Author Topic: Escheron: Shadow over Ragnoth  (Read 180416 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #375 on: April 06, 2010, 11:47:16 pm »
Ok cool. Do you see a weapon animation when enemy is attacked or do you see a slash/explosion/etc through it? Also when you get attacked, does the screen shake?

Offline Zera

  • Project Author
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #376 on: April 06, 2010, 11:51:16 pm »
Here's what I originally planned, in that respect:

 - Enemy would blink when attacked, or when it executes an attack

 - Either the entire window would blink when a character (or the entire party) was attacked, or the screen would shake

 - Spell animations would consist of screen-flashing and shaking effects

I'm not sure what Iambian is going to do, though. I guess it depends on how taxing the effects are, and what's really most feasible.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #377 on: April 06, 2010, 11:58:13 pm »
Aaaah I see. Maybe some small magic animations like fire or ice, even if short, could spice things up. About enemy flashing, keep in mind on calc the grayscale takes a bit to update, so the flashing shouldn,t be too fast. I wonder if it would look cool if Imabian cycled through shades of gray/white/black, like in some SNES games. I liked that :D

Offline Zera

  • Project Author
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #378 on: April 07, 2010, 12:13:38 am »
It wouldn't be difficult to create a few animation assets. Off the top of my head, we would need:

 - Single bitmap of a fire animation, flipped back and forth to give the illusion of a burning effect

 - Single bitmap of a snowflake / icicle, blinking on top of targets to indicate ice-based spells

 - A bolt of lightning, flipped back and forth to give the illusion of a lightning-strike

Each of these may need to be masked. They could possibly be handled in a similar fashion as character sprites, which use 3-level grayscale. The fourth gray is sort of reserved as a mask, or a value that the system reads as transparent. I'm not quite sure how Iambian handled that.

Either way - I'm not sure if we even have the memory. This is entirely up to Iambian, since he knows more about this than I do. I don't want to propose any additions that are going to make the process much more complicated.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #379 on: April 07, 2010, 12:32:04 am »
I don't think so few frames/sprites should take too much memory, but again I don't know either how much memory left there is in the data pages. I guess we will need to have his say on the matter.

Offline Zera

  • Project Author
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #380 on: April 07, 2010, 12:34:19 am »
I think the biggest complications would result from compression. Trying to insert any new data, as far as I know, is really difficult.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #381 on: April 07, 2010, 12:53:51 am »
Oh, ok, maybe he has to compress it manually. That must be hectic if it's the case x.x

Offline Iambian

  • Coder Of Tomorrow
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 739
  • Rating: +216/-3
  • Cherry Flavoured Nommer of Fishies
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #382 on: April 07, 2010, 11:30:23 am »
Or, it would just sit there uncompressed so it can be recalled whenever I need. Or if compressed, in a completely different "file" of the game.

Hehe. Confession time.

I'm not worried about space in the application at all. What I'm worried about is being able to access whatever I want on the same page and not have to deal with page flipping just to get to the data that I want. Or having to shuffle data around the application to make something else that has a higher priority on some page fit there.

I'm sure a few battle animations outside of what was originally planned could be worked in. Why, then it would make use of those reserved command codes that I kept just for such an occasion...
A Cherry-Flavored Iambian draws near... what do you do? ...

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #383 on: April 07, 2010, 12:15:37 pm »
Mhmm nice ^^

Offline Zera

  • Project Author
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 737
  • Rating: +82/-7
  • Monochrome Artisan
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #384 on: April 07, 2010, 01:19:08 pm »
lol, you reserved command codes for them already? Planning for any other contingencies I don't know about yet? :P

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #385 on: April 07, 2010, 04:22:04 pm »
* DJ Omnimaga hopes it,s not the rickroll ._.

Offline Iambian

  • Coder Of Tomorrow
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 739
  • Rating: +216/-3
  • Cherry Flavoured Nommer of Fishies
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #386 on: April 27, 2010, 11:34:53 pm »
The crickets are chirping in this thread :P

No. I've been spending some time learning some C so I can write utilities that would help automate the rebuild process for the assets in the game. So far, I can perform the following with a double-click:

(1) Rebuild all the tilemaps directly from their .gsm (calcgs tilemap) format
(2) Rebuild all the item/magic descriptions from their uncompressed source

At some point, I'm going to want to build a utility to do something similar to image assets so I can have all that mess be automatically included into the project. Might have to allocate yet another page file for that mess so I don't accidentally run out of space or something (since things are more automated now). That would bring the project up to 6 pages long (98304 bytes). I think that's still below the threshold for complaints, as I recall DJ Omnimaga stating that Ti-Connect (serial) has problems with filesizes over... uh. I think it was 130KB?

So... in short. I learned a lesson.

If you want to code a massive RPG in ASM, it would do you well to know C so you can build some utilities that will help assemble your assets.

EDIT: I also still have to do item-get thing. And then the rest of the battle system. After all this time, I still haven't forgotten.
« Last Edit: April 27, 2010, 11:35:35 pm by Iambian »
A Cherry-Flavored Iambian draws near... what do you do? ...

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Escheron: Shadow over Ragnoth
« Reply #387 on: April 27, 2010, 11:38:17 pm »
I'm glad this isn't dead. Until I heard about the C utilities I got kinda worried x.x

Hopefully this should make progress much faster and easier ^^

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #388 on: April 28, 2010, 07:56:38 am »
Cool bananas!

It is very handy to be able to whip up utilities when you need them, saves a hell of a lot of time and headaches.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Galandros

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1140
  • Rating: +42/-10
    • View Profile
Re: Escheron: Shadow over Ragnoth
« Reply #389 on: April 28, 2010, 03:28:10 pm »
It is very handy to be able to whip up utilities when you need them, saves a hell of a lot of time and headaches.
I think is very cool we (programmers) can do our tools to help ourselves and maybe others.

I really enjoy giving use to technology.
Hobbing in calculator projects.