QUOTE |
Alright, so I wanted to share some of the basic back story of this installment. It takes place in a world called Terra, which is parallel to Gaia in the series canon. (worlds existing in the same universe, but unaware of each other's presence) The plot focuses on two kingdoms -- Asnoth and Ragnoth. Asnoth lies toward the northern-most corner or Terra, with Ragnoth to the south-most corner. Asnoth Asnoth has long been ruled by Lord Leonidas, a just and noble king. Heir to his throne is his only son, Prince Gielgud. Other figures in the kingdom include Princess Rose, the royal daughter, and Sir Edmund, the Prince's personal bodyguard and Leonidas' right-hand man. Asnoth has long been known for its pursuit of steam power and technology, and has established itself as the political super-power of Terra. Though maintaining a peaceful relationship with other kingdoms for many ages, a sinister global conquest ensued only a decade ago. This conquest was led by a mysterious figure known as the Shadow Lord, who bore a strong influence over Lord Leonidas. Ragnoth Ragnoth was once a beautiful and lustrous Magocracy, renowned for its arcane knowledge and magickal artifacts. Soon after the Shadow Lord's conquest began, Ragnoth was seized and occupied by Leonidas' forces. Many citizens fled toward the east, with the remaining survivors having to endure Leonidas' new rule. Soon after Asnoth's occupation, an underground resistance faction was formed to bring about a civil revolution. Maya ![]() A young girl orphaned into the resistance after her parents were slain by the Shadow Lord's forces. As she came of age, she swore an oath that she would be the one to liberate her people and restore Magocracy to Ragnoth. Having grown up around so much conflict, Maya often regresses upon the childhood that was stolen from her -- particularly, her closest friend, Glenn. Although just a young girl, her preserving spirit has earned her a strong sense of respect and authority among Ragnoth's civil faction. Sir Edmund of Asnoth ![]() Once loyal retainer of Leonidas, and personal bodyguard of Prince Gielgud. Noble Sir Edmund had never questioned the King's authority, even when he led the Shadow Lord's forces into Ragnoth. However, a royal scandal quickly brought doubt to Edmund's loyalty after he and the Prince were discovered to be engaged in an intimate relationship. To avoid bringing dishonour to his kingdom, Leonidas banished Edmund from Asnoth and locked the Prince away in the towers, forbidding him to come in contact with anyone outside of the royal family. Demoted and despondent, Edmund ventured south to Ragnoth, were he found employment as a mercenary for the Shadow Lord's stationed forces. Upon witnessing the travesty of Ragnoth himself, Edmund began to doubt the rationale behind Lord Leonidas' conquest, and instead directed his motives toward stealing the Prince away from his fate. Glenn ![]() A childhood friend of Maya who fled toward the neutral provenance of Tristran soon after the Shadow Lord invaded his homeland of Ragnoth. The regret of leaving his friends and family behind has consumed him ever since. He spent years training as a great fighter, protecting his village from the invading monsters within the wilderness that surrounds Tristran. However, he could never redeem himself of his past. The Dark Knight of Asnoth ![]() A shadowy figure who bears a deep interest in the political affairs of Asnoth. He has been known to both serve the Shadow Lord and outright oppose him at the same time. His alignment and identity remain unclear to anyone... Lord Leonidas of Asnoth The once just and proud King of Asnoth. Leonidas underwent significant changes after acquainting himself with a dark figure known as the Shadow Lord. Many have began to doubt the direction of Leonidas' conquest, though his fervent silencing of political opposition has forced much of the resistance to hide itself from persecution. Prince Gielgud of Asnoth Once heir to the throne of Asnoth, Prince Gielgud was shunned by the King after bringing dishonour to the family through his forbidden relationship with Sir Edmund. Princess Rose of Asnoth ![]() The deceased Princess of