Author Topic: [Contest] Illusiat 11 Grammer Port  (Read 15431 times)

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Offline Yeong

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[Contest] Illusiat 11 Grammer Port
« on: December 28, 2012, 09:42:28 pm »
Huzzah!



I'm porting Illusiat 11 for contest! :D (with all-mighty Grammer)

I'm about 70% done with the new battle engine (even though it doesn't look like it in the screenshot, since screenshot only contains some sprite tests)

Since Grammer only supports 3 lvl greyscale, I'll have to live with it XD

Also, blame wabbit about flickeringness.
« Last Edit: December 28, 2012, 09:43:02 pm by yeongJIN_COOL »
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #1 on: December 28, 2012, 09:57:22 pm »
Quote from: yeongJIN_COOL
something easier and shorter - Illusiat 11

O.O

That said, it looks very nice so far. Will you add battle backgrounds? Also how will be the map format? Will it remain flat like the original game or will there be some work done to make it look more 3D-esque like FF games rather than Dragon Warrior? Maybe something like Zelda would be nice, with dynamic tiles, so it doesn't look too bland in large dungeons.

Also what would be nice is if you replaced menu-based areas (such as where you choose where to go and towns) with small maps to connect each areas, even if villages are kept simple like in ROL1/2.

Good luck (especially considering the game has about 15-20 hours of gameplay)!
« Last Edit: December 28, 2012, 09:58:15 pm by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #2 on: December 28, 2012, 10:01:34 pm »
Actually I have a different idea about how to handle the town and stuff. XD

also by "shorter", I meant shorter time to program, not play :P

I have the idea of battle background in my mind. I just have to figure out why RecallPic in Grammer won't work.
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #3 on: December 28, 2012, 10:15:52 pm »
Ok cool to hear. :) Since you mention map changes on Cemetech, will there be heavy changes though? That might be a lot of work lol for the limited time frame. Also if there are maps with hidden paths (like a small entrance on the very edge of the map) it might be good to preserve them, although I guess it won't be possible if you add scrolling. :P

As for the old menu world maps, you could maybe make them like Chrono Trigger, where it's impossible to explore towns and instead you just enter small houses, especially since there is usually 2-3 house. You could also possibly modify some stuff so that it's possible to go back through old chapters. For example, after falling through the volcano and the spiral map, you couldn't go back on that map in the next chapter. You could make it so you can go back leveling up on the spiral map.

EDIT: Also lol I just noticed the battle command menu is like Lufia and Reuben Quest :P. How will you handle the custom commands, though? ???
« Last Edit: December 28, 2012, 10:17:21 pm by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #4 on: December 28, 2012, 10:23:46 pm »
for the custom commands, left and right arrow key stuffs are changable. (on the screenshot, left arrow has ITEMS and right arrows has MAGIC)
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #5 on: December 28, 2012, 10:26:52 pm »
Ah ok good to hear. Make sure to add a legend though (assuming you have to press 2nd after pressing an arrow, unlike Reuben Quest, where just pressing an arrow selected the command automatically), like discussed on IRC, so people know which commands are what. :P

Also, what sucked in the original game (due to limited RAM in early versions) was how in battles you didn't know how many item left you had.  It might be nice to change that. :P

Also will you nerf the Legendary Weapon boss fight? That boss fight was rather sadistic O.O . You could maybe do it so he has slightly fewer chances to select Trimag or Bolt.
« Last Edit: December 28, 2012, 10:29:08 pm by DJ_O »

Offline Sorunome

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #6 on: December 29, 2012, 12:00:22 am »
Wow, pretty nice, I like it that the old games come back :D

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Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #7 on: December 29, 2012, 12:30:01 am »
For dat boss, I'm thinking of 2 phase fight. Also, how does level and order of attack related?
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #8 on: December 29, 2012, 12:42:49 am »
Ah ok. You could maybe keep the current phase that is solely luck-based, but allow the character to go beyond LV 99 (maybe 128 or 150?) while still staying at 9999 HP/999 MP so that part can be easier, then part II could be a boss that changes elemental weakness every few turn like I did in another game (I think it's Illusiat 13 or Mystique), inspiring myself from a Final Fantasy VI boss. So the boss becomes extremely weak against that element (but not to the same extent as Boss 8 O.O) and almost immune to everything else. The boss could also cast an unique spell at the start of the battle that makes every physical attack (including Coin Toss/Money) innefective, so only the 3 magic, Trimag and 1000 Neddles or whatever it was called will work. That way, people can't use cheap techniques like the coin tossing tech to get around the constantly changing elemental protection change.

In any case, though, the current version of the boss is too brutal lol. You need LV 97 or higher, but even then, it's so luck-based that every turn, there is 2 chances out of 3 that you'll have to heal yourself, unable to attack, so sometimes you end up using like 30 elixirs in a row if you're unlucky. (In two occasions, I had 99 elixirs and it was still not enough to defeat him (he had 80000 HP left once), while another time, I managed to do it with 46). Instead of nerfing it, though, you could definitively increase the LV cap a bit so your defense/attack can continue increasing. And I think I read somewhere that RPG fights that are almost entirely luck-based aren't necessarily a good thing.

As for level and order of attack, if you check prgmLC, every loop iteration, it checks if you or the enemy reached 0 HP or if you ran away. Then it increments both invisible ATB gauges. Once one reaches a certain amount, it's his turn to attack. The higher your LV, the faster it increases (or the higher it resets back at, I forgot). This is why Boss 8 attacks so fast. (he's LV 150, although Scan doesn't display any LV above 99)
« Last Edit: December 29, 2012, 12:50:45 am by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #9 on: December 29, 2012, 10:03:50 am »
Well I wanted to do 2 phase battle because hp wasToo big O.O
And ok ill check prgmLC
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #10 on: December 29, 2012, 03:03:03 pm »
Oh ok. The funny thing is how initially this boss had 500000 HP, then I reduced it before releasing the game.

I hope integer sizes won't be too much of an issue for this project, though. >.< (if that's why you are splitting the battle in half)

Offline Sorunome

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #11 on: December 29, 2012, 03:07:57 pm »
Maybe you can program your own routine for 4 byte ints :D

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Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #12 on: December 29, 2012, 03:37:38 pm »
Grammer already has a 32 bit stuff built into it. Its just not functioning well
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Offline Sorunome

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #13 on: December 29, 2012, 03:38:26 pm »
Oh, lol, then make your own well working routine :P

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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #14 on: December 30, 2012, 12:41:25 am »
Do you mean it's buggy or just not enough for Illusiat's insane damage?