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Omnimaga => Our Projects => Reuben Quest => Topic started by: Sorunome on May 20, 2014, 01:16:01 am

Title: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 20, 2014, 01:16:01 am
Yup, I am remaking The Lost Mirror now.
Here's a screenie of what I have so far:
(http://img.ourl.ca/teaser.gif)

Download it here: http://www.ticalc.org/archives/files/fileinfo/461/46161.html


Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: AssemblyBandit on May 20, 2014, 01:17:36 am
Wow! Looks good! I turn my back for one second and Sorunomes throwing out more games than me!!!
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Juju on May 20, 2014, 01:19:41 am
Looks nice so far!
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 20, 2014, 01:27:54 am
Now that looks great O.O. Actually I didn't realize the save statue would look that good. Btw is this still Axe or did you switch to ASM like you said? I wonder if it still uses graylib?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 20, 2014, 01:29:51 am
This is.....*drumroll* ASM!
Currently I only have the grayscale in an interrupt, i'll have to look into (prod runer or somebody) for perfect grayscale, while i can set it perfect in the emu it ain't on real hardware :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 20, 2014, 01:58:33 am
Ah, you got the interrupt to work ? Nice. :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: JamesV on May 20, 2014, 02:43:00 am
One word: awesome! :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: LDStudios on May 20, 2014, 06:25:33 am
Wow! Looks good! I turn my back for one second and Sorunomes throwing out more games than me!!!

I haven't seen you in a long time! I thought maybe you had died!
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: rw24 on May 20, 2014, 07:17:10 am
Thank you! And nice job on Ev Awakening. :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 20, 2014, 11:41:45 am
Wow! Looks good! I turn my back for one second and Sorunomes throwing out more games than me!!!

I haven't seen you in a long time! I thought maybe you had died!
Yeah I was wondering too since you didn't go inactive gradually, but rather releasing stuff every few week then instantly vanishing. On top of that, even your Facebook calculator page vanished around the same time. D:

This is.....*drumroll* ASM!
Currently I only have the grayscale in an interrupt, i'll have to look into (prod runer or somebody) for perfect grayscale, while i can set it perfect in the emu it ain't on real hardware :P
Cool to hear. Hopefully you can make grayscale look as good as in Chess. Also the game will be just 1 flash app, which is cool since we won't accidentally delete appvars. :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 20, 2014, 11:42:47 am
This is.....*drumroll* ASM!
Currently I only have the grayscale in an interrupt, i'll have to look into (prod runer or somebody) for perfect grayscale, while i can set it perfect in the emu it ain't on real hardware :P
Cool to hear. Hopefully you can make grayscale look as good as in Chess. Also the game will be just 1 flash app, which is cool since we won't accidentally delete appvars. :P
Yup, if necessary i'll *borrow* other peoples code :P Also, it already loads the maps off of a different page than the engine is one :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 20, 2014, 11:46:02 am
On an off-topic note, I always wondered why Reuben Axe data was split into 4 or 5 appvars instead of just one big appvar? Is it because Axe has appvar size limitations?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 20, 2014, 11:49:48 am
it is because it is way easier for me then as i don't have to have certain offsets for other data :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 20, 2014, 11:59:02 am
On an off-topic note, I always wondered why Reuben Axe data was split into 4 or 5 appvars instead of just one big appvar? Is it because Axe has appvar size limitations?
Illusiat is gonna be this way too. x.x Unless I manage to fit it all into the app.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 20, 2014, 12:01:27 pm
Well, in Illusiat's case, you could always use the original enemy data formulas to generate their stats to save on file size, but that would make executable code larger. As for weapons/armors it's just a number that gets incremented when you get better equipment.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Eiyeron on May 20, 2014, 01:37:00 pm
On an off-topic note, I always wondered why Reuben Axe data was split into 4 or 5 appvars instead of just one big appvar? Is it because Axe has appvar size limitations?
Illusiat is gonna be this way too. x.x Unless I manage to fit it all into the app.

HBE is gonna be this too, as it's only an engine.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on May 20, 2014, 10:16:41 pm
Wow this looks great! I also have to admit that i'm excited you've made the switch to assembly :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 20, 2014, 11:59:58 pm
Also, I am unsure if it's a good idea to use spaces in 8xk names (see first screenshot), because I had troubles sending them with Ti-Connect before.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Juju on May 21, 2014, 12:26:09 am
Spaces in filenames are eviiiiilllll. Especially when you're dealing with DOS-era software.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 21, 2014, 01:11:47 am
Yeah, even nowadays on Linux its a pain to deal with.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: XiiDraco on May 21, 2014, 01:29:46 am
I myself, picked up the habit of using an underscore for spaces in most everything.

Except when coding then I start lowercase and capitalize each next word.

For example: playerAccelerationX, cakePositionY, planetEarthTexture, etc...
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Eiyeron on May 21, 2014, 01:33:55 am
Yeah, Java case is useful when coding, IMO the underscore extends uselessly the variable's name.
Yeah, even nowadays on Linux its a pain to deal with.

It's not the same pain as Windows, you can easily tab-complete in a shell or escape the space. Or do your script to replace the spaces for underscores! :p

I should test this game, it looks promising.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 21, 2014, 08:22:47 am
The file on the computer can be named differently than on the calculator. Note how with reuben1 i replaced all the thetas with 0's for the filenames, yet that are thetas on the calc ;)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 21, 2014, 08:00:44 pm
Oh I meant the space inside the app name on the calc. If you check the screenshot it says "Reuben 2" instead of "Reuben2" in the app menu. I thought this was not a valid name on-calc. I know that if you have an app named "ReUbEn" and another named "Reuben", only one will show up, but wasn't there something about files with spaces being invisible?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 22, 2014, 12:58:37 am
App names allow any font character unlike programs.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on May 22, 2014, 09:58:55 am
App names allow any font character unlike programs.
^that
And I thought with the space it looks nicer than without.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 22, 2014, 10:26:26 am
Well I guess it's fine then. When the beta comes out I guess you could have users test in multiple linking softwares, but of course since this is Z80 assembly instead of BASIC/Axe, I assume it will take at least a year before the beta comes out (most RPGs take 2-5 years in ASM >.<)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 22, 2014, 12:13:31 pm
I don't think the linking software would cause any problem. Plus there are only two of these out there (libti* and TI-don't-connect).
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on May 22, 2014, 01:21:33 pm
Yes, but we all know TI-Connect can be retarded sometimes.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on May 22, 2014, 01:29:36 pm
Hence the
TI-don't-connect
:P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 15, 2014, 04:49:26 pm
Pushing blocks is fun.

(http://img.ourl.ca/push_blocks.gif)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 16, 2014, 01:02:01 am
Reuben looks like he had too much sugar, he's moving really fast! O.O Looks good though. :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 01:13:23 am
Sorublime work! :thumbsup: The only issue aside from the speed is that Reuben flickers once the block is done being pushed.

Nice to see this progressing again btw :)

And Art although speed is faster, the final game will most likely be set to speeds similar to the Reuben 1 remake. :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 16, 2014, 02:17:20 am
Reuben looks like he had too much sugar, he's moving really fast! O.O Looks good though. :D
I find it amazing what you can do with registers only ;)
Sorublime work! :thumbsup: The only issue aside from the speed is that Reuben flickers once the block is done being pushed.
It isn't reuben flickering, it is reuben disappearing all the way ;)
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Nice to see this progressing again btw :)
Yep!
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And Art although speed is faster, the final game will most likely be set to speeds similar to the Reuben 1 remake. :P
Yup, something like this.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 10:21:29 am
Ah ok although for Reuben disappearing you might want to fix that so it doesn't kinda look weird :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 16, 2014, 10:31:44 am
Yeah, it's just so much code :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 11:20:15 am
An entire APP page just for preventing blinking?? O.O
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 16, 2014, 11:43:08 am
An entire APP page just for preventing blinking?? O.O
Nah, more like loading the character positions into the correct registers - twice

EDIT: Re-added that auto-aligning to the move engine
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Matrefeytontias on October 16, 2014, 12:49:41 pm
Holy shit I didn't realize this was ASM O.O that's some amazing work man. You beat me so easily at ASM now <_<
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 12:56:21 pm
Awesome. That should reduce risks of getting stuck between blocks, especially now that battles no longer reset bushes, rocks and position of blocks. :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 16, 2014, 01:00:47 pm
Holy shit I didn't realize this was ASM O.O that's some amazing work man. You beat me so easily at ASM now <_<
Eh, i haven't beat you at asm
Awesome. That should reduce risks of getting stuck between blocks, especially now that battles no longer reset bushes, rocks and position of blocks. :)
Your map layout is that you can only get stuck in blocks if you try to ;)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Matrefeytontias on October 16, 2014, 02:09:34 pm
What are you talking about, I didn't even do one proper ASM game and yet you do this brilliant thing :P

By the way, maybe Reuben should move with the block when pushing it, instead of resetting to its original position.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 16, 2014, 02:14:58 pm
What are you talking about, I didn't even do one proper ASM game and yet you do this brilliant thing :P

By the way, maybe Reuben should move with the block when pushing it, instead of resetting to its original position.
Well, reuben is so strong he pushes the box around so that it slides ;)
Int he original version it was also this way...
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 05:37:49 pm
Yeah I forgot why I made the original this way O.O
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 16, 2014, 05:50:10 pm
@Sourunome: I know the speed can be adusted, I was just messing with you. :P Also, it's better that its a bit fast now. It can always be slowed down, but it's much harder to speed up.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 16, 2014, 11:53:06 pm
Since this is ASM, do you think the speed will be constant on every calc like ThePenguin77's games?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 17, 2014, 01:21:27 am
You shouldn't need to keep the coordinates, why can't you just call the routine that draws Reuben when pushing the blocks? Are you redrawing the map every frame? Really i'd think you'd just not update the buffers and just erase the blocks. It's looking great though :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 17, 2014, 08:29:20 am
Since this is ASM, do you think the speed will be constant on every calc like ThePenguin77's games?
It runs same speed on my 83+, 83+SE and 84+
You shouldn't need to keep the coordinates, why can't you just call the routine that draws Reuben when pushing the blocks? Are you redrawing the map every frame? Really i'd think you'd just not update the buffers and just erase the blocks. It's looking great though :D
I just re-draw reuben and I just noticed that, as I don't have to update the moveCounter for the walking animation it is indeed simple.


