't there when I first saw your post. :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 05, 2013, 09:41:46 pm
I got good and bad news.
Let's start with the bad news:
I don't have any idea how to fix the flickering reuben while walking at this point

Now the good news:
I've done by now quite a bit on the graphics for the battle engine! :D
(even thought the calculations aren't 100% done yet, lol)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 06, 2013, 02:26:59 am
Could you post the walking engine code in the Axe help subforum? Some people might be able to help (especially Runer). There's definitively something getting in the way while Reuben walks, causing the flicker.

Good to hear about the battle engine, though.  Will it look kinda like this (1st screenshot is the original 3-lv grayscale game, 2nd is 4 lv and 3rd is 32 lv :P)?
Title: Re: Reuben Quest Axe Remake
Post by: leafy on March 06, 2013, 03:02:30 am
The flickering reuben is caused by the fact that you're using interrupts (and when you move him, you need to erase the sprite and redraw it, which is off-sync from the interrupt). The only way I know how to fix that is putting the reuben-drawing code in the interrupt, but maybe Runer has a different method.
Title: Re: Reuben Quest Axe Remake
Post by: Hayleia on March 06, 2013, 03:33:20 am
The drawing doesn't necessarily have to be in the interrupt. If the commands "erase reuben" and "draw reuben" are close enough, then he won't flicker anymore (or at least a lot less frequently).
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 06, 2013, 07:27:25 pm
I know exactly /why/ the flickering is been caused.
It is because reuben is 8*9 and thus i need to use 6 sprite commands to erase him before I can draw him - overdraw 8*8 with white, overdraw the next pixel row and hten of the new pixel row pt-get to know what to draw there again next time, all on two buffers.
If that would be quicker it wouldn't flicker anymore.
And I use hayleias way for nice greyscale ;)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 07, 2013, 01:00:07 am
One solution could be to just make Reuben Monochrome like in the original game and get it out of interrupts or simply have it grayscale but separate from the rest of the grayscale. It might flicker a tad more than the map, but it wouldn't be too intrusive.

Heck I made a grayscale Axe program before DispGraphr existed, after all :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 07, 2013, 08:01:04 pm
That is because you are an awesome coder compared to some others here (like me :P)

And with my current engine it wouldn't make a difference if reuben was monochrome, it would make a HUGE difference thought if he was only 8x8
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 07, 2013, 09:37:02 pm
I don't really know axe, but I can't imagine 6 sprite commands taking up that much time. If he was 8x8 would you need 3? If that's the case, I'd imagine monochrome would need 3 as well since it's only one layer. Maybe you could post the walking engine and see if someone can help speed it up to improve the flickering issue. :D
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 07, 2013, 10:35:09 pm
monochrome doesn't make a difference, the 6 sprite ones are only for erasing, for 8*8 i would need only 2 for erasing
so yeah, 8x8 4lvl greyscale would be awesome! (don't forget the walking animation :D )

And don't forget the 16x16 reuben
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 08, 2013, 12:36:55 am
So you still get the flickering Reuben even with monochrome?

As for posting the code I still think as well that you should do it. It would suck if you put the project on hold just because you can't fix that issue but don't want help or something like that >.<
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 08, 2013, 02:54:51 am
monochrome doesn't make a difference, the 6 sprite ones are only for erasing, for 8*8 i would need only 2 for erasing
so yeah, 8x8 4lvl greyscale would be awesome! (don't forget the walking animation :D )

