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Messages - Halifax

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121
Pokémon Purple / [PP] Progress, Starting in '07
« on: November 13, 2007, 09:38:00 am »

 THE POST 13520750
Yay, I hope you find the solution. :/confused.gif


122
News / New Lost Legends II screenshots
« on: November 13, 2007, 09:33:00 am »
Wow...

*Halifax

123
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: November 13, 2007, 09:18:00 am »

 THE POST 13520704
QuoteBegin-Liazon+12 Nov, 2007, 19:30
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QUOTE (Liazon @ 12 Nov, 2007, 19:30)
QuoteBegin-Spikeman+12 Nov, 2007, 6:37-->
QUOTE (Spikeman @ 12 Nov, 2007, 6:37)
Ah okay, I was under the understanding that many bcalls and such were not allowed. In short, it's not as hard as I thought. I'm anxious to start working on something, where should I start?

ya, we've been constantly updating and keeping in touch using googlecode and the SVN, so you could probably look there and here for any updates.

atm, Halifax and I are finalizing the text standard.  From what Jim e told me, using bcalls for text is generally bad in gs because interrupts are disabled (so no GS interrupt running).  I've tested it w/ my temporary appSafePuts routine, and it isn't as bad as he says.  However, it only comes in dark gray, since only one layer of gs is affected by the bcall.  Designing it from scratch looked like a good idea since the text is aligned 8x8 sprites, and we have the flexibility of 3 colors of text, as well as invisible text lol.

We've been laying some ground work for the most part.  When I get a chance, I'll organize all the map based events into categories, and we can probably discuss how to implement it in code.

For now, I'd just say check the SVN and the googlecode page, and get familiar with the code we've been working on now.  Probably get used to how to use RGP and graymapper, though it wasn't documented too well.

I suggest you get wabbitspasm, or SPASM and wabbitsign separately from revsoft.  We'll be using those instead of TASM and devpac8x.  We'll also be using wabbitemu for emulation, and I think that's already been included in the SVN.  

I think that's it for now.  Thanks so far :)smile.gif

 Also to expand on that, make sure you document anything, and everything that can be documented so other programmers can jump right in. Try to keep code clean.

Explain disabilites in your code, ideas on implementations, what needs to be done still, etc.

Also try to structure things in a nice fashion so things aren't strewn all over the place, and this will generally lead to a cleaner, well-produced, and easily expandable codebase.

P.S. I always communicate through issues in the googlecode project, and I check them 3-4 times in a day daily.  


124
ASM / Programs for arranging custom fonts
« on: November 09, 2007, 05:23:00 pm »
Yeah that is because sprites *can't* be that small. Certain routines like masking etc. are used to display them. You can always just do the 4x5 font in the upper-left corner.

125
Escheron: Shadow over Ragnoth / Lost Legends II
« 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

126
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 09, 2007, 12:52:00 am »
Umm well really it doesn't matter what size you do. 5x5, and 4x4 would both be implemented the same way basically, aside from a few things.

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.

127
Other Calc-Related Projects and Ideas / Wrath of god/zeus
« on: November 08, 2007, 02:16:00 pm »
I think it is mostly due to the lack of graphical artists that are available at hand, and all the time. This seems like the main reason that gs games are not made.

128
TI 68K / Ultima V: General Discussion
« on: November 08, 2007, 02:15:00 pm »

 THE POST 13513562
Oh really, Yay!  


129
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: November 08, 2007, 02:13:00 pm »

 THE POST 13513560
I agree with Liazon. I like to have a direct connection with developers on projects such as these so things can be done, essentially, fast!

I think a good team setup would be, 3-4 programmers, 3-4 optimizers, and you as a graphics artist. :Ptongue.gif

@grendel: Also, don't get discouraged since people aren't joining the development team. It is just that this project is so huge that it may be intimidating to some, or they just simply don't have the time.

This post has been edited by Halifax on 8 Nov, 2007, 20:14


130
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 08, 2007, 02:10:00 pm »
Liazon: After I talk it over a little more in-depth this weekend with you, I may decide to write a new routine. But my main concern would be the speed of development.

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. ;)wink.gif No joke.

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 :/confused.gif)

131
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 01:44:00 pm »

 THE POST 13511984
Yeah LZW is great for grayscale, and b/w compression especially. And also just about anything.

Although there are some variations of LZW that are better, like the one used with GIFs and PNGs, but the GIF LZW compression technique is copyrighted, and you could get a fine for implementing it. ;)wink.gif


132
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 07, 2007, 01:40:00 pm »
Yeah, I am looking to get together a group of artists and programmers for DS programming.

133
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: November 07, 2007, 09:10:00 am »

 THE POST 13511575
Okay, I will have to talk to your in-depth this weekend a little more, in a more personal way. (mIRC, AIM, etc.)

I agree with the giving tasks to separate programmers as that will provide most beneficial.  


134
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 07, 2007, 09:10:00 am »
Yeah, I would stick around for this game too.

Quick question: Can you do color sprites??

135
Other Calc-Related Projects and Ideas / Wrath of god/zeus
« on: November 07, 2007, 09:07:00 am »
Yeah, I'm cool with the name too. I just didn't want people to be offended by it. Really it is your choice though.

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