EDIT: Anyone up for making the enemy sprites 4lvl? :3
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 17, 2014, 02:29:15 pm
Ah ok cool. The issue with grayscale setup screens is that people can just set it to the lowest quality possible then mass level up in 10 minutes for an easy game finish. I once finished Reuben Axe in 30 minutes by doing that. :P But of course sometimes it's inevitable because of Axe limitations and even ASM programs had the same issue in the early grayscale days (Desolate, for instance)

I am busy this weekend so I doubt I would have much time to do 4 lv grayscale sprites, but I posted color ones the other day so they could possibly be converted easily. Else you can probably use 3 level ones converted to 4 shades of gray as placeholder for the time being to prevent lack of sprites from halting your progress.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: ben_g on October 17, 2014, 02:37:30 pm
I don't think it was that much of an issue on Desolate, as you had no level and making the game faster also makes the enimies more annoying.
But if a big speedup due to a low greyscale setting is a problem, can't it be more or less fixed by adding boundaries to the setting so that it's still possible to adjust the greyscale frequency, while the gameplay speed won't be that moch different. Alternatively, I guess that it should be possible to add an artificial delay to the greyscale frequencies that speed up the gameplay too much, though that would be harder.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 17, 2014, 03:55:05 pm
Oh I was talking about the fact that Desolate gameplay speed varied from calc to calc, sometimes even two 83 calcs having different speed
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 17, 2014, 04:24:21 pm
Well, a little heads up, i doubt the grayscale will turn out as well as in reuben 1, and currently i'm seriousley thinking about not making the delay configurable as how it is right now it is looking decent on my 83+. 83+se and 84+
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 17, 2014, 05:48:41 pm
Aah ok. What routine do you use?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 17, 2014, 05:52:31 pm
Aah ok. What routine do you use?
I ripped DispGraphrr from axe

EDIT: DJ i got a few questions:
How is it with the fire item - does immune against fire / weak against it still have an effect on fire item?

How is it with walking on half deep water half shallow water tiles, can you walk on them?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 17, 2014, 07:11:49 pm
It should have immune/weak against but in the original it didnt due to a bug

And IIRC nope
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 18, 2014, 04:51:29 am
But from the half deep/half shallow water, could you fill your bottles up?

EDIT: I love how i made python scripts to create asm files ^.^
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 18, 2014, 05:12:14 pm
Yes
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 19, 2014, 07:45:42 am
Swimming!
(http://img.ourl.ca/swim.gif)
Also, about reuben speed, is reuben too fast in that gif?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 19, 2014, 06:34:46 pm
Speed looks pretty good to me. :) It can always be fine tuned later though.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Princetonlion.tibd on October 19, 2014, 09:05:33 pm
Can Reuben drown?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 01:28:59 am
Swimming!
(http://img.ourl.ca/swim.gif)
Also, about reuben speed, is reuben too fast in that gif?
I would say make Reuben so that in 1 second, he can walk through 32 pixels. That would be about the same speed as the Axe game and it's like running in older console RPGs.


Btw in the GIF above, some tiles are the wrong ones. For example, above the raft you should use a full water tile. Also on the beach to the right one tree seems cutoff although I am unsure if it was like that in the original or not.

Can Reuben drown?
Nope. But you need a special item to walk through gray water areas. You can't walk inside deep (black) water but you can pick up water in your bottles to heal your HP (except in the final area where water is poisonous)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 09:33:43 am
Speed looks pretty good to me. :) It can always be fine tuned later though.
Well if it is way to fast i'd try to make swimming look better which would mean a slowdown, though :P
Can Reuben drown?
that would be funny ^^ but no
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 20, 2014, 10:07:59 am
Though making swimming look better should really only affect it when Reuben's in water (just run the swimming code when you're standing in water), and even then i doubt it'd take up much processing time. Unless you'd be writing a masked sprite routine instead of XORing the sprite over top of the water, but even then drawing one masked sprite to the screen won't affect much :)

I also think Reuben's speed is fine, it looks more like a running speed so you could have a walking speed if you want, but i generally prefer the character to move faster than slower.

Seeing your progress with Reuben is making me want to dust some of my old projects off :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 11:00:14 am
So, i need sprite help!
I don't have the beasts for reuben2 in 4lvl grayscale yet......

I'd be very happy if someone could make me them 4lvl grayscale!

Also, can you please check if that is correctly dj? Especially which ones are boss (yellow bg) as i couldn't find that in prgmGCM



Though making swimming look better should really only affect it when Reuben's in water (just run the swimming code when you're standing in water), and even then i doubt it'd take up much processing time. Unless you'd be writing a masked sprite routine instead of XORing the sprite over top of the water, but even then drawing one masked sprite to the screen won't affect much :)
I'd have to fetch what is behind reuben, store it, erase it, draw reuben, erase reuben, and draw that old stuff again
Quote
I also think Reuben's speed is fine, it looks more like a running speed so you could have a walking speed if you want, but i generally prefer the character to move faster than slower.
My thinking :P
Quote
Seeing your progress with Reuben is making me want to dust some of my old projects off :D
Then continue work! >:D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 12:22:19 pm
Actually to be fair, Reuben in not-swallow water was intended to be walking not swimming, hence the speed being identical. Granted, in real life, walking in water is slower, but I used Zelda Ocarina of Time as reference for the water in Reuben 2.

Also in your bestiary Sorunome, the gold is missing I believe.


I might be able to do 4-lv grayscale sprites at one point, but the issue is that the color set I got right now has some differences, so some sprites will end up being different. Also, the color version of Golem is much larger than in this game.


Suggestion for the ASM remake: Make the enemies on the west side of the forest (past the pushable blocks at the beginning as well as past the 1st dungeon entrance) stronger, like level 7 or something. There is a massive difference between what experience does the normal forest enemies give and the beach and in the old game there is a large period of time where enemies you fight are too easy. Maybe they could give like 15-20 experience?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 12:25:29 pm
Actually to be fair, Reuben in not-swallow water was intended to be walking not swimming, hence the speed being identical. Granted, in real life, walking in water is slower, but I used Zelda Ocarina of Time as reference for the water in Reuben 2.
Oh, haha
Quote
Also in your bestiary Sorunome, the gold is missing I believe.
I found no info on that in prgmGCM, do you happen to remember in which file i gotta look for that?
Quote
I might be able to do 4-lv grayscale sprites at one point, but the issue is that the color set I got right now has some differences, so some sprites will end up being different. Also, the color version of Golem is much larger than in this game.
Well, about the golem, as long as i have 4lvl sprites :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 12:52:46 pm
Ah right, it's possible that gold might be entirely linked to the enemy level or some other formula. Perhaps you could look for when the gold variable/list element is increased/decreased to see.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 12:56:28 pm
and that happens in prgmGC, i guess? Also, do you remember which L1 offset is gold?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 01:18:36 pm
prgmGC possibly. Probably at the end of battles where you level up/gain experience. And sorry I do not remember about the gold offset in L1. It has been several years since I last looked at the code. You should probably use the TI list editor after quitting in the middle of the game then look for matching values before and after battles

Anyway here are the new sprites including extra forest sprites if you decide to add extra enemies in the west and the mysterious 2nd golem I totally forgot about. I'll put them in the Reuben art thread.

(http://img.ourl.ca/reuben2asm.png)

Some are different in shape since they're from the CSE Reuben sprite sheet.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 03:36:51 pm
That's looking sweet, thanks!
Can you please give me stats for those extra forest enemies?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 03:42:46 pm
what about LV 7 for the slime, 55 HP, 15 exp, same moves, and then LV 8 for the hornet, 65 HP, 20 exp and same moves?

Of course some balancing might be needed as it gets tested, though. The trick is that the difficulty difference between the west forest and beach isn't as brutal as it is now, but that the many enemies you fight in the forest on your way won't make you overleveled when you get to the beach even without grinding.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 20, 2014, 03:44:08 pm
um, can you maybe mark me in the map which enemy goes where, please? <_<

EDIT: like this? http://reubenquest.net/new_enemies/beastry.html
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 20, 2014, 10:33:04 pm
I forgot where the jellyfish goes O.O

EDIT It seems your map delimitations are fine actually. But yeah I would need to investigate and figure out if the jellyfish was in the water dungeon or the beach.


Also I need to edit the walkthrough topic with your bestiary when you added gold :P


I also need to investigate about the 2nd Golem because I wonder if it even works in the original game. Perhaps it was added at first then scrapped due to lack of RAM during battles or I forgot. Or maybe it's one of those very rare encounters like in the first game. It's also possible that it was for the 2nd half of the dark world where there is no enemy encounter, but then never got used for whatever reason. This ASM remake would be a great opportunity to make it more present in the game :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 12:38:19 am
I am pretty sure I encountered a golem in the other world. And i'm 99.9% sure I put the jellyfish in the right area.
But what is also important to me right now, what i'm not sure about, is weather the areas where there are no enemies is correct.