And don't forget the 16x16 reuben

I can attempt an 8x8 sprite, but I doubt it will look nearly as good. >.< I havent forgotten about the battle sprites either. I should have sone time sunday or monday to work on things, but I won't have much free time the next few days.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 08, 2013, 06:30:22 pm
wait, battle sprites?
I have already every sprite exept of reuben for battle, sourcecoder is fixed :P
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 08, 2013, 11:23:08 pm
It's good to hear it's fixed at least. Now you can work heavily on Reuben 1, 2 and 3 for the CSE and 84+ :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on March 09, 2013, 10:57:00 am
Well, this was actually super easy and only ended up taking a few minutes. New sprites are on top. Congratulations Reuben, you're shrinking! I still like the taller original one better though. :P Also: Minor font changes: Uppercase "J" and "K" This really is the last change. Don't kill me Sorunome! D:/me hides.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on March 09, 2013, 07:44:46 pm
/me kills Art_of_camelot for changing the font again :P
Thanks for all that stuff, graphics are important in the remake :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on March 09, 2013, 11:26:19 pm
The new reuben is nice :D
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 02:31:47 pm
Kinda finished the calculation in the battle engine (except healing and items), still need to add graphics.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 14, 2014, 02:42:44 pm
Oh my! O.O  A WILD UPDATE APPEARED!  :thumbsup:
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 05:32:22 pm
Also, just removed the flickering from the moving engine all the way.
Somehow I had double-buffering code set up but only used it in the battle engine, not in the moving engine.

Also DJ, do you still remember which program was responsible for leveling?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 14, 2014, 05:42:09 pm
 O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O
 O.O O.O >B) O.O O.O >B) O.O >B) O.O >B) >B) >B) O.O O.O >B) >B) O.O >B) >B) >B) O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) O.O
 O.O >B) O.O >B) O.O >B) O.O >B) O.O >B) O.O O.O O.O >B) O.O O.O O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) O.O O.O O.O >B) O.O
 O.O >B) >B) >B) O.O >B) >B) >B) O.O >B) >B) O.O O.O O.O >B) O.O O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) >B) O.O O.O >B) O.O
 O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) O.O O.O O.O O.O O.O >B) O.O >B) O.O >B) O.O >B) O.O >B) O.O >B) O.O O.O O.O O.O O.O
 O.O >B) O.O >B) O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) >B) O.O O.O >B) >B) >B) O.O >B) O.O >B) O.O >B) >B) >B) O.O >B) O.O
 O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O O.O

Also DJ, do you still remember which program was responsible for leveling?
The Game

(Actually I forgot, sadly, but since it involves battles, I traditionally used the letter C in battle programs, so maybe GC or something.)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 05:45:41 pm
How long did it take you to make that smiley wall O.O
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 14, 2014, 05:46:43 pm
A few minutes I think (probably about 2-3, but I used *.* instead of the alien smiley at first, so I just did find/replace) :P

I was inspired from that one sig someone here had in 2006 <_<
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 06:15:30 pm
Found the level up!
How lame, you just add fixed numbers on :P
Code: [Select]
While L1(2)<15 and L1(7)>=L1(8
Text(~1,55,48,"Level up!
1+L1(2->L1(2
15+L1(3->L1(3
15+L1(4->L1(4
5+L1(5->L1(5
5+L1(6->L1(6
int(1.5L1(12->L1(12
L1(8)+L1(12->L1(8
End
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 14, 2014, 07:24:05 pm
By the way, will this game combine both Reuben 1 and 2 into a single game or two separate ones? I have yet to figure out a way to merge both level up systems >.< (especially with the difference between HP and MP between both games) without ending up with some strange HP level (such as 512).
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 07:29:13 pm
right now i'm only making ev awakening, currently i also don't have plans to make the 2nd one >.<
EDIT: You can escape a battle now :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 14, 2014, 07:36:39 pm
Aaah ok, I guess that would make things easier then. Those are the level stats for each game btw:

Reuben 1 LVs
1 HP:45 MP:29 NXT:10
2 HP:60 MP:34 NXT:15
3 HP:75 MP:39 NXT:22
4 HP:90 MP:44 NXT:33
5 HP:105 MP:49 NXT:49
6 HP:120 MP:54 NXT:73
7 HP:135 MP:59 NXT:109
8 HP:150 MP:64 NXT:163
9 HP:165 MP:69 NXT:244
10 HP:180 MP:74 NXT:366
11 HP:195 MP:79 NXT:549
12 HP:210 MP:84 NXT:823
13 HP:225 MP:89 NXT:1234
14 HP:240 MP:94 NXT:1851
15 HP:255 MP:99 NXT: ---