Asnoth. Princess Rose was strongly outspoken in her opposition of the Shadow Lord's conquest, and was often silenced by her father for fear of insighting a riot among Asnoth's citizens. One day, the Princess mysteriously went missing. Although Leonidas' forces searched high and low, they could not find any sign of Rose. All that had remained was a family heirloom carelessly discarded near a lake. Many had presumed that the Princess simply could not endure the conflict, and had chosen to drown herself rather than be silenced. Arcania Remains of Terra's oldest civilization, said to be the origin of all magick. It rests on an estranged continent just east of Tristran. Though uncertain, it is said that the Shadow Lord has some interest in a relic that lies there... Marshal ![]() A drone built by the Arcanian civilization, left behind after Arcania's fall. Since the fall of Acania, Marshal has been entombed within its remains for many centuries. Being alone with his thoughts for such a long time, he has slowly developed a will and seeks a purpose of his own. |
QUOTE |
With so much extra white space between each line of text, I would suggest moving to a more legible 4x5 font |
QUOTE (grendel @ 6 Nov, 2007, 12:29) |
![]() The font seems decently legible to me. The items are as follows: - Seraph Rod - (empty) - Ribbon - Archon Robes - Angel Ring - Soma Drop Any trouble reading them? |
QUOTE (grendel @ 7 Nov, 2007, 17:44) |
No more tiny, linear paths and Zelda-style scrolling. :)![]() |
QUOTE (Ranman @ 7 Nov, 2007, 21:55) | ||
QuoteBegin-grendel+7 Nov, 2007, 17:44-->
The maps still look as if you are being led down a specified path without much room for choice. The graphics are awesome! :thumbup: ![]() |
QUOTE (grendel @ 7 Nov, 2007, 22:07) |
These are only samples I threw together. (I was too lazy to span them out much) I haven't started on the actual maps yet. |
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 9:11) |
Imo the first one is pretty good looking too, plus the ones who are coding it doesn't have as much ASM experience as you do (you started in 1998, right?, not to mention on c64 way back before?) so they may want to start with something smaller first to see if they could do the second. From what I seen Lost Legends 1 deservers a feature on ticalc.org when it's released |
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13) |
THat's what they do at Square Enix. When they developped Final Fantasy 10, they were alerady developping Final Fantasy 12 and there was even images of Final Fantasy 13 around. |
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13) |
I was feeling good this morning until I read your posts in this thread... |
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 18:22) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
@Ranman sorry for the misunderstanding, I was just worried cuz you seemed to have a quite negative attitude toward Lost legends since the beginning (negative comments about maps especially) and I was afraid you were kinda jealous because the tiles looked better than Ultima V or
Post by: Zera on November 08, 2007, 02:05:00 pm I sort of took Ranman's advice as, "you need more paths branching out, and more places to go." I've been trying to do that with some of the dungeons, like adding treasures that are somewhat out of the way, or adding a couple of forks in the road that lead to dead-ends. They're definitely nothing like the original project. :) ![]() EDIT: Oh, and plus there's optional areas, like optional dungeons. I didn't want to inject too much linearity! Also bear in mind, the original project uses a Zelda-style scrolling. Pretty much every corner of every screen has to be blocked off to avoid collisions with off-screen objects. It's difficult to explain, but if you examine the maps, you can sort of see what I mean. It should help to make the world feel a bit larger than it actually is, considering you have to go from screen to screen to screen, and then back a few screens if you miss something. As for the second, I'm planning to do a full, regular map scroll, just like in console games. It feels a bit less restrictive to work with, as I don't have to worry about off-screen