Author Topic: Trio and Niko  (Read 133582 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #495 on: April 04, 2011, 03:37:01 pm »
Ooh, looks nice with no grid :) though with the map style I'm going at, the In game map should have the grid ( it has all unexplored areas as black until you visit them)

Offline squidgetx

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Re: Trio and Niko: Falling
« Reply #496 on: April 04, 2011, 03:38:56 pm »
imo, I think it would look cool if there were no lines and unexplored areas were black

I wonder if I'll have enough space for an ingame map in A:P....
« Last Edit: April 04, 2011, 03:39:14 pm by squidgetx »

Offline DJ Omnimaga

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Re: Trio and Niko: Falling
« Reply #497 on: April 04, 2011, 03:39:34 pm »
Ah I see, seems quite cool actually. I think it's best that the areas you didn't explore remains black, unless maybe if you find a radar or something like the maps in Zelda dungeons. :D

Maybe have the grid so it blinks? (Although it might look bad)

Squidget I hope you start working on AP again. It would suck to see the project die. D:
« Last Edit: April 04, 2011, 03:40:28 pm by DJ_O »

Ashbad

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Re: Trio and Niko: Falling
« Reply #498 on: April 04, 2011, 03:42:28 pm »
If I go with no grid, I'm gonna need to touch up some areas in the death mountain area, and add borders between water and grass in the highlands... But if you guys think it'll look better, its worth it :)

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Re: Trio and Niko: Falling
« Reply #499 on: April 04, 2011, 03:48:41 pm »
Ah ok. personally, though, if you go with black squares for unvisited areas you should keep the grid, though.

Ashbad

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Re: Trio and Niko: Falling
« Reply #500 on: April 04, 2011, 03:51:38 pm »
You think so?  I guess I'll have to keep the black grid then x.x sorry for any disappointment.

Ashbad

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Re: Trio and Niko: Falling
« Reply #501 on: April 04, 2011, 08:28:04 pm »
Hmm, I started coding the map to show dark areas based on a bit array in the save file.  Fortunately, it's only around 40 bytes total.

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #502 on: April 05, 2011, 09:58:46 am »
Wow. The ASM is way over my head, but nice job for sure!

Ashbad

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Re: Trio and Niko: Falling
« Reply #503 on: April 05, 2011, 04:09:35 pm »
Thanks c.sprinkle :)

Yeah, the asm is somewhat hard for me, but after so much axe I totally get 98% of what's happening.  Makes me look back on my 200 byte sprite drawing routine I made last year in shame XD

Ashbad

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Re: Trio and Niko: Falling
« Reply #504 on: April 09, 2011, 08:53:55 am »
I just figured out how easy it would be to code in things like arrows, bombs, hookshots, flippers, and a few more items normal found in dungeons -- so, now that I can spare space, why shouldn't I use them?  :D

I'll see what things would fir the world best -- any item ideas?.  I'll take about 7 ideas, for the 7 items.

Offline feerik

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Re: Trio and Niko: Falling
« Reply #505 on: April 09, 2011, 10:57:23 am »
you could make something like a crossbone thats shoots bones;D

Ashbad

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Re: Trio and Niko: Falling
« Reply #506 on: April 09, 2011, 10:59:24 am »
That would actually be a good one for the graveyard level ;) instead of a bow, a cross bone shooting the bones of evil skeletons you slay :D

Offline ztrumpet

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Re: Trio and Niko: Falling
« Reply #507 on: April 09, 2011, 12:10:56 pm »
Something that lets you jump further - Spring Boots maybe. ???

Ashbad

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Re: Trio and Niko: Falling
« Reply #508 on: April 09, 2011, 12:12:05 pm »
That's a good one too -- but you cant jump in the first place.  However, these can make it so you CAN jump :)

Good idea ;)

Ashbad

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Re: Trio and Niko: Falling
« Reply #509 on: April 09, 2011, 07:18:22 pm »
Thanks for all support so far everyone :). I've seen at least 10 people wearing the support userbar in their signatures, and this very thread now gets around 100 views a day, even during days with no posts :). Thanks again for all those who want to see this awesome game come to fruition, you're just as awesome :)

I unfortunately did not get much done the past few days -- but I did finish around 30 more indoor tiles.  Programming wise, its in real shambles, 1% done at most.  But, I think it'll be 2-3 more weeks before I get into coding mode -- I want all the graphics done first.  So, small update I guess :)