Author Topic: Trio and Niko  (Read 131982 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #465 on: March 24, 2011, 08:07:22 pm »
more of ZElda 1, no real scrolling, because that would kill about 30 of my 50 Frames per second x.x

I would if this were a Ti89 game though -- but since it isn't, I can't :P

anyways, yeah I'm sure you'll love the maps -- I'm planning on the overworld on being 12x12 total!  (that's actually considered quite large by most standards methinks)
« Last Edit: March 24, 2011, 08:07:41 pm by Ashbad »

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #466 on: March 26, 2011, 09:15:39 pm »
Wow sounds promising. I think in DLQ the overworld is about 5x10 (16x7 screens) if we count the Death Mountain and there's a small part besides Hyrule too that is mostly 1x4. The rest of the maps were mostly dungeons. 12x12 should definitively be better. :D
« Last Edit: March 26, 2011, 09:17:41 pm by DJ_O »

Ashbad

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Re: Trio and Niko: Falling
« Reply #467 on: March 26, 2011, 09:28:04 pm »
Thanks for the support ;D  I might even shrink the size of the maps in RLE compression, but then the screen will have to go black/white every time you switch screens, due to slow downs in the renderloop.  But, if 12x12 sounds big enough, then that's great ;D

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Re: Trio and Niko: Falling
« Reply #468 on: March 26, 2011, 09:49:43 pm »
Yeah I think it should be fine. Just as long as map decompressing doesn't take like several seconds so it won't look weird.

Ashbad

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Re: Trio and Niko: Falling
« Reply #469 on: March 27, 2011, 10:00:30 am »
oh no, the decompressing should hopefully take 2/3rds of a second -- if I'm lucky ;D  Though compression and decompression are gonna be harder in this game than in pyyrix to implement unfortunately ;(

maybe I won't even compress some stuff -- since it will be hard with so many different tiles on screen at once x.x

Ashbad

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Re: Trio and Niko: Falling
« Reply #470 on: March 27, 2011, 04:21:12 pm »
Here is a ton of good news for you guys!

1: the overworld map will be a total of 324 screens, which is 18x18!  (I can hear a few 'holy shit!'s in the background) :)
2: I'm planning on at least 45 different types of enemies ;D
3: I'm thinking a good thought -- bow and arrows?
4: I'm about to post a picture of 9 mocked-up screens using most of the current tiles!  Just hold on for half an hour :D

...I like good news ^-^

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #471 on: March 27, 2011, 05:40:42 pm »
Wow cool. As for weapons and enemies I would start with a small amount at first, though, then add more later, so you can also focus on the game code and stuff.

Can't wait for the screen mockups. Btw could you post the percentage (approximate) of what's complete and what's not?

Ashbad

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Re: Trio and Niko: Falling
« Reply #472 on: March 27, 2011, 07:21:58 pm »
Here's today's real update -- seeing some tiles in action :w00t:



Also, here's some stats:

Storyline -- 60%
Map -- 20%
Overworld/Dungeon Design -- 0%
Tiles -- 80%
Sprites -- 10%
Coding -- 40%
Misc. -- ??%

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Re: Trio and Niko: Falling
« Reply #473 on: March 27, 2011, 07:38:48 pm »
Wow I love them O.O. I saw the first before but I don,t rememebr the others. The tiles looks very nice. However I would probably make houses a bit less high, so they won't look too big compared to trees.

Ashbad

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Re: Trio and Niko: Falling
« Reply #474 on: March 27, 2011, 07:41:27 pm »
thanks for the input :) -- I have contemplated your advice on houses, and I think you're completely right -- they're one tiles too tall. :P


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Re: Trio and Niko: Falling
« Reply #475 on: March 27, 2011, 07:46:22 pm »
Wow, they look wonderful, Ashbad.  Excellent work! ;D

Ashbad

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Re: Trio and Niko: Falling
« Reply #476 on: March 27, 2011, 09:03:57 pm »
Thanks ztrumpet ;D glad you like them!

EDIT: and 100 post ratings :w00t:
« Last Edit: March 27, 2011, 09:04:18 pm by Ashbad »

Offline TIfanx1999

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Re: Trio and Niko: Falling
« Reply #477 on: March 28, 2011, 11:57:15 am »
Looking good Ashbad!  :thumbsup:

Ashbad

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Re: Trio and Niko: Falling
« Reply #478 on: March 29, 2011, 08:05:16 pm »
here's my map so far, (attached), looking pretty awesome with the south side done, the whole map ~55-60% done.  The northern part will be harder -- in the north are the mountains, the highlands, the frontiers (cold and snowy and desolate), and Mikhail's palace -- which will have to look beyond awesome :)

also, I'm finding that while 256 tiles sounds like a lot, I'm gonna need room for at least 512 -- 256 for indoors, 256 for outdoors.  I have a way of using the correct 256-tile set depending on where you are on map.


More news, IDK, half is good, half is bad -- the overworld will be comprised of 324 screens (18x18, which sounds like only a little, but that's actually about 80 more screens than link's awakening had -- but it's balanced because the screens are smaller due to the small LCD) which can really put this title at a hefty 20 hours or more of gameplay and exploration (and admiration of the 512 unique tiles ;D)

Bad news?  This will be a ass-load large application (I'm rewriting many parts in assembly) -- 2 pages (32K) for code alone, and 6 more pages (~96K) for the map data and other things.  Yes, that is compress and such, I made each screen only 150 bytes now, which actually holds a TON of data, believe it or not, not just tiles :P

so, this app will be undoubtedly no less than 8 pages, or 131072 bytes.  While right now I'm mostly focusing on pyyrix, with a few exceptions on TaNF (making the map for instance), one that is done, I will spend 1 hour a day during 4th quarter of school coming up and at least 3 hours a day during summertime, and with that, it might be done this August. yey

the map:

EDIT: sorry, forgot to attach :P

EDIT2: the size seems comparable to ROL3 or DLQ -- I'll make DJ proud for he is the master of BAG RPGS (big ass games is BAGS, in case you forgot)
« Last Edit: March 29, 2011, 08:13:55 pm by Ashbad »

Offline squidgetx

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Re: Trio and Niko: Falling
« Reply #479 on: March 29, 2011, 08:13:27 pm »
what...that's massive..although i shouldn't talk as a:p broke 200k long ago. but that's uncompressed. are you really compressing? and what do you need so much code for ??? you have an arpg battle engine which I would think is smaller than mine...(my battle engine is ~10k)