Author Topic: Lost Legends II  (Read 55296 times)

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Liazon

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Lost Legends II
« Reply #105 on: November 17, 2007, 01:36:00 pm »
QuoteBegin-tr1p1ea+17 Nov, 2007, 5:57-->
QUOTE (tr1p1ea @ 17 Nov, 2007, 5:57)
Im not sure gameplay would ever be limited to the system as far as this game is concerned. Rarely are RPG's full of massive on-screen action etc. It should fare quite well on the z80 calcs.  

 the biggest limit unfortunately would be space.  make it too big and it's no longer BE compatible. :(sad.gif

Offline TIfanx1999

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Lost Legends II
« Reply #106 on: November 18, 2007, 05:42:00 pm »
An 86 port should be fairly easy... 68k would be a bit different. Perhaps taking on an 89 exclusive project could be on your "to do" list after LL1 and LL2 are completed. Instead of just doing a port you could do something that takes full advantage of the res and hardware. :)smile.gif Just a thought anyways.

Offline JonimusPrime

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Lost Legends II
« Reply #107 on: November 19, 2007, 02:17:00 am »
Does anyone here besides me know any 86 z80 asm? Not that I've done anything for it.

"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown

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Offline Halifax

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« Reply #108 on: November 19, 2007, 09:27:00 am »
If you know 83+ z80 assembly then you know 86 z80 assembly. Are you perhaps asking if anyone knows how to use the 86 TI-OS API, or the 86 hardware setup?

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+.
:)smile.gif

EDIT: It appears wabbit does support 86 executable linking. (I will talk all this over with Liazon, and grendel)
There are 10 types of people in this world-- those that can read binary, and those that can't.

Liazon

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Lost Legends II
« Reply #109 on: November 19, 2007, 11:40:00 am »
sure ports sound good, though the current tileset doesn't take advantage of the bigger resolution on 68ks.

Offline Halifax

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« Reply #110 on: November 19, 2007, 11:52:00 am »
Yeah that was mainly the problem that I was addressing. It may be possible though, only if grendel is up for it.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline DJ Omnimaga

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Lost Legends II
« Reply #111 on: November 19, 2007, 05:20:00 pm »
please make it 83+ series only, then when the 2 (3?) games are done port them to othe rmodels

Liazon

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Lost Legends II
« Reply #112 on: November 19, 2007, 06:00:00 pm »
well, it could be ongoing development for all both calc families, provided there are enough programmers.

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:morons.gif

just had to use that smiley ^^

Offline DJ Omnimaga

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Lost Legends II
« Reply #113 on: November 19, 2007, 07:07:00 pm »
;.; sorry to hear I hope you have fun though ;)wink.gif

Offline Zera

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« Reply #114 on: November 19, 2007, 11:17:00 pm »
Meh. I'll just stick to 83 / 84, as originally planned. I'm more used to this platform.

In the meantime, this is a completed version of the game's first dungeon:

user posted image

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. :)smile.gif

Offline DJ Omnimaga

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« Reply #115 on: November 20, 2007, 07:58:00 am »
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?

Offline Zera

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« Reply #116 on: November 20, 2007, 10:45:00 am »
QuoteBegin-DJ Omnimaga+20 Nov, 2007, 13:58-->
QUOTE (DJ Omnimaga @ 20 Nov, 2007, 13:58)
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?  

 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.

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« Reply #117 on: November 20, 2007, 02:01:00 pm »
Wow, that picture is amazing. o.oblink.gif Keep up the good work grendel.

@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.
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Offline DJ Omnimaga

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« Reply #118 on: November 20, 2007, 05:52:00 pm »
QuoteBegin-grendel+20 Nov, 2007, 16:45-->
QUOTE (grendel @ 20 Nov, 2007, 16:45)
QuoteBegin-DJ Omnimaga+20 Nov, 2007, 13:58-->
QUOTE (DJ Omnimaga @ 20 Nov, 2007, 13:58)
O_Oshocked2.gif


nice layout and sprites, I like it :)smile.gif , do you have an estimation of how many dungeons and towns there is in this game?

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.  

 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 :)smile.gif

Offline Zera

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« Reply #119 on: November 20, 2007, 06:26:00 pm »
I really took Ranman's suggestions to heart with the map design. Although dungeons usually have a few extra paths and dead-ends that branch out of the way, (to prevent too much linearity) I've also added optional entrances to certain dungeons, and included various hidden pathways / shortcuts to link two or more worlds / dungeons together. At times, you'll have the choice of using a (hidden) shortcut densely packed with powerful monsters to reach your destination more quickly, or you can take the normal, longer route as the game intended. So it kind of depends on your playing style -- if you like to power-level and rush through the rest of the game, you can do that by taking the shortcuts. If you just want to play for fun and see all the pretty sights along the way, then no problem. The shortcuts would otherwise be too difficult for a normal level party.

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.