EDIT: Oh, and i'm not sure if i put 0A correctly where it is right now....
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 12:43:14 am
Ah ok. But yeah it would definitively be in the right area and the A0 enemy is also in the right area too.

As for areas I believe they are fine as they are, at first glance, except the western forest, because I don't think there are any enemy encounters past the narrow path before you reach the wide-open screen with plenty of bushes.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 12:45:20 am
Ah ok. But yeah it would definitively be in the right area and the A0 enemy is also in the right area too.

As for areas I believe they are fine as they are, at first glance, except the western forest, because I don't think there are any enemy encounters past the narrow path before you reach the wide-open screen with plenty of bushes.
Well I wasn't sure about that :P
So the whole path to fetch that one bottle was enemy-less?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 12:51:59 am
Indeed. The enemy-less area kinda formed a rectangle lol, and one NPC stands there which is a small indication that the area is safe. :P

ALso, I tried your game so far and the areas seems fine, aside from a few sprite glitches (wrong tiles) at some places. I couldn't reach every area, though, since some doors were locked.

Btw will you make houses fully explorable (where all you can do is talk to the NPC and exit) or will it be like the original game, where you instantly initiated a convo with the NPC then exited right afterward?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 12:57:10 am
Indeed. The enemy-less area kinda formed a rectangle lol, and one NPC stands there which is a small indication that the area is safe. :P
Ok, i'll change that in the sheet after school
Quote
ALso, I tried your game so far and the areas seems fine, aside from a few sprite glitches (wrong tiles) at some places. I couldn't reach every area, though, since some doors were locked.
Anything apart from the house thingies inside the mirror?
Quote
Btw will you make houses fully explorable (where all you can do is talk to the NPC and exit) or will it be like the original game, where you instantly initiated a convo with the NPC then exited right afterward?
What is better? :3
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 12:59:40 am
Yeah for example above the raft there is a chunk of land due to the wrong water tile being used, in the beach area the top of a tree is cutoff and I believe I saw something else. The southern village ruins and the dark world ruins of Natoria don't count since they were intended to be that way (unless you made them even worse in your version? :P)


And explorable houses would be better I guess if you can re-use the same map data for every house to save space. It would look more professional.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 05:48:02 am
Are the areas correct now? http://reubenquest.net/new_enemies/beastry.html

EDIT: Also I can't find anything in the beach area.

EDIT2: Anybody wanne make me 8 more sprites? :3
Reuben in water in each direction, 2 frame animation? :3
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 11:21:07 am
What do you mean by being unable to find anything in the beach area? ???

Also nope they are still not correct because the map at the bottom still shows the Rosa village with enemies in certain parts (the bottle puzzle and bushes areas), as I pointed out earlier.

As for a sprite do you need one for each water tile or just one for everything? I would need your current Reuben walking sprites since the water one is pretty much identical, just cut in half
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 11:32:14 am
What do you mean by being unable to find anything in the beach area? ???
The false tile
Quote
Also nope they are still not correct because the map at the bottom still shows the Rosa village with enemies in certain parts (the bottle puzzle and bushes areas), as I pointed out earlier.
Browser cache.....
Quote
As for a sprite do you need one for each water tile or just one for everything? I would need your current Reuben walking sprites since the water one is pretty much identical, just cut in half
One for all
Also, lemme find the spritesheet......

Also, I noticed now that i also need battle backgrounds.

EDIT: I'm pretty sure it is this one
http://www.omnimaga.org/ti-z80-calculator-projects/reuben-quest-axe-remake/msg341127/#msg341127
I used the smaller version that is only 8px high.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 11:55:13 am
(http://img.ourl.ca/reubenwrongtiles.png)

I can't reach the second part of dark world, the inside of other houses nor the Dwarf cave so I can't check those.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 12:11:26 pm
ok, thanks, i guess i need to add those wall tiles now :P

EDIT: Also, you can only access maps that were made yet ;)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 12:30:16 pm
As for battle backgrounds, there are only three. The forest one is the same as Reuben 1 Axe, so no extra tile is needed for it (just re-use map sprites), while the cavern background is the same as Reuben 1's fire cave. For the beach, however, the 4lv cloud tile used in Dark World and in Reuben 1's Ev Palace is too dark, so I made another one that you might want to add with the cavern background below:

(http://img.ourl.ca/reubenbgs.png)

Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 21, 2014, 03:42:51 pm
Are the areas correct now? http://reubenquest.net/new_enemies/beastry.html

EDIT: Also I can't find anything in the beach area.

EDIT2: Anybody wanne make me 8 more sprites? :3
Reuben in water in each direction, 2 frame animation? :3

I'll give it a shot. :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 03:46:41 pm
Sorunome I posted a new version of the map with arrows linking each area in the walkthrough thread http://www.omnimaga.org/game-walkthroughs-and-secrets/(reuben-quest-the-lost-mirror)-all-game-maps/new/#new

It looks weird, though, because of all the areas where if you enter, you don't exit back to the same place.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 03:48:00 pm
Thaaaaaanks, this will be very helpful :)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 21, 2014, 03:53:28 pm
Also here comes some swimming sprites. Perhaps somebody can come up with something better, though.

(http://img.ourl.ca/reubenswimming.png)

Will you make Reuben move twice slower in water?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 21, 2014, 04:26:39 pm
Also here comes some swimming sprites. Perhaps somebody can come up with something better, though.

(http://img.ourl.ca/reubenswimming.png)

Will you make Reuben move twice slower in water?
I'll just see how it turns out due to the "natural slowdown"

Edit: um, on a second look, i expected there to be more.....water on the tile o.O
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 22, 2014, 05:16:14 am
I think you'll need to mask the sprite. Otherwise the water will move with Reuben.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 22, 2014, 10:09:38 am
Yeah i was planning on that but like a wave under him that moves with him, i thought
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 22, 2014, 11:44:03 am
Yeah you'll definitively need to do some masking for this, else it will look strange if there's a water square surrounding Reuben.

What I think is that as soon as Reuben arrives on gray water tiles, it should switch to sprite masking mode, but only use the alternate Reuben tile if you are on a full water tile, not one that is half land half water. That way it won't look like Reuben head is popping out of the grass.

Masking mode when walking in water will provide the slowdown you need there too :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 22, 2014, 04:14:36 pm
Also here comes some swimming sprites. Perhaps somebody can come up with something better, though.

(http://img.ourl.ca/reubenswimming.png)

Will you make Reuben move twice slower in water?
Actually, this should look pretty good. Guess I won't worry about making the "swimming sprites".
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 22, 2014, 04:31:03 pm
Lol thanks. I wonder, though, if for a swimming sprite the hat is too high when he moves left/right?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 22, 2014, 05:23:55 pm
IDK, anyways, I was planning on making it masked anyways, the sprite :)

And if anyone wants to be epic, which is not needed as i already have /some/ font, then make me a 3*5pxl font ^.^
EDIT: my font is currently heavily based off of the TI os.
And i CAN'T go over those dimensions
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 22, 2014, 05:44:29 pm
Don't you already have a custom font for the NPC convos and some stuff? I thought those looked nice. Unless you mean for the rest of the text? You could always ask tr1p1ea because he has some I think.


The pixel art subforum would be the best place to ask, though.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 22, 2014, 05:46:22 pm
Don't you already have a custom font for the NPC convos and some stuff? I thought those looked nice. Unless you mean for the rest of the text? You could always ask tr1p1ea because he has some I think.


The pixel art subforum would be the best place to ask, though.
That is a custom big font, but 3*5pxl is a small font. But what I mean is, I am currently happy with the one i have but if someone wants to make a more awesome one go ahead......ok i'd have to post the font eventually
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 23, 2014, 09:08:14 am
Oh look, it's a battle!
(http://img.ourl.ca/battle-2.gif)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 23, 2014, 09:10:13 am
The slime sprite looks different O.O

There is also a pixel in Reuben hat that is the wrong color :P (the black border has a light gray pixel)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 23, 2014, 09:11:17 am
The slime sprite looks different O.O
I converted with sourcecoder O.O
Quote
There is also a pixel in Reuben hat that is the wrong color :P (the black border has a light gray pixel)
lol? I ripped the sprite from reuben1

EDIT: Reuben can swim now without looking ugly :)

EDIT2:
Seems like i'm filling up!
bytes in use on page 0: 13318
bytes in use on page 1: 12203
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 24, 2014, 03:53:44 pm
Dem animations.

(http://img.ourl.ca/animations.gif)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 24, 2014, 11:15:05 pm
That looks great! Also, if you want the water moving animation, you'll have to animate the tile underneath Reuben. If you're redrawing the map every frame, animating tiles is super easy and takes almost no extra processing time, you just change the tile id when you go to draw the sprite. For example, if reading your tilemap gets you tile 30, if it's time to draw the next animation you change it to tile 31 (or whatever the next tile in the animation sequence is). Animating just the tile underneath Reuben might be a bit more complicated, but still shouldn't take up too much processing time, just redrawing the tile underneath him before you draw his sprite. The same with masking the sprite. Drawing one masked sprite won't cause any noticeable slowdown.