Reuben 2
1 HP:258 MP:23 NXT:10
2 HP:297 MP:27 NXT:15
3 HP:336 MP:31 NXT:22
4 HP:375 MP:35 NXT:33
5 HP:414 MP:39 NXT:49
6 HP:453 MP:43 NXT:73
7 HP:492 MP:47 NXT:109
8 HP:531 MP:51 NXT:163
9 HP:570 MP:55 NXT:244
10 HP:609 MP:59 NXT:366
11 HP:648 MP:63 NXT:549
12 HP:687 MP:67 NXT:823
13 HP:726 MP:71 NXT:1234
14 HP:765 MP:75 NXT:1851
15 HP:804 MP:79 NXT:2776
16 HP:843 MP:83 NXT:4164
17 HP:882 MP:87 NXT:6246
18 HP:921 MP:91 NXT:9369
19 HP:960 MP:95 NXT:14053
20 HP:999 MP:99 NXT:---

If combined together, I think the experience would need a complete overhaul, else it would reach 15 digits or so XD

Also nice :D is the battle menu similar to the original?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 07:39:37 pm
yeah, you use it exactly the same. I actually stole the sprites for the mouse keypad thingy :P
Speaking of sprites, does somebody want to make me that 4lvl greyscale reuben sprite? :3
Also, still need to add those animations to the battle engine.
EDIT: I just found a 4lvl reuben in this thread, so nvm that request :P
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 14, 2014, 08:05:36 pm
LOL DJ. Also I knew that was coming before you guys. :P
/me has close relationship with Soru
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 14, 2014, 08:16:40 pm
oh you streetwalrus *boop* :P

Also, can somebody make the magic menu 4lvl greyscale for me? :3

And yay for creating 4lvl greyscale hex data manually :P (yes, aparently i DO have too much time on my hooves)

EDIT: Just say it, you guys all waited for a screenie :P
(http://img.ourl.ca/battle.gif)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 14, 2014, 09:06:45 pm
Speaking of sprites, does somebody want to make me that 4lvl greyscale reuben sprite? :3
EDIT: I just found a 4lvl reuben in this thread, so nvm that request :P

Yea, not sure if you meant the battle screen one or the overworld. I knew I did the overworld sprites. I was pretty sure myself or DJ had redone the in battle sprite as well at some point. :P  Looks really good bwt! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 14, 2014, 09:13:13 pm
Oooh that looks nice, especially the custom fonts. :D However, Reuben seems to move faster vertically than horizontally ???


And yeah I think Art redid the sprites at some point. They might be broken now, though, due to the board switch.

EDIT: Nvm they're still intact:

(http://www.omnimaga.org/index.php?action=dlattach;topic=17785.0;attach=14433;image)
(http://www.omnimaga.org/index.php?action=dlattach;topic=17785.0;attach=14439;image)

Here's a new version of the 2nd version of the first monster, tho, because I felt both looked nearly identical :P

(http://img.ourl.ca/ReubenMonsgry.png)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 15, 2014, 12:24:45 am
I think they might've been identical. I wasn't really sure what to do with that one. ><

Also sorunome, if you need more sprites, don't hesitate to ask.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 15, 2014, 05:58:02 am
That moving might be then because of which collisions I check first. I bet i'll have to re-write the moving engine eventually :P
Also, I already have all the enemy sprites in my program, the only sprite for the battle engine which I'm missing in 4LVL greyscale is the one for the magic menu (the arrow key magic menu one)

EDIT: Now I officially suck at making animations
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 15, 2014, 08:47:47 am
Welp, you got the attack animations and battle background wrong D: (although it looks cool so far). This is actually the forest background from Reuben 2, unless you decided to use that one instead? :P

(http://img.ourl.ca/reuben.gif) (http://img.ourl.ca/reubenb.gif)


(Btw, the sword is a standalone sprite which is XOR'ed over Reuben's hand)
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 15, 2014, 09:00:11 am
EDIT: Now I officially suck at making animations
LOL.
Also, I do like it. :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 15, 2014, 10:13:21 am
The background and stuff is very easily changable, the only thing i'm paying attention to currently are the animations, lol.

