Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 15999 times)

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #15 on: June 01, 2013, 06:01:45 pm »
I already do. ;)

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #16 on: June 01, 2013, 11:50:59 pm »
Actually one thing that made map data smaller is that 3 of the dungeons are actually identical and use the same map data. Only the sprites palette changed. :P

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #17 on: June 02, 2013, 12:17:46 pm »
Sorry for double post, but if you ever decide to allow switching between text and sprite graphics, will sprites use 6x8 size instead of 5x7? This would allow you to remove the gap between each sprite that text has.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #18 on: June 02, 2013, 12:25:47 pm »
Yeah I could do that. :) I don't know how it will look if I use 6*8 sprites though because the tiles would be right next to each other.

Offline Yeong

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #19 on: June 03, 2013, 10:43:35 am »
Actually one thing that made map data smaller is that 3 of the dungeons are actually identical and use the same map data. Only the sprites palette changed. :P
I thought it was 4? Or am I confusing with ROL3?
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Offline Hayleia

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #20 on: June 03, 2013, 01:13:43 pm »
Yeah I could do that. :) I don't know how it will look if I use 6*8 sprites though because the tiles would be right next to each other.
Or you can use 6x6 sprites too if you like square sprites better, and use the remaining pixels for a HUD or something.
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Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #21 on: June 03, 2013, 01:23:35 pm »
Yeah I could do that. :) I don't know how it will look if I use 6*8 sprites though because the tiles would be right next to each other.
It might actually depends of how the sprites are designed. It is possible to make them look good even if they're stuck with each others, if done properly, and you could still use the 5x7 text sprites for the text mode option, since all you have to do is leave row 8 and column 6 of pixels turned OFF.
Actually one thing that made map data smaller is that 3 of the dungeons are actually identical and use the same map data. Only the sprites palette changed. :P
I thought it was 4? Or am I confusing with ROL3?
It was 3, since they were based on Fire, Ice and Bolt elements. ROL3 was Earth, Wind, Water and Fire. Illusiat 13 had 6 identical dungeons (Earth, Wind, Water, Fire, Darkness and Light), but in its case the same data couldn't be used for them, due to a TI-OS glitch with heavy string concatenation making it impossible. Illusiat 10 also had the twin towers dungeon, where the magic tower was identical to the attack tower. Actually Illusiat 7, 8 and 9 also had elemental dungeons, but they all looked different.

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #22 on: June 03, 2013, 04:08:53 pm »
Somehow i didn't see this yet.....good luck with it! :D

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Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #23 on: June 04, 2013, 12:15:13 am »
By the way, will the engine be easy to modify for use with different games? If so, then maybe someone could eventually re-use it for an Illusiat 9 remake.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #24 on: June 04, 2013, 03:39:47 am »
Yeah I planned to have an engine that's as modular as possible and to separate everything I can from it (that's why I wanna make a scripting system). :)

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #25 on: June 04, 2013, 03:42:50 am »
That's cool to hear. :D

Also another question: Is your remake based on Kin Master Quest or the original? Kin Master Quest was the same game, but with harder non-boss enemies and some monsters even gave fewer experience/gold (although some actually gave more). Also you got special battle skills much later (for example, coin toss required LV 70 instead of 35).
« Last Edit: June 04, 2013, 03:44:05 am by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #26 on: June 04, 2013, 03:51:23 am »
Hmmm, I'm gonna make the normal version first, but the Kin Master Quest edition wouldn't be hard (same engine, only some data to change). So I'd say both (maybe). :D

Edit : I managed to compress Pic1 from 768 bytes to 1195. :P Could someone point me to some bitmap compression algorithm ?
« Last Edit: June 04, 2013, 06:18:23 am by Streetwalker »

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #27 on: June 04, 2013, 02:34:51 pm »
Maybe a difficulty mode setting at game start? :P Actually, from what I remember, in Kin Master Quest, what happens is that before the battle starts, the enemy LV is doubled, although the SCAN battle command will display LV 99 if the enemy LV is above 99. Experience and gold gained are affected by the change, but in this version there is an experience/gold cap for enemies so they can't give more than a certain amount per level, which is why sometimes they will give more than in the original games, but other times fewer. Once the battle ends, the enemy level is reverted back to its original one. As for learning battle commands I guess their level can simply be changed via If conditions depending of the chosen difficulty mode.

For bitmap compression you would need to ask in the axe subforum.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #28 on: June 04, 2013, 03:39:14 pm »
Oh that's nice then.

For compression I actually figured out why it didn't work and now it compresses to ~560 bytes. :D I'll ask if there are more efficient algorithms though.

Offline Yeong

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #29 on: June 04, 2013, 06:06:51 pm »
Make sure you put the damage cap :trollface:
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