Did you add the swimming sprites in? Let's see some screenshots! :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 25, 2014, 04:08:57 am
Yeah, well, I meant something different with animated water but I like the way it looks currently for reuben swimming.
And I guess you guys'll have to wait for the beta to be able to see that ;)

EDIT: Also, I don't have the title screen 4lvl gray yet, so if anybody is up for that.... ^.^
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 25, 2014, 09:45:49 pm
You could maybe have some little particles trail behind him when he walks in water, like a sort of wake from a boat. Definitely looking forward to the demo!
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 26, 2014, 04:46:53 am
You could maybe have some little particles trail behind him when he walks in water, like a sort of wake from a boat.
Even though that would look cool i'm not going to do that.
Quote
Definitely looking forward to the demo!
Me too ^.^
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 01:57:18 am
One issue I notice with the current swimming sprite is that when he swims on half-water tiles (the ones that are split diagonally with ground on one side and water on the other), his head looks like it's popping out of the ground. Maybe the swimming masked Reuben should only be shown when on full gray water tiles and when on half water tiles show a masked version of the walking Reuben instead?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 05:59:10 am
Oh i decided to leave it like that.
And also the little glitch thingy if you are swimming and pushing a block.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: chickendude on October 27, 2014, 06:02:42 am
Well share the source when you're done and i'll add it in :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 06:28:22 am
but the source is a mess o.O
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 07:11:19 am
Oh i decided to leave it like that.
And also the little glitch thingy if you are swimming and pushing a block.
Oh right I noticed that glitch too :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 07:12:08 am
Also I hope i don't require too much user ram: 37 bytes
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 09:14:30 am
You only got 37 left?? O.O
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 09:25:21 am
You only got 37 left?? O.O
I only require 37 bytes.

Also it's just awesome how i just put life into Natoria with dialogs (yes, including the dog quest)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 12:20:19 pm
Aah ok. And I'm confused by what you mean. Did you add extra NPC's and convos?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 12:20:49 pm
Not extra ones, but i added those of the original game and suddenly natoria seems alive :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 12:22:36 pm
Oh ok lol. I am surprised considering half of the NPC's are indoor. :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 12:28:01 pm
Yeah i already added the indoor NPCs :P
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 05:43:19 pm
Btw can we now walk inside houses (even though they all use the same map) or is it like in the original game?
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 05:46:45 pm
Currently it is like the original game, if i have a lot of space left in the end (which I probably will) I might end up making things differently ;)
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 27, 2014, 06:30:52 pm
Aaah I see. Good luck :D.

Also is the current version the one with working saves or is it the one that crashed? I think I read in the IRC logs that I should avoid saving because it froze the calc then you said saves now work, but the version I just downloaded is from 4 hours ago.
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 27, 2014, 06:47:01 pm
/me pokes his head in.
I'm gonna work on a small font for you like you asked, and probably the title screen as well. :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 27, 2014, 07:30:16 pm
/me pokes his head in.
I'm gonna work on a small font for you like you asked, and probably the title screen as well. :D
Yay! Just keep in mind that the font must be exactly 5px tall and 3px wide.
Aaah I see. Good luck :D.

Also is the current version the one with working saves or is it the one that crashed? I think I read in the IRC logs that I should avoid saving because it froze the calc then you said saves now work, but the version I just downloaded is from 4 hours ago.
IDK, but i just re-uploaded a version with tons of story, battles disabled, though
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: TIfanx1999 on October 27, 2014, 07:49:28 pm
Yepp, 3x5. :D
Title: Re: Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 06:54:41 am
Reuben intensifies
(http://img.ourl.ca/intensify.gif)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 08:13:38 am
Closed beta is now open!

I'm doing it the same as last time, I just don't like the idea of my unfinished software floating around the webs that may even ram clear your calc.

Anyways, I programmed in the story, only tested it with battle engine disabled, but I am positive that it is working :)

So, what to do to partake in this beta? Hit me up with a PM! I'll provide you a download link, it is ONLY ONE APP this time!!!

To run it you'll need at least 37 bytes of free ram......i doubt anybodys ram is too full.

Controls:
Arrows: move
MODE: stats menu
DEL: exit
2ND: interact

During battle:
Left: Attack
Up: Magic
Right: Run
Down: Item

Magic Menu:
Left: Heal
Up: Ice
Right: Bolt
Down: Fire


Known bugs etc: http://reubenquest.net/r2_todo.html
Also, all the bugs on that list exist in the version, the ones labeled (fixed) are just for self-reference, that in my own version I fixed them already. Same with (done).


I hope you enjoy and keep bugs reported :)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 09:55:21 am
Something I noticed in the last demo that had battles and working NPC's:
-When you attack enemies, there's an earthquake animation that wasn't originally there in the BASIC games nor Reuben 1 Axe.
-There is a very long delay when the enemy/Reuben animations are done and some animations seems to freeze in place during that moment, which looks strange. To increase the pace of battles I would suggest reducing the delay by half or even remove it entirely. Battles should probably at least be at the same speed as in the Axe remake.
-There is a bug with the dog/garden puzzle: Normally, as long as the guy is standing here, you shouldn't even be able to destroy bushes, even after you acquired the bottle. He's protecting his garden, not the bottle :P
-There is a long white flash after the saving animation. Is that intentional?
-Controls are very confusing, as typical calculator games always use 2nd to confirm and ALPHA to cancel and since ALPHA is often used to access the menu as well, then I have the habit to use Del in this case to try to access the menu, only to end up exiting the game by mistake.

Reuben intensifies
(http://img.ourl.ca/intensify.gif)

Note that the escape sequence at the end of the game was not grayscale. Basically all gray areas were turned black. It was mainly because the earthquake routine I was using was a 8xp ASM program called with Asm(prgmNAME) so it took a long while to launch compared to an xLIB/Omnicalc command, resulting into massive flicker/slowdown. By the way do you plan to make that sequence 83+/83+SE compatible like in the original game even though it uses some sort of clock? (I think you had 2 minutes to escape and there was no battle)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 10:06:53 am
Something I noticed in the last demo that had battles and working NPC's:
-When you attack enemies, there's an earthquake animation that wasn't originally there in the BASIC games nor Reuben 1 Axe.
Eeeerm, I thought there was O.O
Quote
-There is a very long delay when the enemy/Reuben animations are done and some animations seems to freeze in place during that moment, which looks strange. To increase the pace of battles I would suggest reducing the delay by half or even remove it entirely. Battles should probably at least be at the same speed as in the Axe remake.
Yeah not anymore ;)
Quote
-There is a bug with the dog/garden puzzle: Normally, as long as the guy is standing here, you shouldn't even be able to destroy bushes, even after you acquired the bottle. He's protecting his garden, not the bottle :P
Wut, to me it is working as expected.
Quote
-There is a long white flash after the saving animation. Is that intentional?
Eeeeer, had a too long pause in there, not anymore
Quote
-Controls are very confusing, as typical calculator games always use 2nd to confirm and ALPHA to cancel and since ALPHA is often used to access the menu as well, then I have the habit to use Del in this case to try to access the menu, only to end up exiting the game by mistake.
For speed reasons i only use 2ND, MODE, DEL and arrows for control. I want to add an exit-confirm dialog, though
Quote

Reuben intensifies
(http://img.ourl.ca/intensify.gif)

Note that the escape sequence at the end of the game was not grayscale. Basically all gray areas were turned black. It was mainly because the earthquake routine I was using was a 8xp ASM program called with Asm(prgmNAME) so it took a long while to launch compared to an xLIB/Omnicalc command, resulting into massive flicker/slowdown. By the way do you plan to make that sequence 83+/83+SE compatible like in the original game even though it uses some sort of clock? (I think you had 2 minutes to escape and there was no battle)
I develop on a virtual 83+SE ;)
Also i'm making it grayscale there due to simplicity :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 10:14:00 am
-Nope, if you check Ev Awakening and the original Lost Mirror, you'll notice it doesn't shake when you attack enemies:




-As for the dog puzzle, Once you got the bottle, if you exit the area then comes back in so that the dog and guy are back, you can still destroy bushes even though they're there. Normally you shouldn't be able to do so while they're there (you have to throw the dog's bone away again). Unless this was fixed in the beta?

-For the rest, glad to hear :P. As for controls I definitively think a confirm dialog will help. As for exiting the menu do you think you could make it so you can also use MODE to exit, so that the same key can be used to enter and exit?
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 10:17:02 am
-Nope, if you check Ev Awakening and the original Lost Mirror, you'll notice it doesn't shake when you attack enemies:

Ok that'll be easy to change
Quote

-As for the dog puzzle, Once you got the bottle, if you exit the area then comes back in so that the dog and guy are back, you can still destroy bushes even though they're there. Normally you shouldn't be able to do so while they're there (you have to throw the dog's bone away again). Unless this was fixed in the beta?
I don't know which version you are referring to but i never noticed this yet and in the beta it isn't there, so yeah.
Quote

-For the rest, glad to hear :P. As for controls I definitively think a confirm dialog will help. As for exiting the menu do you think you could make it so you can also use MODE to exit, so that the same key can be used to enter and exit?
The thing is how i handle stuff internally..........maybe i can do that :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 10:26:03 am
Ah ok. I think it was the first version I downloaded that had random encounters enabled.

Anyway I can't seem to reproduce it now, so it was a one-time event I guess. It's strange that it randomly happened, though >.<


EDIT: By the way, unless this was fixed in the beta, the battle background for the beach is still wrong.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 10:28:28 am
Ah ok. I think it was the first version I downloaded that had random encounters enabled.

