Author Topic: Escheron: Shadow over Ragnoth  (Read 180454 times)

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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #525 on: February 02, 2011, 10:32:30 pm »
Just throwing this in here. It's implementing a smoother scroll to the inventory menu. I say "smoother" because it's not by pixel. Rather, it's by 4 pixels, which is better than the previous 8. Thought I'd share.

Warning to IE and Chrome users: Shot in a high framerate. It'll look faster in Firefox or Opera. Or just drag and drop to your desktop and use something like Irfanview to view the image with its speed.


A reassuring tidbit of information: Unless you can slam that arrow key faster than 16 times a second, there's no speed drop between the 8px scroll and the 4px scroll. This is because of the key repeat delay to keep things from happening too fast. It's always been there.

EDIT: Got a working version with arrows. Notice their presence or lack thereof depending on what's in the menu.
« Last Edit: February 02, 2011, 11:48:49 pm by Iambian »
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Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #526 on: February 02, 2011, 11:40:17 pm »
Looking good!
/e

Offline kalan_vod

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Re: Escheron: Shadow over Ragnoth
« Reply #527 on: February 02, 2011, 11:54:59 pm »
Very beautiful work!

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #528 on: February 04, 2011, 12:17:16 am »
Very awesome Iambian!

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #529 on: February 21, 2011, 08:08:22 pm »
I'm not trying hard enough. Gotta get some stuff out of the way before I can continue. The most pressing matter is recreating stat calculations and the like.
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Offline squidgetx

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Re: Escheron: Shadow over Ragnoth
« Reply #530 on: February 22, 2011, 03:26:55 pm »
Woo, stat calculations! Fun stuff. I advise modifying the ones from Pokemon if you're stuck on ideas, they work pretty well. Also, that menu scrolling looks really nice :)
« Last Edit: February 22, 2011, 03:27:33 pm by squidgetx »

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #531 on: February 23, 2011, 09:07:17 pm »
I like doing stat stuff, but in BASIC. I can't imagine how hard it must be when you also have to worry about overflowing past 65535...

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #532 on: February 24, 2011, 08:38:48 pm »
The stats that needs to be calculated are already well-defined in the design documentation of the project, provided by Zera. Everything is defined to excruciating detail, so nothing is missed. Much of the calculations can and will fit inside 8 bits, but for that off chance, things extend to 16 bits during calculation.

As far as the 255 and 65535 thing goes, we ASM programmers have very novel ways in making sure they don't go past that without any of us knowing. This isn't to say these things cannot happen. They sometimes do and they cause much strife and grief in debugging them. When damage isn't expected to rise higher than 1024 and no stat can exceed 255 (the sole exceptions being enemy HP and current GP), it's hard to imagine anything going past 65535.

So the issue isn't making up statistics and having them flow together. The real issue is implementing the rock-solid plan that came before coding ever started.

EDIT: The design documentation that I speak of is going to be kept secret until I release the source for E:SoR, which hopefully won't happen until after the game is released.
« Last Edit: February 24, 2011, 08:40:10 pm by Iambian »
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #533 on: February 28, 2011, 12:29:34 am »
Yeah it's best in some cases to keep damage low. In my old RPGs attack damages could be something like ATK*Weapon power*LV/Enemy defense, but I wouldn't be able to do that in Axe as easily. I would need to find better formulas if I wanted damage to still be capped at 9999. I would pretty much have to use substractions/additions instead of multiplications/divisions.

In Final Fantasy Mystic Quest when you heal the final boss when his HP is low enough, you actually cause him close to 30K damage because of an overflow glitch.

Offline tloz128

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Re: Escheron: Shadow over Ragnoth
« Reply #534 on: March 29, 2011, 11:31:38 pm »
Bump. Any progress Iambian?
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Offline leafy

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Re: Escheron: Shadow over Ragnoth
« Reply #535 on: March 29, 2011, 11:54:55 pm »
Hands down this is one of the best RPG's I've seen yet. I'd be very interested in any progress made :)
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #536 on: April 08, 2011, 11:46:43 pm »
I'm going to have to put this project on hold for a while. Gonna spend time rebooting CaDan.
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Offline Geekboy1011

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Re: Escheron: Shadow over Ragnoth
« Reply #537 on: April 08, 2011, 11:48:43 pm »
awr sad to here but its sounds like its needed this is no small project ^_^ and with work being more than normal i can only imagine how much harder wraping your head around every thing must be T.T

Offline TIfanx1999

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Re: Escheron: Shadow over Ragnoth
« Reply #538 on: April 09, 2011, 12:22:12 am »
Ah, it's all good. :) Better to not burn out on things by focusing on the TOO much.

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #539 on: April 17, 2011, 02:06:41 am »
It's ok, just as long as you're not cancelling E:Sor, because so many people have been looking forward for it in the past years. O.O