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Omnimaga
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"Lost Legends" for 84+, An ASM RPG
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Topic: "Lost Legends" for 84+, An ASM RPG (Read 57843 times)
0 Members and 5 Guests are viewing this topic.
Zera
Project Author
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #120 on:
November 05, 2007, 04:32:00 pm »
THE POST 13508715
QuoteBegin-Netham45+5 Nov, 2007, 20:35
-->
QUOTE
(Netham45 @ 5 Nov, 2007, 20:35)
if what you need to translate into english is just words, I think I can help you. I know a little Japaneese, and I have my trusty dictionary.
No worries there. I plan to undertake the translation myself.
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kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
"Lost Legends" for 84+, An ASM RPG
«
Reply #121 on:
November 06, 2007, 05:06:00 am »
THE POST 13509374
QuoteBegin-Ranman+5 Nov, 2007, 20:15
-->
QUOTE
(Ranman @ 5 Nov, 2007, 20:15)
This project looks very promising. :thumbup:
My only dislike is that the maps seem to lead the player down a specified path.
I would agree, it would be nice to see the sanctuary be similar to diablo 2 Arcane sanctuary
...misleading paths.
THE POST
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JFISH
Guest
"Lost Legends" for 84+, An ASM RPG
«
Reply #122 on:
November 06, 2007, 05:32:00 am »
THE POST 13509423
heey its been a while since a ive posted on Omnimaga.... but.... holy crap NICE WORK!
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #123 on:
November 06, 2007, 05:34:00 am »
THE POST 13509425
JFISH!!!!! :bounce:
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Speler
LV8
Addict (Next: 1000)
Posts: 857
Rating: +6/-2
"Lost Legends" for 84+, An ASM RPG
«
Reply #124 on:
November 06, 2007, 09:35:00 am »
THE POST 13509805
ZOMG! IT'S JFISH! Still working on Fate I hope
.
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Netham45
LV11
Super Veteran (Next: 3000)
Posts: 2103
Rating: +213/-4
*explodes*
"Lost Legends" for 84+, An ASM RPG
«
Reply #125 on:
November 06, 2007, 12:11:00 pm »
THE POST 13510156
QuoteBegin-grendel+5 Nov, 2007, 20:32
-->
QUOTE
(grendel @ 5 Nov, 2007, 20:32)
QuoteBegin-Netham45+5 Nov, 2007, 20:35-->
QUOTE
(Netham45 @ 5 Nov, 2007, 20:35)
if what you need to translate into english is just words, I think I can help you. I know a little Japaneese, and I have my trusty dictionary.
No worries there. I plan to undertake the translation myself.
Ok!
Wow, this allready has it's own forum section. o.o
. that didn't take long.
This program is frickin amazing lookin.
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Omnimaga Admin
Liazon
Guest
"Lost Legends" for 84+, An ASM RPG
«
Reply #126 on:
November 06, 2007, 01:45:00 pm »
THE POST 13510265
core text code is basically done, although I need to fix it a bit ^^ for got how many characters I needed to accomodate for.
may start more map related stuff later this week.
Halifax: did you ever get a gmail account?
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Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
"Lost Legends" for 84+, An ASM RPG
«
Reply #127 on:
November 06, 2007, 02:06:00 pm »
THE POST 13510286
No, I have to wait 'til the weekend before I can start coding this anyways.
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
Liazon
Guest
"Lost Legends" for 84+, An ASM RPG
«
Reply #128 on:
November 06, 2007, 02:42:00 pm »
THE POST 13510329
what do you want to work on?
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Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
"Lost Legends" for 84+, An ASM RPG
«
Reply #129 on:
November 06, 2007, 02:55:00 pm »
THE POST 13510350
Is the tilemapper up and running?
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There are 10 types of people in this world-- those that can read binary, and those that can't.
Liazon
Guest
"Lost Legends" for 84+, An ASM RPG
«
Reply #130 on:
November 06, 2007, 05:44:00 pm »
THE POST 13510589
Yes, Jim e's mapper is now functioning as an APP.
the way I see it, the development process will have to follow something like what grendel originally
outlined
c1
-->
CODE
ec1
Font
- The font itself
- All the routines related to calling the font in-game
Map
- The maps theirselves
- How player moves across the map, and goes to different locations
Game System
- How player interacts with objects (dialogue, etc.)
- How player can buy and sell items, or stay at inns
- How player can recieve treasure from chests
- How sequences are initiated according to interaction (like battles)
- How player may save and load the game
Menu System
- How items and stats are displayed, the windows, etc.
- How player may use items and change equipment
Battle System
- The very mechanics of turn-based fighting
- How skills and abilities work
- How status augmentation and ailment works (like poison, shield, etc.)
Monsters
- The monsters theirselves
- Where they appear, and at what rate
- Their stats and abilities
Item lists and functions
Script and dialogue
Sequences (cut-scenes)c2
ec2
I've basically taken care of PutC, unless you disagree with my decision to not use ASCII and just use custom character codes. I figured that since all text was aligned and 8x8 and covered whatever was below, I figured it'd be easier to do it that way. CurRow/CurCol are used for inputs. textinverse -> darkgray, textscrolled -> lightgray, set both and you've got an 8x8 white block. We can figure out custom character codes later and write scripts/tools to convert regular strings to w/e we decide.
Unless you'd like to rewrite it yourself. I'll update the SVN when I get a chance.
So now I think the biggest tasks are:
1.) Map: this includes
-getting transitions to work
-handling tilebased/event based events
-making sure doors and edges of the screen go the the right door/edge on another screen
-anything else i've forgotten.
2.) Battle Engine:
-I'm going to assume that returning the winner will be a good enough mold for the battle engine and we can go from there. then just work all the event based stuff around that.
3.) Menu System:
-This can kinda fall under both of the two above. We'll have to see.
So I think one of use should take something while the other works on something else. When we agree on font/text conventions, we can stick to it and just start coding everything else.
This post has been edited by
Liazon
on 6 Nov, 2007, 23:45
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Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
"Lost Legends" for 84+, An ASM RPG
«
Reply #131 on:
November 07, 2007, 09:10:00 am »
THE POST 13511575
Okay, I will have to talk to your in-depth this weekend a little more, in a more personal way. (mIRC, AIM, etc.)
I agree with the giving tasks to separate programmers as that will provide most beneficial.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #132 on:
November 07, 2007, 10:13:00 am »
THE POST 13511671
true, and more organised. Now it's awesome cuz we alerady have a designer and he alerady did his entire job. One could do battles and menus and the other could do the walking engine and programming events or boss fight triggers for example
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Zera
Project Author
LV8
Addict (Next: 1000)
Posts: 737
Rating: +82/-7
Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #133 on:
November 07, 2007, 10:18:00 am »
THE POST 13511678
I leave all the technical stuff up to the programmers. Whatever methods you feel are most efficient / convenient works for me.
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Liazon
Guest
"Lost Legends" for 84+, An ASM RPG
«
Reply #134 on:
November 07, 2007, 12:44:00 pm »
THE POST 13511898
although since it's your story, we're probably going to have to ask you about a lot of the event driven stuff as it comes along.
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Omnimaga
»
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»
Calculator Community
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Discontinued
»
Escheron: Shadow over Ragnoth
(Moderators:
Iambian
,
Geekboy1011
,
Zera
) »
"Lost Legends" for 84+, An ASM RPG