So, open sprite requests:
4lvl magic menu
4lvl reuben sword
Title: Re: Reuben Quest Axe Remake
Post by: Runer112 on April 15, 2014, 12:32:02 pm
If you aren't already, you should consider using GrayLib. :P It looks like there isn't a whole lot of motion between frames and you should have a lot of time for grayscale updates, so this kind of program should be fairly amenable to its use. If it scares you (it scares me sometimes), I can help with it.

Also, it looks awesome so far. Keep it up!
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 15, 2014, 03:59:28 pm
Do i see it correctly that you have your own double-buffering implement and own pause routines?
Because with my double-buffering I sometimes do nasty things like drawing to the real screen so that I can erase that easy by copying the backup-buffers over. Using GrayLib would mean I'd have to re-write a lot of code then.......

Also, can you make it use L1 and L2 instead of 1.5k more ram?

EDIT: I can't get it to not crash my calc ._. Plus it is so large O.O
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 15, 2014, 04:22:29 pm
I guess that's possible actually.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 15, 2014, 04:27:33 pm
Also, I do re-draw a lot in the moving engine, so maybe I shouldn't use this after all?
EDIT: Could it be that getKey^r causes it to crash? >.<

Also, something on exiting, also in the example progs, causes my calc to crash

Also, am i supposed to draw my sprites etc to L6 and L3? (the normal buffers)
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 15, 2014, 05:19:26 pm
Oh by the way, Reuben is my second name so you might wanna rename it to Streetwalrus Quest or something. :trollface:
Title: Re: Reuben Quest Axe Remake
Post by: Runer112 on April 15, 2014, 06:49:50 pm
Do i see it correctly that you have your own double-buffering implement and own pause routines?

Yup, GrayLib uses two pairs of buffers. One set is the drawing pair, and the other set is the displaying pair. And setting the constant °GIW (GrayLib Include Wait) to a nonzero value results in the inclusion of the pause routines GWait(), GWaitG(), and GWaitN() routines, which wait until the frame currently being displayed has been updated with each dither mask rotation, has been updated the given number of times, or has been updated r1 times, respectively.

Because with my double-buffering I sometimes do nasty things like drawing to the real screen so that I can erase that easy by copying the backup-buffers over. Using GrayLib would mean I'd have to re-write a lot of code then.......

I'm not quite sure I understand what you mean, but I'm going to assume that you mean you don't have a second pair of buffers dedicated to storing the background/tilemap and simply draw sprites, display, and then erase the sprites by redrawing the background/tilemap that was under them. You can still employ this tactic with GrayLib, but when you "send" a buffer pair for display, you'll need to burn a little extra time and copy them back to the drawing buffers, and then you can erase them on the drawing buffers. So something like the following:

Code: [Select]
.Draw sprites on drawing buffer pair GB1/GB2
GDisp()
Copy(GB3,GB1)
Copy(GB4,GB2)
.Erase sprites on drawing buffer pair GB1/GB2

Also, can you make it use L1 and L2 instead of 1.5k more ram?

The comments I left tell me that, by default, GrayLib uses L6, L3, L2+103, and L4-512 as buffers (one important thing to note about the last one is that it will be destroyed by Archive, Unarchive, or Copy() from flash). If you want, you can suppress these default values and provide your own by setting the constant °GII (GrayLib Include Initializations) to 0 and storing your own values to GB1-GB4. Keep in mind that suppressing the default initializations means it can't initially clear the buffers for you, so you'll have to do that yourself.

With the default buffer setup, if you use your own extra pair of buffers to store the background/tilemap, you could still manage to fit one of them into L1, but the other would probably have to be allocated in a temporary variable.

EDIT: I can't get it to not crash my calc ._. Plus it is so large O.O

You say "so large," I say "fully featured." :P

Also, I do re-draw a lot in the moving engine, so maybe I shouldn't use this after all?

I thought the character was the only thing that needed to be redrawn, since the tilemaps are static and don't smoothscroll. Is that not the case?

