Author Topic: (Reboot) Escheron: Shadow over Ragnoth  (Read 13879 times)

0 Members and 1 Guest are viewing this topic.

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: (Reboot) Escheron: Shadow over Ragnoth
« Reply #15 on: January 30, 2011, 12:02:09 am »
It's so beautiful! I... I... I cannot believe how pretty it is. Wow. Iambian, you are amazing. This will be an amazingly cool game to play and show off to friends. I don't even play games, but this will be an exception, obviously.

Offline Michael_Lee

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1019
  • Rating: +124/-9
    • View Profile
Re: (Reboot) Escheron: Shadow over Ragnoth
« Reply #16 on: January 30, 2011, 07:36:48 pm »
o.O

Did you make all the graphics yourself?

What size are the tiles?
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline Iambian

  • Coder Of Tomorrow
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 739
  • Rating: +216/-3
  • Cherry Flavoured Nommer of Fishies
    • View Profile
Re: (Reboot) Escheron: Shadow over Ragnoth
« Reply #17 on: January 30, 2011, 08:09:31 pm »
o.O

Did you make all the graphics yourself?

What size are the tiles?
I did not actually make all the graphics. They were provided to me by Zera, along with most of the other assets. I just put together what was there and made some code. These "assets" include tile data, sprite data, almost all the other image data, and much of the text data. A document provided to project coders explain how some of the complicated stuff (like the battle system) should work. It doesn't explain every single detail, so that's where I've got to use a little creativity to help fill in the gaps. Like that transition.

The tiles are 16x16 pixels, 4 level grayscale (64 bytes each tile). For rendering purposes, the tiles are further subdivided into 8 pixels wide, 16 pixels high. There's a total of 128 tiles on the tilemap, not counting any of the sprites which *should* go there. The sprites themselves (not in the project quite yet) number about 80-ish, and that's just the bare-bones stuff. Sprites that have flipped orientations are done via code and not by keeping a separate instance of them in the sprite data.
« Last Edit: January 30, 2011, 08:11:55 pm by Iambian »
A Cherry-Flavored Iambian draws near... what do you do? ...