Anyway I can't seem to reproduce it now, so it was a one-time event I guess. It's strange that it randomly happened, though >.<

Yeah I guess i didn't have correct event handling back then
Quote
EDIT: By the way, unless this was fixed in the beta, the battle background for the beach is still wrong.
Oh, um, I haven't looked at battle backgrounds :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 10:33:06 am
Also from what I could remember, there is no random battle encounter at the first save point. :P If there were then I guess perhaps they could be removed anyway because it would be annoying to have to go through the entire intro again just because you ran into a battle and died just 1 pixel away from the first save point :P


EDIT: Wow in WabbitEmu Reuben moves even slower than in the original game O.O *stabs Wabbitemu*
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 10:52:55 am
Also from what I could remember, there is no random battle encounter at the first save point. :P If there were then I guess perhaps they could be removed anyway because it would be annoying to have to go through the entire intro again just because you ran into a battle and died just 1 pixel away from the first save point :P


EDIT: Wow in WabbitEmu Reuben moves even slower than in the original game O.O *stabs Wabbitemu*
There are encounters in the first battle spot. i extra checked. And it is impossible to have an encounter every pixel ;)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 10:55:24 am
Ah ok. Strange, I was sure I had removed them. And yeah Id diN,t mean getting battles every pixel, but I mean if somebody is unlucky enough to run into an enemy just 1 pixel before reaching the save point. :P


EDIT: Ok I confirm that there are actual battles in the save point screen. However, the random encounter rate in your two games is twice higher than in the originals, so in the original it was impossible to run into enemies before reaching the save point, which made it look like there was no battle there.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 10:56:15 am
Well that is pretty unlikley :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 11:01:46 am
Oh I had it happen three times :P

Not to mention trying to talk to NPCs and the save point is incredibly hard because when trying to align Reuben well enough to do so he always moves sideways x.x (often enough to run into two battles)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 28, 2014, 11:03:18 am
That is why you tackle a save point from the side *shrug*
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 28, 2014, 11:09:53 am
A suggestion would be to make it so you can talk to NPCs by walking into them while holding 2nd, rather than having to mash enter and arrows back and forth 90 times a second desperately in hopes to register a connection :P

Currently, everything stops when you hold down 2nd.

EDIT: So here are the bugs I ran into in the version I got:
-The Golem Ruins uses the wrong battle background. Instead of using the same wall bg like in the first Reuben 1 dungeon, it currently uses the background from the Mountain in the first game.
-The beach still has the wrong background (it should normally be the new cloud tile I posted a few days ago on top of 1 row of water tiles)
-On the beach, sometimes the boss appears as random enemy encounter. I think you added him in the beach enemy pool by mistake. >.<
-The bug where you don't exit back to the right map after beating a boss is still present. The boss map with the battle background remains intact until you beat another enemy.

Unless they were fixed after I downloaded that version, those might be stuff you might want to look into.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 11:27:53 am
A suggestion would be to make it so you can talk to NPCs by walking into them while holding 2nd, rather than having to mash enter and arrows back and forth 90 times a second desperately in hopes to register a connection :P

Currently, everything stops when you hold down 2nd.
Too much work... >.>
Quote
EDIT: So here are the bugs I ran into in the version I got:
-The Golem Ruins uses the wrong battle background. Instead of using the same wall bg like in the first Reuben 1 dungeon, it currently uses the background from the Mountain in the first game.
-The beach still has the wrong background (it should normally be the new cloud tile I posted a few days ago on top of 1 row of water tiles)
Haven't done the enemy backgrounds yet ;)
Quote
-On the beach, sometimes the boss appears as random enemy encounter. I think you added him in the beach enemy pool by mistake. >.<
Yeah I noticed this too and fixed it.
Quote
-The bug where you don't exit back to the right map after beating a boss is still present. The boss map with the battle background remains intact until you beat another enemy.
Again, it is fixed
Quote
Unless they were fixed after I downloaded that version, those might be stuff you might want to look into.
Oh, yeah, with 'it is fixed' i mean that in my version it is fixed, i don't feel like changing the beta atm, though :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 11:34:39 am
About enemy backgrounds, I'm pointing out in case you forgot or decided to leave them as is for the final version, like in the Axe game :P


Anyway I just ran into two other issues:

-When shopping, you exit immediately after purchasing an item and being thanked for your purchase. So if you buy 4 items you have to enter the shop over and over, which is annoying.
-The key items such as Golem gloves, swim suit and hammer are not showing up in the menu like they did in the original, so it can be hard to tell where you left off if you didn't play for a while.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 11:36:03 am
About enemy backgrounds, I'm pointing out in case you forgot or decided to leave them as is for the final version, like in the Axe game :P


Anyway I just ran into two other issues:

-When shopping, you exit immediately after purchasing an item and being thanked for your purchase. So if you buy 4 items you have to enter the shop over and over, which is annoying.
I am torn between wontfix and willfix on this one as implemention won't be straight-forward :P
Quote
-The key items such as Golem gloves, swim suit and hammer are not showing up in the menu like they did in the original, so it can be hard to tell where you left off if you didn't play for a while.
Dang it, you noticed :P
Creating such a screen is such a PITA in asm <_<

EDIT: also, http://reubenquest.net/r2_todo.html
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 11:38:29 am
Yeah I heard that displaying text is a nightmare in ASM or at least displaying strings is. Apparently, this is one of the main reasons why so few people have completed ASM RPG projects. >.<
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 11:38:55 am
The text isn't the issue, the lines are :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 12:25:11 pm
oh ok >.<

-Also I forgot to mention that bug, but I had it happen when I beat the first dungeon: When you hit the 2nd switch in Golem palace, the blocked path won't open automatically. You have to exit then enter the room again to see the change.

EDIT: The Dwarf cavern has the wrong battle background too. It should be the same as Kyle Cave. The final area (Dark World) should have the Kyle cave background as well.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 12:33:29 pm
oh ok >.<

-Also I forgot to mention that bug, but I had it happen when I beat the first dungeon: When you hit the 2nd switch in Golem palace, the blocked path won't open automatically. You have to exit then enter the room again to see the change.
Right, forgot to add that one to the bugs list
Quote
EDIT: The Dwarf cavern has the wrong battle background too. It should be the same as Kyle Cave. The final area (Dark World) should have the Kyle cave background as well.
Battle backgrounds :P
Also, IMO the one of reuben1 wind peak fits the other world better
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 12:36:10 pm
Yeah but I think if you use that background you should probably make the sky black in it, because after all, it's black in every Dark World area where you can encounter enemies. :P

Also don't forget that the final boss background is completely blank. In fact, there shouldn't even be a background there because otherwise the boss won't even fit (it takes the entire screen height)



Also at least you fixed shops and the Dwarf Cave glitch from the original BASIC game. :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 12:36:50 pm
Yeah, the final boss has a blank background, and good idea on the black sky.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 12:40:37 pm
Could you double-check enemy elemental properties? I checked your bestiary and saw that the 2nd Golem takes 4x damage vs ice, but I just tried casting ice against him and it took regular damage. ???
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 12:41:31 pm
Oh yeah i already noticed that bug too and fixed it and didn't mention it in the todo :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 03:48:38 pm
Regarding the beach enemy bug involving the boss as random encounter, could it be why I never seem to encounter the LV 10 Metroid enemy there?


EDIT: Also, during the final battle, due to the grayscale being handled differently than in the original game and the different spriting, the battle command HUD is next to impossible to see over the boss shield. In the original game it wasn't as much of an issue because the parts that were overlapping over the boss sprite were pretty much inverted but now the attack icon is almost invisible. Not sure if much can be done about it, though, other than moving the HUD away for just this particular battle. (lol the boss sprite takes 65% of the screen)

EDIT: It seems damage is almost impossible to see either D:

EDIT: Another set of bugs:
-When the boss dies, the death animation doesn't erase him entirely. THe first 16 rows of pixels (where a background is normally located) remains intact.
-The boss death animation is the same as other bosses and enemies. In the original game, the final boss death animation lasted about 3-4 times longer.
-Normally, before the final boss convo, you see the final room for 1 second.
-The earthquake effect is very slow during the escape sequence on my calc. For the screen to go up and down, it takes about 0.7 seconds and the timer seems a little bit slower than normal seconds.
-When you hold down 2nd while moving during the escape sequence, the earthquake animation and timer both moves about 5-6 times faster.
-Zeroes are missing from the timer (minutes and when there is under 10 seconds)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 04:08:55 pm
Regarding the beach enemy bug involving the boss as random encounter, could it be why I never seem to encounter the LV 10 Metroid enemy there?
Yeah those were linked and that one is also fixed
Quote

EDIT: Also, during the final battle, due to the grayscale being handled differently than in the original game and the different spriting, the battle command HUD is next to impossible to see over the boss shield. In the original game it wasn't as much of an issue because the parts that were overlapping over the boss sprite were pretty much inverted but now the attack icon is almost invisible. Not sure if much can be done about it, though, other than moving the HUD away for just this particular battle. (lol the boss sprite takes 65% of the screen)

EDIT: It seems damage is almost impossible to see either D:
Yeah imma make a special case for that then
Quote
EDIT: Another set of bugs:
-When the boss dies, the death animation doesn't erase him entirely. THe first 16 rows of pixels (where a background is normally located) remains intact.
oh right <_< I need more special cases....
Quote
-The boss death animation is the same as other bosses and enemies. In the original game, the final boss death animation lasted about 3-4 times longer.
OH, ok, i'll have to check the yt vid
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 04:22:04 pm
In the original game actually, the enemy death animation was just their black pixels flashing and the gray remaining intact. The same thing happened when it was their turn to attack too (kinda like in Final Fantasy) but not for as long. The difference with the final boss was that it flashed for much longer before disappearing entirely.