collisions. Post by: Halifax on November 08, 2007, 02:10:00 pm Also I kind of agree with Ranman on many points that he has made. Either way I don't think he would be jealous since he is basically guaranteed a feature, and a POTY, on release. ;) ![]() And yes grendel has just pointed out one of my main worries about the sheer data that these to games have to contain! It is huge to say the least, and will possibly lead to things having to be looked at in a different light. (e.g. a higher RAM free requirement :/ ![]() Post by: Liazon on November 08, 2007, 02:23:00 pm I don't think Ranman would be jealous anyways since POTY is done for each line of calculator, 83+/84+, 86, and 68ks. then windows programs too. fyi: min RAM requirements for the following: RGP: 1559 bytes Graymapper: 1968 bytes btw, that's not including plotsscreen and appbackupscreen, which are already used. Post by: TIfanx1999 on November 08, 2007, 03:12:00 pm
This is true, the TI-83's resoulution is pretty small compared to that of say a gameboy color so 16 x 16 sprites can make areas feel "cramped". It is somewhat less of an issue in RPG's so long as they are random battle style. The only downside would be a player possibly missing other paths (or chests) that lie out of the line of sight (ie offscreen) I would assume you have an overworld map implemented, but perhaps maps of towns and dungeons might help somewhat . Just a thought to toss out there. Post by: DJ Omnimaga on November 08, 2007, 03:14:00 pm Post by: Zera on November 08, 2007, 05:54:00 pm Post by: Halifax on November 09, 2007, 12:52:00 am And don't worry about the maps being too big, as long as your game leads the player in his destination it should be fine. Post by: Zera on November 09, 2007, 05:36:00 am ![]() ![]() Post by: DJ Omnimaga on November 09, 2007, 12:43:00 pm Post by: Zera on November 09, 2007, 01:39:00 pm Can someone upload one of the screens to their calculator and kind of let me know how it looks? Post by: DJ Omnimaga on November 09, 2007, 01:54:00 pm Post by: Liazon on November 09, 2007, 02:45:00 pm Post by: Zera on November 09, 2007, 02:53:00 pm (85x85x85 for the darker gray, and 170x170x170 for the lighter gray) CalcGS likes to use extremely dark grays, though. Post by: Liazon on November 09, 2007, 02:56:00 pm Post by: Zera on November 09, 2007, 03:03:00 pm
Oh, no. I was just thinking the extra width would solve a lot of problems, but the current font I've put together (4x5) seems okay. I just wanted a little more flexibility to actually give it some kind of medieval theme, instead of looking like some cliche computer font. Feels out of place considering the game's setting, and all. I really don't know much about all these technical limitations. I just assume everything needs to follow a certain standard, and I try to design according to what I've actually seen so far. EDIT: I also updated the character synopsis, if anyone is interested. Post by: DJ Omnimaga on November 09, 2007, 04:42:00 pm ![]() Post by: Liazon on November 09, 2007, 05:06:00 pm
Like I said before, don't worry too much about that. With the 2nd game, I think it'd be better to just push past the first by a lot and not put constraints on initial planning. It's better to just come up with good ideas, and then cut back as problems arise. That being said, I'd rather spend more time on the 2nd game to get it to look awesome, even if it means difficult coding. The first game is really to test the waters in prep for the second. Post by: trevmeister66 on November 09, 2007, 05:19:00 pm
Don't let that thinking hinder the first game.. I still want a great game to play while i wait for the second one :P ![]() Post by: Halifax on November 09, 2007, 05:20:00 pm ![]() Post by: Zera on November 09, 2007, 05:55:00 pm ![]() Post by: DJ Omnimaga on November 09, 2007, 07:02:00 pm ![]() Post by: Zera on November 09, 2007, 07:19:00 pm Post by: DJ Omnimaga on November 10, 2007, 03:31:00 am Post by: Liazon on November 10, 2007, 03:46:00 am Post by: Zera on November 10, 2007, 12:17:00 pm - 97 3-level grayscale 16x16 tiles (character sprites) - 108 4-level grayscale 16x16 tiles (map tileset) - 14 4-level grayscale 72x32 bitmaps (enemy sprites) - 6 32x32 4-level grayscale bitmaps (character portraits) - 3 4-level grayscale 96x64 bitmaps (cut-scenes) And then, of course, the custom font. After compression, I'm not sure how large all the graphics data will be. Am I thinking in realistic terms at all? :P ![]() Post by: Liazon on November 10, 2007, 12:30:00 pm