EDIT: Could it be that getKey^r causes it to crash? >.<

It's probably best to stay away from getKeyr with GrayLib, since it can probably mess up a number of things (reinstating the OS interrupt, drawing modifiers in the top-right corner of the screen, etc.). If you don't need the 2nd and alpha modifier logic and really just wanted the waiting key check, you could set the constant °GSGK (GrayLib Support getKey) to 1 and use a routine like the following:

Code: [Select]
Lbl KeyWait
 While 1
  Stop
 EndIf getKey
Return

Also, something on exiting, also in the example progs, causes my calc to crash

Hmm... the example programs certainly don't crash my calculators. Can you reproduce that on an emulator? If so, I could debug it more easily.

Also, am i supposed to draw my sprites etc to L6 and L3? (the normal buffers)

I was sort of lazy in the GrayLib post and readme and basically told people to look at examples to learn how to use it, so the confusion is understandable. You want to do all your drawing to the buffer pair GB1 and GB2. GB3 and GB4 are the buffers currently being displayed by the interrupt, and GDisp() "sends" a frame by swapping the buffer pointers held by GB1 and GB2 with GB3 and GB4, respectively.

And now that I look at this, I should probably make GDisp included by default, since it's basically the most important command... You currently have to request its inclusion by setting the constant °GID (GrayLib Include Display) to 1.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 15, 2014, 07:28:32 pm
understanding more and more now! (definetley going to use this! :D) And last time on exiting the calc randomley didn't crash, maybe it was only me messing stuff up because using L1-L6 in my prog and not paying attention to stuff :P
ALso, so far I used L2 as a complete screen buffer just fine.

EDIT: Ok, fully using greylib now, and i must say, IMO it is worth the 700 bytes :P
Title: Re: Reuben Quest Axe Remake
Post by: Runer112 on April 15, 2014, 08:20:11 pm
You've got it working fine? That's awesome, I was actually expecting it to be a lot more of a hassle. :P  Let me know if you have any other questions about it.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 16, 2014, 05:54:12 am
Well, that's pretty nice ! :D
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 16, 2014, 08:12:38 am
Here's the sword. Just recolored the one from DJ's animated colored sprite. It *should* be ok. Feel free to modify it as need be. *edit* Forgot to mention that I made the middle sprite match the width of the other diagonal sprites.


*Edit* Added magic menus and normal menus. :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 16, 2014, 03:18:58 pm
Oh I like those Art :D. However, for the menu I think it would be best if the sword for the attack icon didn't use dark gray since we won't be able to see it well.


By the way, it has been a long while since I used Axe, but in Axe is it easy to switch L3/L6 buffers around to generate the flashing animations demonstrated in the second screenshot above? (In the above, I simply XORed the black sprites over and over)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 16, 2014, 03:52:00 pm
Quote
Oh I like those Art :D. However, for the menu I think it would be best if the sword for the attack icon didn't use dark gray since we won't be able to see it well.
Yea, if it looks to dark it can be changed. :D
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 16, 2014, 05:14:04 pm
They look nice! but i already have the normal menu <_< and i don't plan to change color on arrow key pressing because the game.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 16, 2014, 05:35:37 pm
Okey dokey. As I said, feel free to use them as you wish. ^^ Wasn't sure if you had the normal menu or not, so that's why I went ahead and did it as well. :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 16, 2014, 05:40:56 pm
Okeydokeylokey!
And thanks again for making like all the sprites, lol.
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 16, 2014, 05:41:58 pm
Of course! Think I'll make some NPC updates like I talked about a while ago. I'm in a bit of a spriting mood. :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 17, 2014, 12:33:02 am
At one point I should maybe colorize those 4 level sprites in case a CSE version was made. That said, the monsters were rips from FF games and were originally in colors :P but since they were converted to 3 shades of gray then back to 4 the new color results might look more interesting.

