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Messages - FinaleTI
Pages: 1 ... 68 69 [70] 71 72 ... 126
1036
« on: November 23, 2010, 08:11:15 pm »
Like where you have the checker board pattern have a two-pixel space for the part of the water animation, and move the checker board pattern up two pixels, so it's kinda like the water foaming around the characters.
1037
« on: November 23, 2010, 08:08:01 pm »
1038
« on: November 23, 2010, 08:05:06 pm »
Well, unfortunately, because of the way my engine works, it has to be the last 4 pixels. Perhaps you could move that checker-board up 2 pixels, then have the other space be for the flowing water, and the checker-boarding be the water breaking around the character? If it still looks bad, I might be able to find a workaround...
1039
« on: November 23, 2010, 07:58:13 pm »
ahh... wait, how does Alteria exist without the Creator creating it?
The Creator was the guardian figure created after the First War, which is going on during Sky's Story. He was called the Creator, because he ushered Alteria into an age of peace, which he created. He was also given control over Creation when the Great Beings who formed Alteria and the Universe sealed themselves away. The two Great Beings, the First Light and the First Dark, created Alteria, but they were thrown into a great war for reasons unknown. Sky calmed them, stopping the First War, and causing the Great Beings to see what they had done. Because of this, the Star element was created to balance Light and Dark, and control of these 3 elements as well as the power of Creation was entrusted to a pure soul on Alteria. Afterward, the Great Beings disappeared for some time, leaving the Creator to govern Alteria. This is explained in the prologue I posted in the Nostalgia thread.
1040
« on: November 23, 2010, 06:08:10 pm »
Wow! I take it this isn't gonna be using Nostalgia's concept of switching between ASCII and sprites? Nevertheless, that is amazing.
Nope, because this is back in the beginning when Alteria was whole. There aren't aren't multiple dimensions yet. The Creator doesn't even exist yet.
1041
« on: November 23, 2010, 05:56:05 pm »
This is awesome. You have to put this on ticalc.
1042
« on: November 23, 2010, 05:25:15 pm »
Looks good! As for the character sprites, I'm using Deep Thought's Aria sprites, and for Roland I'm using yunhua's up and down sprites and nemo's left and right. I slightly modifed yunhua's down sprite by making the eyes one pixel taller. So yeah, the page 1 sprites with some modification.
1043
« on: November 23, 2010, 05:08:30 pm »
Battle Mockup. Since this will be short, you won't need to level all the way to 99. You'll probably max out somewhere around 15-20. Max HP: 255 Max MP/AP: 15 Max Stats: 64.
1044
« on: November 23, 2010, 05:05:10 pm »
8x8, monochrome. Kinda in the perspective of the water FF1-3 is what I was thinking.
1045
« on: November 23, 2010, 03:48:47 pm »
1046
« on: November 23, 2010, 01:26:35 pm »
That looks awesome!
But why do all of the characters have the same face?
It's because I used Charas, and that's one of the few expressions I've found that I really like. I might as well post some more project details here: There won't be any shops in the game. Towns were divided into the two factions, and no one will sell to those who are neutral, meaning Sky and his party. Instead, healing items are obtained through battle and at certain places. For example, when you beat an enemy, you might receive a Meat, which would restore so much health. Or, if you stopped at an oasis, you could find Water, which would restore so many MP. Your equipment is the same the whole game, but you can level up your skills. Sky, Kurai and Hikari all know magic. Sky can learn Holy Levels 1-3 and Dark Levels 1-3; Kurai can learn Dark Levels 1-4; Hikari can learn Holy Levels 1-4. Kain can't use magic, but he can learn more skills than anyone else.
1047
« on: November 23, 2010, 01:20:23 pm »
Wow that looks really great and fast for BASIC+libs
I never got more than 4 fps with 3 level gs on a 84+, about 2-3 with 4 level. Good job so far.
One thing I notice, though, is that when the char goes out of the map, it shows up above the HUD.
I'm trying to figure out how to fix. I tried one way, but made the thing way more flickery. I have another idea, though... And I still have to do collision. But that's what the mini-map is for, because pxl-Test() is probably one of the fastest methods of collision checking in BASIC.
1048
« on: November 23, 2010, 11:43:10 am »
Yeah, it is kinda small. I'm thinking of changing it from 8x7 to 8x8 and removing the area line at the bottom, but I'm not sure because it flickers more on-calc, and I'm not sure how that would affect it. The screen shot makes it flicker less, but the levels of grey are still quite distinct on-calc.
1049
« on: November 23, 2010, 11:26:11 am »
And now for some Prism Power DCS BASIC might!
1050
« on: November 22, 2010, 10:06:20 pm »
wow, you'd have to do an ASHBAD (excuse the example. )to get that done in a week.
RPGs get 2 weeks if I'm not mistaken.
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