I hope you mean 32x32 ^^ Post by: Zera on November 10, 2007, 12:40:00 pm ![]() Post by: DJ Omnimaga on November 10, 2007, 01:30:00 pm ![]() Post by: trevmeister66 on November 10, 2007, 04:04:00 pm ![]() Post by: TIfanx1999 on November 11, 2007, 04:35:00 am
hmm... Bosses? *Edit* with those dimensions perhaps some of them are dragon sprites :P ![]() Post by: Zera on November 11, 2007, 07:33:00 am Lost Legends I: ![]() Lost Legends II: ![]() Post by: dinhotheone on November 11, 2007, 08:37:00 am Post by: Zera on November 11, 2007, 08:39:00 am Post by: TIfanx1999 on November 11, 2007, 10:18:00 am
Ah, ok, didnt realise they were all that size :) ![]() Post by: Liazon on November 11, 2007, 10:50:00 am
lol same, mixed height and widths :P ![]() Post by: DJ Omnimaga on November 11, 2007, 11:02:00 am Post by: Zera on November 16, 2007, 11:44:00 am ![]() (this is at 2x scale, so it seems closer to how it would appear on the TI) The first row is the normal font. Each character is 4x8 pixels. The second row is the extended font, which is used to display names on top of dialogue windows. (see the example) It is 4x4 pixels. To the right is the window frame itself, and below it is a blank screen to show the resolution of the 83 / 84 models. I may edit a couple of characters due to complaints I've had about them being somewhat ambiguous, but otherwise, how does it look? Post by: DJ Omnimaga on November 16, 2007, 12:18:00 pm Post by: TIfanx1999 on November 16, 2007, 12:40:00 pm ![]() Here's a quick example: ![]() As for the smaller text, I'm still not sure why you want to use text that small. However, it does look very good. I wouldnt change anything in the smaller set. Post by: Zera on November 16, 2007, 01:08:00 pm
That's empty space. You know, so the pixels will actually be spaced? ;) ![]() Post by: Zera on November 16, 2007, 01:18:00 pm
QuoteBegin
As I already explained, the extended font is super-imposed on top of the window frame, per my example. (to display the name of the speaker during dialogue, or to show the player their current location in the menu) EDIT: Oops. Hit QUOTE instead of EDIT. Some of these button placements are seriously confusing... Post by: TIfanx1999 on November 16, 2007, 01:33:00 pm
ok, makes sense now . :P
![]() ![]() Post by: Zera on November 16, 2007, 02:05:00 pm ![]() Personally, I do not like this design at all. Looks too "inverted," considering how small the screen resolution is. Gray is much easier on the eyes. :) ![]() Post by: TIfanx1999 on November 16, 2007, 02:48:00 pm here: ![]() I think Black background with white text is without a doubt the best looking. The dark gray background with black lettering comes in second in my oppinon. The dark gray with white text is too much though :( ![]() *Edit* the border seems to really tie the black one togther as well :) ![]() Post by: DJ Omnimaga on November 16, 2007, 03:06:00 pm Post by: Zera on November 16, 2007, 03:14:00 pm The light gray is much more legible, and wraps nicely around the font. I didn't want to recycle the black-on-white look of the first game, since I felt it was too generic. Instead, I wanted the windows to actually have some kind of color and detail to them. EDIT: Oh, and on a side note, some of the screen backgrounds are black. (I'll provide an example later) Having a black window background would just be too... black. :P ![]() Post by: DJ Omnimaga on November 16, 2007, 03:17:00 pm Post by: Zera on November 16, 2007, 03:35:00 pm ![]() White-on-black text wouldn't work. Post by: TIfanx1999 on November 16, 2007, 03:54:00 pm ![]() *edit*