EDIT: Nvm, done :P (see other thread)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 17, 2014, 05:32:22 am
DJ, if you gift me a CSE then maybe I'll mkae a color version :trollface:
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 17, 2014, 05:34:47 am
We already have a (010r|\* trollface, what more do we need ? :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 17, 2014, 02:50:59 pm
sooooo, didn't realize the enemies had different backgrounds than the normal tileset. Anybody wants to make me those tiles in 4lvl greyscale? :3
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 18, 2014, 01:16:57 am
I had color renditions of some of them, but not the forest background, sadly, since the mockups I made in color had the Reuben 2 forest background (which pretty much uses the standard forest map tiles).

(http://img.ourl.ca/reubenbattlebg4lvgray.png)
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 19, 2014, 07:27:21 am
sooooo, didn't realize the enemies had different backgrounds than the normal tileset. Anybody wants to make me those tiles in 4lvl greyscale? :3

What background are you referring to?
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 19, 2014, 12:11:59 pm
The battle backgrounds or backdrops at the top of the screen
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 10:10:04 am
(http://img.ourl.ca/ingame_battle.gif)
Title: Re: Reuben Quest Axe Remake
Post by: TheCoder1998 on April 22, 2014, 10:13:44 am
that's looking awesome :D
is it already finished?
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 10:15:57 am
it's far from being finished, i still need to add a control for when which enemy appears (as you noticed it's always the same one), add interactions (sleep, save, talk, items), add that stats screen and add the story. And add more data. And some more animations.
:P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 22, 2014, 10:23:18 am
Looking great Sorunome! :D
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 22, 2014, 01:02:21 pm
Ooh that looks even better now. I wonder if you could make the enemy flash like in the original (black layer xored) before he attacks so we know it's attacking?

Also I like the battle transition. I wonder if it would be possible in Axe to achieve the same as in the original? I have been wondering that too for xLIBC on the CSE because there seems to be no way it could be piossible on that calc lol if someone or myself did it. :P
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on April 22, 2014, 01:05:18 pm
Not sure. But why don't you use new attack animations? I can design them for you :)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:06:48 pm
I already suck at animations as it is :P
And getting the enemy to blink is no problem - i already programmed me a blinking function to let a certain area on the screen blink a certain amount of times :P
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on April 22, 2014, 01:07:35 pm
I can program them, too. :3
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:10:23 pm
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 22, 2014, 01:11:10 pm
Ah ok cool to hear. As for the screen blinking, if it isn't dependent on DispGraph then maybe it could be handy if you ever change the battle intro to look like the original. From what I remember, the screen grayscale basically turns black, then the screen content scrolls up, being XOR'ed every frame. Of course the bottom is erased faster than the rest of the content scrolls out.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:16:20 pm
The issue with the 8*9 sprites is the masking of the additional pixel layer, it'd slow down my moving engine too much :/
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:22:01 pm
The issue with the 8*9 sprites is the masking of the additional pixel layer, it'd slow down my moving engine too much :/
That's why I offered to mod the Axe routine. It will make it fast enough because that will make it display an actuall 8*9 sprite instead of two 8*8's. ;)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:23:00 pm
what i did was displaying an 8*8 sprite and drawing some lines
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:24:34 pm
Well, lines are slow. :P Unless you use HLine but that didn't exist back then.
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on April 22, 2014, 01:25:22 pm
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)
Do it anyways. I want to see this.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:26:39 pm
Yeah I'm gonna do it. It won't be slower than the 8*8 routine. Also, why do you even use masks if Reuben only walks on white ? And I need to know which command you use to draw him.
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 22, 2014, 01:30:27 pm
Would the extra routine require more code though? I think Sorunome is pretty limited in code space now.
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on April 22, 2014, 01:31:13 pm
Dropping more data in appvars will help a lot.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:31:56 pm
I can still drop the sprite data into appvars, the enemy sprites and the maps are already.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:33:04 pm
It will be less than 100 bytes I think. Unless he uses the routine only for Reuben then it won't add any size because it will replace the other one.
Title: Re: Reuben Quest Axe Remake
Post by: aeTIos on April 22, 2014, 01:34:14 pm
Pretty sure he also uses the 8x8 routine for the map. But 100 bytes are easily scraped off.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:34:48 pm
I use Pt-On also for my tilemapper
EDIT: Oh, and font ruitine
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 01:41:47 pm
Oh you use pt-on for Reuben ? it will be fast then. :D Gotta go now but I'll make a quick axiom later.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 01:42:31 pm
to erase him i use Pt-Off
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 22, 2014, 02:32:34 pm
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)

