Author Topic: Yeux Morts: Dying Eyes in French!  (Read 9345 times)

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Offline SpiroH

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Re: Yeux Morts: Dying Eyes in French!
« Reply #15 on: March 12, 2013, 10:30:06 am »
Quote from: DJ_O
This version isn't 100% complete, but only the in-game menu still needs to be translated so it should be fully playable by non-English-speaking people anyway.
Very nice!
Quote
The project resurfaced last Summer when Chickendude offered his help. I posted the French text and he posted a French version of the game. ...
Cough cough.., Excuse me, isn't Chikendude a she-wolf? Apparently she doesn't seem that bothered? Oh well... ;)

Offline DJ Omnimaga

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Re: Yeux Morts: Dying Eyes in French!
« Reply #16 on: March 12, 2013, 02:21:02 pm »
Oh right that :P. I'll also have to edit the news because the not 100% complete thing isn't true anymore :P (the menu was translated). Another thing is maybe the in-game credits should say Translated by DJ and Chickendude, since all I did was translate the text, not insert it back in  the game/compiling it.

EDIT Link to french version added to the original Omni upload and I also added the French version to TI-Planet http://tiplanet.org/forum/archives_voir.php?id=11654
« Last Edit: March 13, 2013, 12:50:30 am by DJ_O »

Offline chickendude

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Re: Yeux Morts: Dying Eyes in French!
« Reply #17 on: April 09, 2013, 11:15:46 am »
Ah just saw this. Cool, thanks DJ. And no need to add my name, all i did was assemble it anyway :)
Cough cough.., Excuse me, isn't Chikendude a she-wolf? Apparently she doesn't seem that bothered? Oh well... ;)
;)

Offline DJ Omnimaga

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Re: Yeux Morts: Dying Eyes in French!
« Reply #18 on: April 09, 2013, 11:05:37 pm »
That reminds me, I wonder if people would like if Joltima was translated in English? I know some newer people don't like it,  but the overworld graphics were much better than Dying Eyes.

Also someone really need to start an ASM, Axe or Grammer grayscale remake of Dying eyes. The same battle chars could be kept, but maps could use more 3D-esque sprites and battles could have a background image or something.

Offline TIfanx1999

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Re: Yeux Morts: Dying Eyes in French!
« Reply #19 on: April 10, 2013, 01:10:55 am »
Joltima is in English. I believe that is the authors primary language. Unless I'm misunderstanding you.

Offline chickendude

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Re: Yeux Morts: Dying Eyes in French!
« Reply #20 on: April 10, 2013, 07:43:17 am »
I have an RPG engine that could probably handle Dying Eyes pretty well. It's not grayscale, but it's smooth scrolling and has better support for things like menus. If someone wants to help with sprites (in .bmp format would be best), we could probably get a fun playable version out relatively quickly.

Also, i thought Joltima already was in English? I don't remember having any trouble reading it, at least. Personally, i like Joltima better than Dying Eyes, though i think both are amazing.

Offline DJ Omnimaga

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Re: Yeux Morts: Dying Eyes in French!
« Reply #21 on: April 10, 2013, 01:58:12 pm »
That looks very nice :D. By the way if that is under the works did you plan to post about this new game on the forums in the future? :)

But yeah this would probably work well, even with no grayscale. Plus the magic animations/attacks are already done well, so that doesn't have to be changed, same for battle menus. Just adding a background might be needed.

As for Joltima sorry I meant in French. There is currently no French version. I'm unsure if the source is included, though, so it might require a disassembler.

Offline TIfanx1999

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Re: Yeux Morts: Dying Eyes in French!
« Reply #22 on: April 10, 2013, 02:33:55 pm »
Yea, that's what I figured you must have meant(about Joltima).

Offline DJ Omnimaga

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Re: Yeux Morts: Dying Eyes in French!
« Reply #23 on: April 10, 2013, 05:28:15 pm »
To avoid redoing all dungeon maps, I think the best thing would be to use Zelda style perspective. However IIRC towns uses dungeon tiles so maybe some tile changes are in order too.