Yea, this is what I thought too and that is why I like it on the status screen. It reminds me more of a console game. I dont think implementing user chosen background colors would be a good idea, it would take up unnessecary space and would be a pain to implement . Post by: DJ Omnimaga on November 16, 2007, 03:55:00 pm but of course the light gray looks cool too, it just may look flickery on the 84+ Post by: Zera on November 16, 2007, 05:48:00 pm ![]() I actually have space left over to implement other stuff, and even have a nice background behind the window. Post by: DJ Omnimaga on November 16, 2007, 06:05:00 pm Post by: Zera on November 16, 2007, 06:11:00 pm Post by: DJ Omnimaga on November 16, 2007, 06:30:00 pm I have a 83+SE and a 89t tho so it shouldnt matter much for me :P ![]() Post by: Halifax on November 16, 2007, 06:58:00 pm I would just feel really bad for 68k users because the only thing that is better that they may be getting is better grayscale. Gameplay and everything would be the same, which means the full power of the 68k wouldn't be used. :( ![]() Eh, as I said, grain of salt. ;) ![]() Post by: tr1p1ea on November 16, 2007, 11:57:00 pm Post by: JonimusPrime on November 17, 2007, 05:29:00 am Post by: Halifax on November 17, 2007, 06:59:00 am
I don't understand what you said? But basically I was saying on the 68k there could be more smoothscrolling, more enemies, more animations, a longer story, etc. But we wouldn't be able to do that, we would only just be extending the map view. Post by: DJ Omnimaga on November 17, 2007, 12:41:00 pm Post by: Liazon on November 17, 2007, 01:36:00 pm
the biggest limit unfortunately would be space. make it too big and it's no longer BE compatible. :( ![]() Post by: TIfanx1999 on November 18, 2007, 05:42:00 pm ![]() Post by: JonimusPrime on November 19, 2007, 02:17:00 am Post by: Halifax on November 19, 2007, 09:27:00 am Also if an 86 port is going to happen, we are only go to do it if it is a mutal agreement between all programmers. The main problem is that two seperate builds need to be maintained. Now unless Wabbit supports 86 executable linking, then I don't know, because that would make it easier. An 89 port also isn't out of the question since both Liazon, and I know how to use C and 68K assembly. The main problem with overhauling the game for 68K is that grendel is the designer, and that would force him to make the design calls, and quite possibly he doesn't have the time for that. Either way, let's stick with the current goal which is to satisfy grendel's need, and finish two great games for the TI-83+. :) ![]() EDIT: It appears wabbit does support 86 executable linking. (I will talk all this over with Liazon, and grendel) Post by: Liazon on November 19, 2007, 11:40:00 am Post by: Halifax on November 19, 2007, 11:52:00 am Post by: DJ Omnimaga on November 19, 2007, 05:20:00 pm Post by: Liazon on November 19, 2007, 06:00:00 pm speaking of which.... coding.... hopefully resuming at the usual pace after Dec 1... it's going to be a very busy thanksgiving for me :0wn3d: ![]() just had to use that smiley ^^ Post by: DJ Omnimaga on November 19, 2007, 07:07:00 pm ![]() Post by: Zera on November 19, 2007, 11:17:00 pm In the meantime, this is a completed version of the game's first dungeon: ![]() http://img519.imageshack.us/img519/805/image2lh7.png It bridges the player between the overworld and the substrata, which is a slightly smaller world with its own civilization. Of course, this means there are two whole worlds to explore. :) ![]() Post by: DJ Omnimaga on November 20, 2007, 07:58:00 am ![]() nice layout and sprites, I like it :) ![]() Post by: Zera on November 20, 2007, 10:45:00 am
Roughly nine; (one being optional) some are divided up into multiple levels. (usually 2 or 3, but some have 4 or 5) As for other maps, there are two worlds, 3 towns and a few miscellaneous areas that are only displayed during cut-scenes and events. I say it's a rough estimate because there are some dungeons you have to revisit due to previously blocked pathways, so in essence, some dungeons are technically just another part of a previous dungeon you've visited. Post by: Halifax on November 20, 2007, 02:01:00 pm ![]() @Liazon: I think I will do a bit of coding over thanksgiving because I will be doing nothing. I will keep the SVN updated with notes, or Issues updated with changes, etc. Post by: DJ Omnimaga on November 20, 2007, 05:52:00 pm