I actually had forgotten that we ended up shrinking Reuben. :P The 8x9 one is slightly nicer, but I'm quite happy with how the 8x8 one came out. If it can be changed easily cool, but if not, the current one works quite well I think. :)
Title: Re: Reuben Quest Axe Remake
Post by: Runer112 on April 22, 2014, 03:37:18 pm
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)

I can confirm that any sprite routine can be hooked into to support variable height for probably about 40-50 bytes (per routine, although there might be a clever way to combine them).
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 03:38:03 pm
the issue is that i still have to get the pixel data of the row above back when Pt-Off'ing reuben
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 22, 2014, 03:47:08 pm
Just make sure that you can still draw other 8x8 sprites fine even if the routine can draw 8x9 sprites. You definitively don't want to have to make your entire sprite data 8x9 just to have one set of 8x9 chars. In the color tilesheets I remade the sprite 8x8 for that reason (and it was even worse, as each 8x9 Reuben char took two 8x8 sprite slots >.<). However, since I used colors, it didn't nearly look all that weird in 8x8 compared to 4 levels grayscale (although this pretty much revived the original sprite >.<).

(http://img.ourl.ca/reuben1tilesheetfull-6.png)
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 04:13:29 pm
That is pretty well-packed O.O
Title: Re: Reuben Quest Axe Remake
Post by: DJ Omnimaga on April 22, 2014, 04:23:30 pm
Indeed. Remembering where each monster tile are will be a nightmare especially if I want to move the monster around. At least xLIBC lets you draw multiple tiles in one command, tho.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 04:31:48 pm
the issue is that i still have to get the pixel data of the row above back when Pt-Off'ing reuben
Can't you just make the collision detection such that it will not override stuff ?

Also DJ don't worry, this will not override Axe's sprite routines, only add up to them so there's no issue.

And yeah Runer, I literally meant it when I said two seconds. :P IIRC there's just a constant to change and it'll work.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 04:35:38 pm
if you have it 9 pixels high you will automatically over-draw stuff because there are at places gaps that are only 8px high where you have to head through.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 04:45:13 pm
Oh yeah right. x.x
You could use pt-get but then it would add more sprites to draw. Unless I manage to make something epic in asm. >:D or you could save the bytes, that's fast.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 04:53:29 pm
yeah, i did pt-get before. Hence why it was so slow
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 05:18:36 pm
You can just save the two bytes that get erased by his head and it will be very fast.
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 05:22:56 pm
hm ,you mean copying off of the buffers? IDK, seing the move engine already isn't the fastest i'd prefer to stick to the current way.
Title: Re: Reuben Quest Axe Remake
Post by: Streetwalrus on April 22, 2014, 05:25:47 pm
How can you manage to make a moving engine slow ? :P I think I might actually have to take a look at your code. :P
Title: Re: Reuben Quest Axe Remake
Post by: Sorunome on April 22, 2014, 05:30:04 pm
because of collision detection and interaction with stuff :P
Title: Re: Reuben Quest Axe Remake
Post by: TIfanx1999 on April 22, 2014, 05:35:29 pm
Just make sure that you can still draw other 8x8 sprites fine even if the routine can draw 8x9 sprites. You definitively don't want to have to make your entire sprite data 8x9 just to have one set of 8x9 chars. In the color tilesheets I remade the sprite 8x8 for that reason (and it was even worse, as each 8x9 Reuben char took two 8x8 sprite slots >.<). However, since I used colors, it didn't nearly look all that weird in 8x8 compared to 4 levels grayscale (although this pretty much revived the original sprite >.<).

(http://img.ourl.ca/reuben1tilesheetfull-6.png)

Here's my attempt at an 8x8 coloured version of the Reuben sprite. I tried to retain some of the detail from the newer sprite.