Also I think you missed my post edit because I added extra bugs :P

Quote
-Normally, before the final boss convo, you see the final room for 1 second.
-The earthquake effect is very slow during the escape sequence on my calc. For the screen to go up and down, it takes about 0.7 seconds and the timer seems a little bit slower than normal seconds.
-When you hold down 2nd while moving during the escape sequence, the earthquake animation and timer both moves about 5-6 times faster.
-Zeroes are missing from the timer (minutes and when there is under 10 seconds)

EDIT And another one: The bridge collapsing animation during the escape sequence is missing.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 29, 2014, 05:40:21 pm
In the original game actually, the enemy death animation was just their black pixels flashing and the gray remaining intact. The same thing happened when it was their turn to attack too (kinda like in Final Fantasy) but not for as long. The difference with the final boss was that it flashed for much longer before disappearing entirely.
i have custom die animations anyways

Quote
-Normally, before the final boss convo, you see the final room for 1 second.
will do
Quote
-The earthquake effect is very slow during the escape sequence on my calc. For the screen to go up and down, it takes about 0.7 seconds and the timer seems a little bit slower than normal seconds.
-When you hold down 2nd while moving during the escape sequence, the earthquake animation and timer both moves about 5-6 times faster.
-Zeroes are missing from the timer (minutes and when there is under 10 seconds)
All of those would be pretty hard to fix, except maybe the earthquake shaking. Making it twice faster would be rather easy, i think. Only that it would then only shake half the distance....
Quote

EDIT And another one: The bridge collapsing animation during the escape sequence is missing.
Oh, yeah, that one
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 29, 2014, 08:39:17 pm
For the earthquake you could always just make it shake by multiples of three pixels, so instead of making the offset go like 0-1-2-3-4-5-6-7-8-7-6-5-4-3-2-1, you could make it so it goes like 0-3-6-3. I am saying multiples of 3, because the grayscale scanlines are spread out at 3 pixels interval, so basically, shaking that way would completely eliminate the flicker that would normally happen with multiples of 1, 2 and 4.

In most SNES RPGs it's always 0-8-0-8 anyway (it shakes 30 times per second) so that the shaking effect look more intense. RPG Maker 2003 for the PC has it happen gradually like your game and it looks too smooth per earthquake standards. When the user holds down 2nd you could always just add a delay that slows the animation and timer down. Plus in the original Reuben the shaking didn't go further than a 4 pixels offset.

The issue is that currently it looks too broken and people might think the escape sequence was half-hassled compared to the original. If you are not gonna do it properly, then you might as well remove the shaking effect and timer completely instead.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on October 30, 2014, 04:38:27 am
Jee, I never said I wouldn't try at least, i just said it would be hard.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on October 30, 2014, 01:43:53 pm
Oh ok I was a bit concerned you wanted to leave it that way. >.<


That said, I tried the game again now and I think what you should do is 0-0-0-3-3-3 and so on instead of 0-3-6-3 (screen position would change every three loop iteration), because the timer is incredibly hard to read when it moves too smoothly. The shaking wouldn't be as huge, but the fact it would shake instantly would still make it look intense.


As for bugs I discovered:

-During the escape sequence, when you open the menu the screen isn't reset to 0 properly, so it overlaps on the other side of the screen.
-The bridge collapse animation during the escape is missing.
-One of the map before the final boss is missing a cloud background. It's not your fault though because in the big map you got from the walkthroughs sub-forum I removed that background, so that the map doesn't look weird, but in the original game it was to mimic what it would be like if the game had parallax scrolling. :P

(http://img.ourl.ca/reubenbg-2.png) (http://img.ourl.ca/reubenbg-1.png)

What it should probably look like instead:

(http://img.ourl.ca/reubenbg3.png)

Sorry for poor image quality for the first one. It was ripped from the Youtube video.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 01, 2014, 08:46:27 am
I made it now so that if you hit 2ND while walking the aligning doesn't take place.

EDIT: Also, how is the earthquake now?
(http://img.ourl.ca/escape_sequence_beta.gif)
I am well aware that the bridge isn't collapsing yet ;)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 01, 2014, 01:44:37 pm
Ooh nice idea about 2nd :D.

As for earthquake, it's much better now, but try making it shake by 3 pixels instead of 4. I'm sure grayscale will look much better. Also before leaving the final battle room, maybe show it shake for 2 seconds like in the original game?
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 01, 2014, 01:47:18 pm
Ooh nice idea about 2nd :D.

As for earthquake, it's much better now, but try making it shake by 3 pixels instead of 4. I'm sure grayscale will look much better. Also before leaving the final battle room, maybe show it shake for 2 seconds like in the original game?
I shaked it on purpose 4pxl so that the grayscale would look crappy, as the original didn't have gray at all...
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 01, 2014, 05:08:51 pm
Oh right I see now lol. The only reason why the original didn't have gray is because for the 83+ there's no parser hook-based lib that can change the screen position, so the only one available had to be used and it's very slow due to that Asm(prgmNAME) VAT searching BS. I still don't get why neither Celtic III nor xLIB APP ever implemented that O.O. But I guess it gives an extra effect to the game by making everything look darker.

Actually, I could probably have used the 3 pixel trick in BASIC and keep the checkerboard tiles rather than make them black, but I think it would still have flickered like mad.


By the way, is a new beta version available with the changes so I can make sure the battle backgrounds are now the right ones? :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 01, 2014, 06:15:51 pm
It will be after i finished all on the todo list, which is keep shrinking :P

I still need the title screen in 4lvl gray scale, though <_<
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 01, 2014, 06:19:42 pm
That reminds me, I should perhaps try to make one. But it will probably be different (perhaps more based on the readme.doc)


EDIT: Ok I just realized the bitbucket version was still being updated so I tried it and so far it's very great with the issues fixed. The only thing I noticed is that:

-the beach cloud background doesn't use the new cloud tile I posted a few pages ago (that isn't as dark) isn't being used. :P

-Also when exiting, the 2nd cursor is enabled by default.

-During the escape sequence, we can swim, which is impossible in the original game (since the water becomes black)

-During the final battle, most damage numbers are still cutoff by the enemy sprite. When he casts lightning the 100's digit is cutoff, same when you use Ginseng where pretty much everything is cutoff. I think you might have to display every damage number at the top rather than just the enemy ones.
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 01, 2014, 07:33:45 pm
That reminds me, I should perhaps try to make one. But it will probably be different (perhaps more based on the readme.doc)


EDIT: Ok I just realized the bitbucket version was still being updated so I tried it and so far it's very great with the issues fixed. The only thing I noticed is that:

-the beach cloud background doesn't use the new cloud tile I posted a few pages ago (that isn't as dark) isn't being used. :P
Oh, that was a different tile?
Quote
-Also when exiting, the 2nd cursor is enabled by default.
that is because you don't release the key quickly enough >:D Just ignore it for now
Quote

-During the escape sequence, we can swim, which is impossible in the original game (since the water becomes black)
Oh, right >.>
Quote

-During the final battle, most damage numbers are still cutoff by the enemy sprite. When he casts lightning the 100's digit is cutoff, same when you use Ginseng where pretty much everything is cutoff. I think you might have to display every damage number at the top rather than just the enemy ones.
Ok imma look more into that
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 01, 2014, 07:38:23 pm
Yeah for the cloud tile I made an extra one where it's all 1 shade lighter:
(http://img.ourl.ca/reubenbgs.png)

And I see about 2nd :P. I noticed the same issue with some Axe games lol.

As for swimming during the escape I guess it isn't that much of an issue but that combined with the fact we can move diagonally in your game makes the escape sequence considerably easier than in the original. :P


For damage, you might have to try combination of everything, eg boss casting lightning, you casting lightning, using elixir, ginseng, cure, etc, to ensure that the +, MP and damage chars aren't cutoff.



EDIT: I think there is another bug by the way: When you are poisoned, the poison icon doesn't appear except when poison damage is done. In the original game, it remains displayed at any time. And lol I just noticed the original also had the final boss death bug except it's the opposite: At the end of his death animation, his head vanishes first XD


EDIT: By the way how hard will it be to implement this in pure ASM? :trollface:

(http://img.ourl.ca/eeee.gif)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 03:42:24 am

EDIT: I think there is another bug by the way: When you are poisoned, the poison icon doesn't appear except when poison damage is done. In the original game, it remains displayed at any time. And lol I just noticed the original also had the final boss death bug except it's the opposite: At the end of his death animation, his head vanishes first XD
Oh, didn't know that, imma change it
Quote

EDIT: By the way how hard will it be to implement this in pure ASM? :trollface:

(http://img.ourl.ca/eeee.gif)
I'm not implementing the gray color change :P
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 02, 2014, 08:52:05 am
Wow i'm gone for a few days and come back to 4 pages to read through :O It's looking really nice, though!
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 09:07:49 am
Haha, well, the game is almost ready for the next beta, all that it is lacking is the main menu and the contrast settings ^.^
And thanks ^^
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 09:44:48 am

EDIT: I think there is another bug by the way: When you are poisoned, the poison icon doesn't appear except when poison damage is done. In the original game, it remains displayed at any time. And lol I just noticed the original also had the final boss death bug except it's the opposite: At the end of his death animation, his head vanishes first XD
Oh, didn't know that, imma change it
Quote