thats good, when there is lot of dungeons i prefer if there is variations in the game progress, not just finish a dungeon, walk one mile and finish another, over and over again. I like when you have to come back sometimes then, surprise :) ![]() Post by: Zera on November 20, 2007, 06:26:00 pm The game has one main dungeon, in a sense. Everything surrounding that dungeon is basically a quest to unlock the next floor of that dungeon so you can advance toward the final encounter. The dungeon itself stretches between both worlds, so it's quite long. You just do a bit of it here and there. There are also a few side areas I threw in. Completing one of them changes the entire ending, but isn't necessary to finish the game normally. Post by: Halifax on November 21, 2007, 09:08:00 am Post by: Liazon on November 22, 2007, 04:29:00 am Post by: Zera on November 22, 2007, 09:53:00 pm ![]() I did a mock-up to see how the dialogue window would actually appear in the middle of a scene. It still tends to cover up most of what's going on, but it's a bit better than the original. Post by: DJ Omnimaga on November 23, 2007, 03:52:00 am Also I would make that floor white or white with castle rocky feature Post by: Zera on November 23, 2007, 04:16:00 am Post by: Liazon on November 23, 2007, 11:53:00 am
i guess that'll depend on how the text stuff gets recoded. Post by: Zera on November 24, 2007, 12:23:00 am So, what is this problem I keep hearing about with grayscale flickering? Obviously, there is a lot of grayscale going on here: ![]() :P ![]() I guess we'll have to include a driver update along with the game, in case anyone attempts to play it on models with said problem. Otherwise, I would really HATE to tone the grayscale down just to compensate for hardware problems. Post by: DJ Omnimaga on November 24, 2007, 03:46:00 am For complex damage formulas (assuming decimals) you need to use floating points because with integers you can't have decimals if i remember, unless you do some calculations. Post by: Halifax on November 24, 2007, 01:18:00 pm Post by: DJ Omnimaga on November 24, 2007, 01:32:00 pm Btw are signed/unsigned long int and long long int possible in z80 ASM or is it just on 68k calcs? Post by: Halifax on November 24, 2007, 03:03:00 pm long int = 32 bits long long int = 64 bits And it is not the fact that decimals are slow, it is the fact that they take a lot of memory. Post by: DJ Omnimaga on November 24, 2007, 03:28:00 pm Post by: Halifax on November 24, 2007, 03:40:00 pm Post by: Liazon on November 24, 2007, 04:09:00 pm
you could probably get away with just using logical shifts (divisions by powers of two) since damage would probably get rounded/truncated anyways. like i mean, most of pokemon's damage formulas are a result of such bitwise manipulation anyways. they didn't put the truncation in there to mess with you, it's just kinda built into how bits and bytes work. that being said, that's still how they do them in the GB, GBC, GBA, and maybe even NDS generations, because it's not worth bothering w/ fp. besides the fact the new processors probably already have mult/div as instructions. Post by: Zera on November 27, 2007, 09:40:00 am ![]() So, I decided to touch-up the item icons a bit. Given the limited space, I wonder if these are decently legible. In order, they should appear as: - a sword - an axe - a bow - a staff - a shield - a helmet - a suit of armor - a ring - a potion - a key Post by: arglactable on November 27, 2007, 11:10:00 am Post by: Zera on November 27, 2007, 11:24:00 am ![]() Post by: dinhotheone on November 27, 2007, 12:48:00 pm Post by: Zera on November 27, 2007, 01:15:00 pm
