Author Topic: Reuben Quest Axe Remake  (Read 71341 times)

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #105 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.
« Last Edit: December 27, 2012, 06:30:45 pm by DJ_O »
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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #106 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

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #107 on: December 27, 2012, 06:49:18 pm »
What do you mean? ???
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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #108 on: December 27, 2012, 07:00:17 pm »
lol, like a standing animation, animated npc tiles

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #109 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.

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Re: Reuben Quest Axe Remake
« Reply #110 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:



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.
« Last Edit: December 27, 2012, 07:30:42 pm by DJ_O »
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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #111 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. :)

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Re: Reuben Quest Axe Remake
« Reply #112 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.
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Re: Reuben Quest Axe Remake
« Reply #113 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.

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Re: Reuben Quest Axe Remake
« Reply #114 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:



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
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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #115 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.
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Offline Yeong

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Re: Reuben Quest Axe Remake
« Reply #116 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
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Re: Re: Reuben Quest Axe Remake
« Reply #117 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.
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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #118 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
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Re: Reuben Quest Axe Remake
« Reply #119 on: December 28, 2012, 03:11:48 pm »
4 all the way! I get to have more fun with sprites that way. :P