EDIT: By the way how hard will it be to implement this in pure ASM? :trollface:

(http://img.ourl.ca/eeee.gif)
I'm not implementing the gray color change :P
Ah right, although I guess it kinda makes sense if you make the non-other-world parts gray like the rest. Will it shake until you destroy the mirror, though?
Haha, well, the game is almost ready for the next beta, all that it is lacking is the main menu and the contrast settings ^.^
And thanks ^^
By the way in the Reuben art thread I posted a 4-level grayscale title screen. Will the next beta be open beta?
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 10:04:58 am

EDIT: I think there is another bug by the way: When you are poisoned, the poison icon doesn't appear except when poison damage is done. In the original game, it remains displayed at any time. And lol I just noticed the original also had the final boss death bug except it's the opposite: At the end of his death animation, his head vanishes first XD
Oh, didn't know that, imma change it
Quote

EDIT: By the way how hard will it be to implement this in pure ASM? :trollface:

(http://img.ourl.ca/eeee.gif)
I'm not implementing the gray color change :P
Ah right, although I guess it kinda makes sense if you make the non-other-world parts gray like the rest. Will it shake until you destroy the mirror, though?
yes
Quote
Haha, well, the game is almost ready for the next beta, all that it is lacking is the main menu and the contrast settings ^.^
And thanks ^^
By the way in the Reuben art thread I posted a 4-level grayscale title screen. Will the next beta be open beta?
When i get done with the menu and the contrast settings ;)
Title: Re: [Beta] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 10:48:46 am
:w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:
Reuben Quest: The Lost Mirror RC1 is out!
Hit me with a PM if you want to receive it!
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 11:02:58 am
Want :D

I'll send you a PM now :P


EDIT: One more minor glitch in the version I got: When you reach level 20, the next level experience still shows up. Of course it won't decrease anymore since you can't level up past 20 but maybe it would be best to replace the number with "MASTER" or "-----" at this point?

Also lol at fire item causing 5400+ damage at level 20 to the first hornet. I wonder what would happen if slimes were weak against fire :P

EDIT: Also the Golem ruins still has the wrong battle background. For this particular dungeon it now shows the cavern background when in fact it should be the dungeon background like in Reuben 1
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 11:44:47 am
Want :D

I'll send you a PM now :P


EDIT: One more minor glitch in the version I got: When you reach level 20, the next level experience still shows up. Of course it won't decrease anymore since you can't level up past 20 but maybe it would be best to replace the number with "MASTER" or "-----" at this point?
It would decrease but reaching 0 wouldn't do anything :P
Quote
Also lol at fire item causing 5400+ damage at level 20 to the first hornet. I wonder what would happen if slimes were weak against fire :P
still in 16-bit range ;)
Quote
EDIT: Also the Golem ruins still has the wrong battle background. For this particular dungeon it now shows the cavern background when in fact it should be the dungeon background like in Reuben 1
noooooooooooo D:
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 12:00:47 pm
Btw, when you start the app, is it supposed to be displaying the last place you visited for a split second before the title screen appears? I noticed something similar happening in previous versions, minus of course the title screen.


EDIT: Also the intro animation in the original used to show the final Reuben 1 part for 2 seconds, followed by a flash, before the aura of light appeared. In your game, the aura appears immediately.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 12:02:05 pm
oh, right, fixed it now in my local version
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 12:06:15 pm
Another minor issue is that the new damage location during the final battle makes it look like it's the final boss that takes damage from his own attacks because the numbers are closer to him than the ones when you cause damage :P


And regular attack damage still shows at the wrong location. I think you only made lightning show above so it doesn't look very consistent >.<


EDIT: Also nice animation as replacement to the fade to gray during the ending :D. You spelled Runer112 wrong, though. <_<
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 12:06:54 pm
ugh, about how many pixels can i move it right?
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 12:12:47 pm
Just make any damage (magical/physical) you receive, along with any HP/MP restoral and poisoning you take at the very top, aligned to the complete right of the screen (making sure of course there's enough space for 5 characters)


EDIT: Also nice animation as replacement to the fade to gray during the ending :D. You spelled Runer112 wrong, though. <_<
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 02, 2014, 12:13:42 pm
Just make any damage (magical/physical) you receive, along with any HP/MP restoral and poisoning you take at the very top, aligned to the complete right of the screen (making sure of course there's enough space for 5 characters)
Yeah and then i'm at like the position i'm at currently
Quote

EDIT: Also nice animation as replacement to the fade to gray during the ending :D. You spelled Runer112 wrong, though. <_<
thanks and fail :P

EDIT: Eh, maybe i should just leave the boss battle like this :P
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 02, 2014, 02:27:02 pm
Well at least so far the final boss has most damage visible and only damage he causes from regular attacks being a bit off so it's not too bad, especially considering in the original, some was already hidden.


EDIT New bug D:

(http://img.ourl.ca/wat-1.gif)

One golem ruins map is missing I think D:
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 03, 2014, 12:32:50 am
Update: Here is now a trailer video for the game :D

Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 03, 2014, 07:39:42 am
Well at least so far the final boss has most damage visible and only damage he causes from regular attacks being a bit off so it's not too bad, especially considering in the original, some was already hidden.


EDIT New bug D:

(http://img.ourl.ca/wat-1.gif)

One golem ruins map is missing I think D:
wtf how is that possible o.O

EDIT: Found and fixed the bug, thanks for reporting!


Also epic trailer video ^.^
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 03, 2014, 06:00:13 pm
I suspected a missing map. Is that right?

And thanks :D
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 03, 2014, 07:15:31 pm
Wow this game is really great, i really like the cutscenes and all the little things like throwing the dog's bone! Btw, what exactly is this:
(http://www.mirari.fr/s9ls)
At first i thought they were maybe stairs, but now it looks like a house roof that got crushed by a table and chair on the left. The next screen looks similar:
(http://www.mirari.fr/n4Yc)
Is that how it's supposed to look?

EDIT: And is this right?
(http://www.mirari.fr/lKeE)
EDIT2: oops, just saw DJ's post. Walking left at the other screen sends you to the main entrance of the tower/Golem cave thing.

Should this be "Ginseng"?
(http://www.mirari.fr/FJIN)
Ah, looking at DJ's next post i see that it was "Gigseng" in the original version, too.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 03, 2014, 07:42:51 pm
Those first two screenshots shows the ruins of a village. It's how they looked like in the original game (although in 3-level grayscale)


The original hybrid BASIC version (which used Omnicalc sprite command for grayscale, a barebones 8xp version of xLIB and some other ASM utilities by Michael Vincent) also had most animations available in this version, but the battle transition and magic animations were different and most animations were choppier. Also the original game, as demonstrated in the 2nd screenshot, had minor intro issues in MathPrint OSes.

(http://img.ourl.ca/reuben2original1.gif) (http://img.ourl.ca/reuben2original2.gif) (http://img.ourl.ca/reuben2original3.gif) (http://img.ourl.ca/reuben1original4.gif)
(http://img.ourl.ca/reuben2remake1.gif) (http://img.ourl.ca/reuben2remake2.gif) (http://img.ourl.ca/reuben2remake3.gif) (http://img.ourl.ca/reuben2remake4.gif)


EDIT: Added ASM remake screenshots of same gameplay to compare, but they run twice slower than on real calc due to WabbitEmu not running the game properly.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 03, 2014, 07:58:24 pm
Ah ok. Also, when picking up the Opus swim suit, Opus says something like "I'll give you my swim suit so you will be able to swim in less deeper water." That might be how it was in the original, but what about changing "less deeper" to "shallow"? I'm not sure if you wanted to keep the original dialogs even if they had some minor mistakes.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 03, 2014, 07:59:34 pm
Yeah that would be a nice change I think and save a few bytes :P. My english was still pretty bad back in the days XD (most Illusiat games were still only in French for that reason)


A French version would be nice too, now that French people are more into RPGs, but I notice that most French people who play calc games now use Casio FX-9860G calculators.


EDIT I updated my previous post with screenshots from the ASM remake (although they run slower than on real calc since WabbitEmu has problems with the game) to show differences.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 03, 2014, 08:22:20 pm
WabbitEmu has problems running it? It runs just fine on TilEm2.

Btw, a couple things i've noticed:
-Sometimes it's not possible to cancel, for example if you select magic you can't go back, you have to use a magic spell, or when buying something from the shop you can't cancel a purchase, you have to put it in a bottle.
-Pressing 2nd during a battle refreshes the screen.
-I also wonder if it'd be worthwhile requesting confirmation when filling a bottle that isn't empty. I just erased one of my elixirs with water :'(

EDIT: And yeah, i think a French version would be nice, too. There's a pretty large French TI community and while most of the French(-speaking) members here speak English really well, i don't think that that's the case with all French(-speaking) people who use the 83+ series.
 
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 03, 2014, 10:21:50 pm
Yeah I think it's just Wabbit having troubles handling some interrupt-related stuff or something. In TilEm, jsTIfied, PindurTI and the real calc, the game runs perfectly (although jsTified has bad grayscale and PindurTI doesn't get that much better even after tweaking the motion blur settings). In WabbitEmu, when you hold down 2nd, the game freezes after a while too.


Also to cancel magic selection, can't you use DEL? IIRC that worked fine. ??? I didn't try in a shop, though.