Still working on those icons. :P ![]() EDIT: There would be little point in adding seperate icons for different accessories. There are maybe two pairs of gloves in the game, a pair of boots, several rings and then a couple of miscellaneous icons. Plus, it makes it more difficult to distinguish whether or not the item is an accessory, or something else. Better to have one icon associated with all accessories in that case. Post by: dinhotheone on November 27, 2007, 03:34:00 pm Post by: Zera on November 29, 2007, 01:51:00 am ![]() ![]() ![]() I think the status screen will have to end up being two pages. The first would display things like name, hit points and physical status, and then the second page would display ability scores. EDIT: Link wasn't broken -- ImageShack servers just aren't very reliable, and often go down for no apparent reason. Post by: trevmeister66 on November 29, 2007, 08:30:00 am EDIT: It works :) ![]() Post by: Liazon on November 29, 2007, 11:10:00 am Post by: MSR5 on November 29, 2007, 12:12:00 pm keep up the hard work Post by: Zera on November 29, 2007, 12:41:00 pm This is our protagonist, Maya: ![]() I REALLY tried to be surrealistic with the coloring. All the "messy" detail is on purpose. It's probably hit or miss, but I don't know... Post by: DJ Omnimaga on November 29, 2007, 01:08:00 pm Post by: Liazon on November 29, 2007, 02:31:00 pm Post by: Zera on December 10, 2007, 01:17:00 pm Second concern: should the tiles be arranged top-down or left-right? Third concern: should I use the transparency technique I proposed with the first game? (check the other thread) EDIT: Oh, it almost slipped my mind. Also, instead of having two seperate tiles for a character standing left or right, I only have one tile for them standing left. I figure to converse space, we can someone write instructions for the system to "flip" the tile when the character is facing right. (since there's essentially no difference between the two tiles anyway) Post by: dinhotheone on December 10, 2007, 02:02:00 pm 2)idk 3) see the other thread for an answer 4) yeah, thats a very good idea Post by: {AP} on December 10, 2007, 02:20:00 pm EDIT: Misread, you're in asm. Sorry 'bout that. Post by: Liazon on December 10, 2007, 03:05:00 pm 2.) doesn't matter, just be consistent, unless i misunderstand the question 3.)see the other thread. 4.) it depends. how many sprites actually have left and right? if it's just 1 like in the first game, then it's not worth it since the routine is probably larger than the extra sprite. can't recall how much big the routine is, but if it's all 20+ characters (or however many characters 98 is), it's probably a good idea. especially since it's gs. do you want me to work on both at the same time? they kinda have really big similarities. that being said, I'd kinda rather get LL1 done first. Post by: DJ Omnimaga on December 10, 2007, 04:33:00 pm ![]() Post by: Zera on December 10, 2007, 04:56:00 pm
A majority. There are only a few stationary sprites and objects. Most of them are main characters, townspersons, etc. QuoteBegin
Any character who moves. So that would be the main characters, townspersons, etc. Maybe 10 or so different characters, each having around 6 sprites a piece. QuoteBegin
So, this needs to be done in CalcGS? I can compile them any number of ways using something like iStudio. I would prefer to do something that is subject to compression, since we're dealing with a lot of data. QuoteBegin
Absolutely NOT. :P ![]() I'm just asking in advance so I can go ahead and get some things out of the way. That way, when we do get finished up with the first project, this one will hopefully be less of a task. Post by: tr1p1ea on December 11, 2007, 12:16:00 am Probably best to concerntrate on getting the first one done to appease all of your eager fans :) ![]() Post by: dinhotheone on December 11, 2007, 10:20:00 am ![]() Post by: Zera on December 22, 2007, 07:28:00 am
I need to clarify on something because it's going to cause confusion if I don't. I brought it up earlier in this thread, but I must have worded myself wrong. What I generally did with Lost Legends was complete everything in advance. I mean that literally. The entire project was finished before I even brought it up. With that said, my job there is done. There's absolutely nothing more I can do for the project aside from guiding Liazon and Halifax, who are tasked with putting it together. (I lack any proficiency in ASM) I'm basically taking the same approach with Lost Legends 2 -- everything will be ready in advance when the programmers are ready to take it on. I will not allow it to be developed until I have made all these resources available. So just to avoid any confusion, this is the general route of things: c1
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