Author Topic: Lost Legends II  (Read 55277 times)

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Offline Zera

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Lost Legends II
« Reply #60 on: November 09, 2007, 03:03:00 pm »
QuoteBegin-Liazon+9 Nov, 2007, 20:56-->
QUOTE (Liazon @ 9 Nov, 2007, 20:56)
when you asked about 5x5 font, is that because of 89s and their slightly messed up 160x100?

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.

Offline DJ Omnimaga

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Lost Legends II
« Reply #61 on: November 09, 2007, 04:42:00 pm »
cool I will check :)smile.gif

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Lost Legends II
« Reply #62 on: November 09, 2007, 05:06:00 pm »
QuoteBegin-grendel+9 Nov, 2007, 21:03-->
QUOTE (grendel @ 9 Nov, 2007, 21:03)
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.  

 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.

Offline trevmeister66

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« Reply #63 on: November 09, 2007, 05:19:00 pm »
QUOTE

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.

Don't let that thinking hinder the first game.. I still want a great game to play while i wait for the second one :Ptongue.gif
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Offline Halifax

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Lost Legends II
« Reply #64 on: November 09, 2007, 05:20:00 pm »
I agree with Liazon full force. Just come up with the ideas, and the programmers can deal with the limitations. Believe me, we will tell you if it is too outlandish. ;)wink.gif
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Offline Zera

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« Reply #65 on: November 09, 2007, 05:55:00 pm »
The completed, converted tileset is 32 KB alone. :Ptongue.gif

Offline DJ Omnimaga

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« Reply #66 on: November 09, 2007, 07:02:00 pm »
O_Oshocked2.gif

Offline Zera

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« Reply #67 on: November 09, 2007, 07:19:00 pm »
Alright, here's the final revision of my font: (

Offline DJ Omnimaga

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Lost Legends II
« Reply #68 on: November 10, 2007, 03:31:00 am »
I love them, except the 3 may be a bit hard to read

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« Reply #69 on: November 10, 2007, 03:46:00 am »
pretty nice.

Offline Zera

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« Reply #70 on: November 10, 2007, 12:17:00 pm »
So, I've tallied up the graphics...

 - 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? :Ptongue.gif

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Lost Legends II
« Reply #71 on: November 10, 2007, 12:30:00 pm »
QuoteBegin-grendel+10 Nov, 2007, 18:17-->
QUOTE (grendel @ 10 Nov, 2007, 18:17)
- 14 4-level grayscale 72x32 bitmaps (enemy sprites)  

 I hope you mean 32x32 ^^

Offline Zera

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« Reply #72 on: November 10, 2007, 12:40:00 pm »
Nope. 72x32. :Ptongue.gif

Offline DJ Omnimaga

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« Reply #73 on: November 10, 2007, 01:30:00 pm »
O_Oshocked2.gif this is a lot  

Offline trevmeister66

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« Reply #74 on: November 10, 2007, 04:04:00 pm »
Yeah it is, but it sure is worth it :)smile.gif
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