Offline chickendude

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Re: Yeux Morts: Dying Eyes in French!
« Reply #24 on: April 11, 2013, 01:42:49 am »
It would be nice to give thegame a bit of a touch-up instead of reusing the graphics, besides this engine is a bit more robust and allows for things like animated tiles, masked tiles, etc. I started making a copy of the overworld map but as you can see it's not finished yet. If someone else wants to work on things like maps and tiles/sprites, i can work on the coding side of it. Otherwise, it's just going to be another side project for now until i clear up a couple more projects. It'd be a nice test to see what my RPG engine is capable of, though, especially since all the hard stuff is already done (maps, sprites, story) and all it is is plugging in data. The overworld map is only 8 sprites, and 4 of those are towns/caves ;)

EDIT: i also don't know why, but i haven't been able to access Omnimaga the past few days, i've had to use a proxy to get here. Oh, and Joltima has the source to the 1.31 version: http://www.ticalc.org/archives/files/fileinfo/76/7671.html but none of the others were released with source. I'm not really sure how much of a difference there is between that version and the final 1.9 version. The readme says "larger enemies and smaller size". I don't imagine the text changed between versions.

EDIT2: It seems dwedit disassembled/ported Joltima to the 73 (and other calcs), maybe they've still got the source? (http://maxcoderz.org/forum/viewtopic.php?f=1&t=296&start=30)
« Last Edit: April 11, 2013, 02:02:34 am by chickendude »

Offline DJ Omnimaga

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Re: Yeux Morts: Dying Eyes in French!
« Reply #25 on: June 09, 2013, 03:25:30 am »
Joltima is in English. I believe that is the authors primary language. Unless I'm misunderstanding you.
Er just noticed my mistake. I meant French lol.

By the way, the French version was uploaded to ticalc.org now (with me and you listed as porters).

It would be nice to give thegame a bit of a touch-up instead of reusing the graphics, besides this engine is a bit more robust and allows for things like animated tiles, masked tiles, etc. I started making a copy of the overworld map but as you can see it's not finished yet. If someone else wants to work on things like maps and tiles/sprites, i can work on the coding side of it. Otherwise, it's just going to be another side project for now until i clear up a couple more projects. It'd be a nice test to see what my RPG engine is capable of, though, especially since all the hard stuff is already done (maps, sprites, story) and all it is is plugging in data. The overworld map is only 8 sprites, and 4 of those are towns/caves ;)

EDIT: i also don't know why, but i haven't been able to access Omnimaga the past few days, i've had to use a proxy to get here. Oh, and Joltima has the source to the 1.31 version: http://www.ticalc.org/archives/files/fileinfo/76/7671.html but none of the others were released with source. I'm not really sure how much of a difference there is between that version and the final 1.9 version. The readme says "larger enemies and smaller size". I don't imagine the text changed between versions.

EDIT2: It seems dwedit disassembled/ported Joltima to the 73 (and other calcs), maybe they've still got the source? (http://maxcoderz.org/forum/viewtopic.php?f=1&t=296&start=30)
Yeah, although to stay true to the original, I think some graphics should be kept, but enhanced, or at least if new graphics are used they should look similar, especially if we changed the character sprites.

If I did any graphic, however, since I'm not very good at making such large tiles/sprites, I would probably just recycle art from past games I made or possibly rip RPG Maker 2003 graphics. I would obviously leave character/enemy spriting for someone else.

As for not being able to access Omni, I wouldn't be surprised if it was blocked in China, since it's very known and some other calc sites are already blocked there anyway. Nice to see Joltima has the source available. Too bad it's not for the 83+ though.

By the way, a TI-84 Plus C Silver Edition port of Joltima and Dying eyes with NES/SNES-like sprites would be nice. Joltima would have to use 160x240 resolution on the overworld, though, to keep scrolling around 8 FPS like the original, especially considering there's a field of view effect to implement like in Rogue-like games.
« Last Edit: June 09, 2013, 03:30:44 am by DJ Omnimaga »