I also wonder if it'd be worthwhile requesting confirmation when filling a bottle that isn't empty. I just erased one of my elixirs with water :'(
At least Reuben Quest: Ev Awakening had free elixirs :trollface:
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 04, 2014, 12:15:08 am
I've tried pressing [Del] to exit the magic selection, but it didn't work. It works for exiting items, though. In a shop, once you've clicked on an item you can't back out of it until you place it in a bottle.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 04, 2014, 12:46:27 am
Strange, Del to exit magic selection works for me on my 84+ calc... O.O (OS 2.55MP)

I did notice that it doesn't work inside the shop when you select an item, though.


Also I found some minor glitches during the escape sequence:

-In the dilapidated house with the dead guy with a letter, the screen position isn't reset to 0 properly when examinating the letter.
(http://img.ourl.ca/screenshot001-1.png)
-When exiting that back room, when you destroy that one lone rock, it is invisible at first then appears once it's destroyed (although you can walk on it). It isn't really that noticeable, though, so perhaps just fix the screen position issue in the first glitch.

-Also I ran into this funny glitch XD:
(http://img.ourl.ca/screenshot000-2.png)

It's due to a map design error present since the original 2005 game when you enter that map from there, resulting in Reuben appearing over the edge of the cliff. However, I thought it was kinda funny in your version because Reuben ends up swimming there XD. You could perhaps change that tile with a plain white square, which will still look fine. My apologies for that map design error x.x
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 04, 2014, 06:34:58 am
Ok, fixed dialog, fixed screen issue, and fixed tile ^.^

EDIT: Oh, also, you'r not supposed to be able to cancel a bought item. And if you overwrite existing items, well, you'r screwed :P

EDIT2: also that golem ruins bug was a map id collision
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 04, 2014, 10:03:28 am
Maybe substract gold only after placing item inside bottle? It would allow ppl to change their minds, especially in the case of accidental item selection.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on November 04, 2014, 10:45:00 am
I didn't have time to check it out yet but I'm glad you made it as far as a release candidate. :) Looking forward to the release.
Also I still didn't finish Reuben 1
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 04, 2014, 11:24:30 am
Also I still didn't finish Reuben 1

Talking about Reuben 1, I wonder if an ASM remake of Reuben 1 was being considered? That said, I like how both games got different animations and battle backgrounds now. The original BASIC games pretty much had identical animations and battle system, with only the item management changing, so they were pretty much back-to-back games. If I do a color remake that combines both games together, then Reuben 2 magic wil be replaced with LV 2 version of the current magic (that takes more MP) and different animations (perhaps more flashing like in Reuben 2 ASM) and the magic cross menu will be replaced with a standard menu like the item one.
Title: Re: [RC1] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 04, 2014, 11:31:21 am
Maybe substract gold only after placing item inside bottle? It would allow ppl to change their minds, especially in the case of accidental item selection.
Well just consider before you hit buy :P
Seriously though, I'm leaving it how it is atm.
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 06, 2014, 12:13:57 pm
It's officially released now! :D http://www.ticalc.org/archives/files/fileinfo/461/46161.html

EDIT; Soo, how many people made an RPG as their first ASM program :trollface:
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 06, 2014, 12:17:38 pm
New bug!






Just kidding I'm gonna download this later if I get time to replay through the game. I'm glad it came out so polished (except the menu but in ASM I know lines are incredibly hard) and it's definitively gonna be a big addition to the long-inactive library of ticalc ASM RPGs. Also, Nomination Movember? :P
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 06, 2014, 12:18:59 pm
I sent them an email but that's it :P
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Matrefeytontias on November 06, 2014, 02:08:59 pm
EDIT; Soo, how many people made an RPG as their first ASM program :trollface:
Hayleia did. Pokémon Topaze. Yes I know it's Axe but still <_<

Nice work though :P that's something I really wouldn't be able to get around with ASM.
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Hayleia on November 06, 2014, 02:21:39 pm
Hayleia did. Pokémon Topaze. Yes I know it's Axe but still <_<
I actually started it in Asm (got the tilemapper to work :D) before discovering about Axe and thinking I'd use this instead :P
Plus, first real project ever, no experience in programming :P

Anyway, glad to see this out :D
I didn't play the original and might play this one when I have some time :)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 06, 2014, 02:30:05 pm
In Pure ASM, the only other person I know of that finished an RPG as their first project is tr1p1ea, with Desolate (if we can count that as an RPG).

Granted, Reuben 2 is pretty short compared to some RPGs like Joltima and The Verdante Forest, but it's much longer than Reuben 1 (I spent like 5 hours finishing Reuben 2 ASM while it only took me 2 hours to beat Reuben 1 Axe. The BASIC games took twice as long).


Another thing is that unless I am forgetting games, if we exclude Desolate, Reuben 2 ASM would be the first pure ASM 83+ RPG to get finished since The Verdante Forest in 2004, assuming we can consider TVF as finished despite its many bugs (otherwise it would be Dying Eyes in 1999). On top of that, Reuben 2 was finished in less than 2 years. Of course, though, the story and most sprites were already done and the game is more of a remake than a brand new game, so maybe that doesn't count? :P
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 06, 2014, 02:34:56 pm
/me looks at when i started that topic
more like, finished in 6 months with a long break in between
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 06, 2014, 02:35:40 pm
This, but most ASM RPGs took about 2-3 years, plus a lot had been going on for over 5 years before the author finally vanished for good. >.<
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 07, 2014, 11:07:01 am
Maarten mentioned somewhere that working on TVF basically burned them out, and it's true that once the last update to TVF was released we didn't really see them around much anymore...

Also, don't forget about Robot War 1 (http://www.ticalc.org/archives/files/fileinfo/380/38065.html), an amazing RPG for the 82 (released in 2005).

And Sorunome, that's great! I can't believe how quickly you got everything done! I've just downloaded the file from Ticalc and will be playing with the source :) It's definitely deserving of a feature, to say the least.
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 07, 2014, 11:15:43 am
Yeah IIRC the issue about TVF is that the first code was written in Kozak's early days of ASM programming and was very broken. The code was patched over over the years until it was finished so it got incredibly hard to maintain such project, let alone fix bugs. Afterward, the author vanished almost completely, although I suspect it was because he felt the ASM scene or TI community was dying at the time, seeing some comments on MaxCoderz back in 2005 or 2006. That makes me wish that Kozak had started checking calc forums in mid 2010 again and not just MaxCoderz, because he would have been very surprised about the revival.

And yeah I didn't mention Robot War since there is no 83+/84+ version (I wish I could try it btw because it looks really impressive, but sadly, my TI-82 run ROM 16.0 and I think the game requires 19.0 or higher)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 07, 2014, 03:36:51 pm
Maarten mentioned somewhere that working on TVF basically burned them out, and it's true that once the last update to TVF was released we didn't really see them around much anymore...

Also, don't forget about Robot War 1 (http://www.ticalc.org/archives/files/fileinfo/380/38065.html), an amazing RPG for the 82 (released in 2005).

And Sorunome, that's great! I can't believe how quickly you got everything done! I've just downloaded the file from Ticalc and will be playing with the source :) It's definitely deserving of a feature, to say the least.
Haha, thanks! I'd love a feature :P (I sent ticalc an email about that two days ago, so yeah >.>)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 07, 2014, 09:04:16 pm
And yeah I didn't mention Robot War since there is no 83+/84+ version (I wish I could try it btw because it looks really impressive, but sadly, my TI-82 run ROM 16.0 and I think the game requires 19.0 or higher)
DJ, i started an 83+ port a couple years back. The first area works fine, i can't remember what's wrong after that though. If you and other people are interested in it i'll put in the work to finish the port. I thought i posted about it here, but i shared the latest .8xp in the new RW2 thread (http://www.cemetech.net/forum/viewtopic.php?p=225519#225519) at Cemetech.

EDIT: Here's the link to the download: http://www.mirari.fr/oKGW
Also, there's a little graphics glitch in the battles in the upper right, i'm looking to see what's causing that. I also just fixed a bug where your robots' data would get overwritten 'cuz _PutS was writing to textShadow where that data was stored. So now you can build robots just fine, too :)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Hayleia on November 14, 2014, 03:31:24 pm
Congratulations for the feature on ticalc ! :D
I didn't try it yet but still, doing a full RPG in no time in ASM (even without having to coin a story and sprites) is kind of an achievement ;)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 14, 2014, 03:39:01 pm
/me looks at first post
so dev since may, so not exactly that short, still thanks ^.^
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on November 14, 2014, 10:01:57 pm
Congrats Sorunome! A well-deserved feature! Seeing all your progress made me pick up a couple of my old projects (which were started long before May!) :)
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on November 15, 2014, 05:08:06 am
Haha, thanks!
Also I wonder why the icon of the file upload isn't green ???
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Matrefeytontias on November 15, 2014, 07:49:54 am
I also started nKaruga in may, and I'm sooo far from the end :P Also, it's not my first C++ program.

But the fact that you nailed it in barely 6 months + it being your first actual ASM project amazed me. Well-deserved feature by the way !
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Streetwalrus on November 15, 2014, 01:09:12 pm
Yup, congrats for the feature. I should really grab the latest versions of both Reuben 1 and 2 to play them now. <_<
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: DJ Omnimaga on November 15, 2014, 05:39:05 pm
Congrats indeed :D
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: chickendude on January 09, 2015, 08:31:27 pm
Congrats on Program of the Year, Sorunome! Well deserved, in my opinion! For me it was a toss-up between Legends, Pokemon Battle Factory, and Reuben Quest.
Title: Re: [Done] Reuben Quest: The Lost Mirror Remake
Post by: Sorunome on January 10, 2015, 05:03:34 am
Haha, thank you! :D