Author Topic: Cydia Exiled for the +C  (Read 4417 times)

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Offline chickendude

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Re: Cydia Exiled for the +C
« Reply #15 on: November 18, 2013, 11:57:07 am »
To be honest, i kinda like the tile-by-tile movement. It's got a nice old-school feel to it and makes the engine much simpler :D

It looks beautiful, AsmBandit. I love all the work you've been doing!

Offline DJ Omnimaga

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Re: Cydia Exiled for the +C
« Reply #16 on: November 18, 2013, 12:38:48 pm »
Wow, looks very nice and old school! I assume that you use double-buffering to make screen update instant, right?
Looking awesome!
Suggestion: Have movment not bound to tiles, that'll make it look more awesome!
Or is that possible at all with that screen?
Only horizontally. Vertically would give around 8 FPS or less.
« Last Edit: November 18, 2013, 12:39:22 pm by DJ Omnimaga »
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Offline Sorunome

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Re: Cydia Exiled for the +C
« Reply #17 on: November 18, 2013, 01:08:14 pm »
Wow, looks very nice and old school! I assume that you use double-buffering to make screen update instant, right?
Looking awesome!
Suggestion: Have movment not bound to tiles, that'll make it look more awesome!
Or is that possible at all with that screen?
Only horizontally. Vertically would give around 8 FPS or less.
oh, that is because of screen scrolling stuff, right?

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Offline DJ Omnimaga

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Re: Cydia Exiled for the +C
« Reply #18 on: November 18, 2013, 01:11:52 pm »
Yes. With the horizontal scrolling features, all you need to update when scrolling out is the new row of tiles and the character sprite location, while for vertical scrolling, you must update the entire screen content.

7-8 FPS would be decent for an RPG, but it would look weird if the game had choppy vertical scrolling and smooth horizontal scrolling (although the NES Zelda had this problem too in dungeons :P)
« Last Edit: November 18, 2013, 01:13:06 pm by DJ Omnimaga »
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Offline AssemblyBandit

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Re: Cydia Exiled for the +C
« Reply #19 on: November 18, 2013, 05:42:59 pm »
@Sorunome: Thanks! I may have it shift 1-4 pixels at a time, but it will still be aligned. It just makes everything easier!
@chickendude: Thanks, I've been putting in a lot of work on the +C! The calc is handicapped, but its not dead! The aligned sprites definitely makes collision detection simple!
@DJ: Thanks, and yes, it does use double buffering. It seems like anything over 50x50 pixels can't be updated fast enough to hide the draw in. Originally, the speed stat controlled how fast you could move around, but now, the limit has already been set so I guess speed will affect the rate of attack or something.

I've been coloring in all the old sprites and adding new textures. Next I hope to have a fight demo out.

Offline DJ Omnimaga

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Re: Cydia Exiled for the +C
« Reply #20 on: November 19, 2013, 02:05:14 am »
Also, if it didn't use double-buffering, the draw-in effect would be so intense (even in half-res mode) that when you move vertically, it would look really weird, like if the map was glitching out. I remember trying to make a BASIC scroller that did that once on the 83+SE and the effect was really annoying D:.

By the way, by speed affecting the rate of attack, I take it that this is an action-RPG like Zelda/Secret of Mana, right?
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Offline AssemblyBandit

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Re: Cydia Exiled for the +C
« Reply #21 on: November 19, 2013, 03:47:12 am »
Its going to be turn-based but I was thinking repeatedly pressing the buttons in a fight to attack multiple times and probably button combos for spells, the more accurate the combo, the stronger the spell. Just to make it more skill based than having it be random. There's nothing worse than a spell failing out of the blue!

Offline DJ Omnimaga

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Re: Cydia Exiled for the +C
« Reply #22 on: November 19, 2013, 10:36:38 pm »
Try to not make the combos overly hard, though. If you ever played Legend of Dragoon for the Playstation 1, a tool-assisted speedrun played frame by frame was pretty much the only way to pull off the later combos and in some cases, it would cost you the fight. On the other hand, Super Mario RPG combos were a little too easy.

And yeah I think it was a mistake in the early Illusiat games to make the character miss so often. Granted, the attack rate was pretty high since it was 90%, but I should have made it so you can't miss more than once every 3 hit, because it was pretty frustrating to miss three times in a row. Spells had 100% attack rate, though (except in Illusiat 1 and 2 where it was magic, not attack, that could miss).

I also tried attack combos once in Mana Force 2, but they were really hard to pull off.
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