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Messages - Ranman
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1336
« on: September 23, 2005, 04:49:00 am »
QuoteBegin-Kevin+23 September 2005, 8:18 --> QUOTE (Kevin @ 23 September 2005, 8:18) | oh nice, is there a forum somewhere or somehting? |
Here are a couple of websites specifically for Ultima remakes: Ultima: Aiera http://aiera.timeimmortal.net/Ultima: The Reconstruction http://reconstruction.voyd.net/There are others, but they have a lot of spoilers :ph43r: THE POST
1337
« on: September 22, 2005, 02:21:00 am »
I believe I have all of the files laid out and with my best estimation the Ultima V memory requirements will be the following: - about 150Kb of RAM free >D (I originally it was going to be 176Kb) - about 200Kb of FLASH to store the game Not too bad considering the original game required used over 1Mb of disk space. That was unheard of in the late 80's #####################################QuoteBegin-Kevin+22 September 2005, 8:12 --> QUOTE (Kevin @ 22 September 2005, 8:12) | nice (actually I think its always a good idea to stay with the old tiles and converting them instead of making better ones for nostalgia purposes ) |
I agree! BTW: I have finally informed the Ultima community of my project :ph43r: This post has been edited by Kevin on 23 Sep, 2005, 8:19 THE POST
1338
« on: September 21, 2005, 04:44:00 pm »
QuoteBegin-Kevin+20 September 2005, 9:04 --> QUOTE (Kevin @ 20 September 2005, 9:04) | sound nice, I think this game is more complex than FF, of course the graphics arent as great since it was made back in the '80s but its still nice |
On the graphics... I decided to stay with the "Classic" Ultima style of tiles. Of course the tileset is a file all by itself, so if someone felt like redrawing all 512 tiles with a FF style... they could simply replace my tileset with their own. Any one interested? On another note.... Quick update: - More tiles implemented. Now when your character or an NPC is over an up or a down ladder, their tile changes to an actual "climb down" or "climb up" tile. Cool B) - Boarding and exiting frigates, skiffs, and horses is now working. This post has been edited by David Randall on 22 Sep, 2005, 8:09 THE POST
1339
« on: September 20, 2005, 02:14:00 am »
QuoteBegin-arti+19 September 2005, 15:59 --> QUOTE (arti @ 19 September 2005, 15:59) | Try http://www.dosgamesarchive.com - it's all 100% legal.
I can't wait for Ultima5 to come out on the 68k's - meanwhile I'll search the net for a 'rum' |
Thanks Arti... Yep, drink some rum and then have an uncontrollable character for 20 turns or so. That was fun Quick update: I implemented some new tiles (sprites). Now when your character or an NPC is over a chair or bed, their tile changes to an actual "sit down" or "lay down" tile. THE POST
1340
« on: September 19, 2005, 12:38:00 am »
My next goal is to get the "Board" and "Exit" mode of transportation commands working. Ultima V has the following modes of transportation: - Horses (to move faster on the ground) - Skiffs (for rivers and shallow coastal waters) - Frigates (for deep oceans) - and a mystery item :x This post has been edited by David Randall on 19 Sep, 2005, 6:44 THE POST
1341
« on: September 18, 2005, 06:32:00 pm »
QuoteBegin-VahnRPG+13 September 2005, 10:19--> QUOTE (VahnRPG @ 13 September 2005, 10:19) | However, I decided that for now I'll worry more about getting the maps made and go from there than tie myself down to a particular method. Just makes more sense that way, doesn't it |
I agree... Code first and optimize later
1342
« on: September 18, 2005, 03:50:00 pm »
1343
« on: September 17, 2005, 03:04:00 pm »
Good to see you programming again B)
1344
« on: September 17, 2005, 11:34:00 am »
QuoteBegin-CDI+17 September 2005, 11:13-->
1345
« on: September 17, 2005, 02:15:00 am »
Mario in BASIC... Now that is pretty cool.
1346
« on: September 17, 2005, 02:04:00 am »
QuoteBegin-Kevin+17 September 2005, 7:46 --> QUOTE (Kevin @ 17 September 2005, 7:46) | eew 184 tiles to go? O_O I hope you'll be able to keep up with them , btw in the Ultima V game was there shops that are only open at night? |
I honestly cannot remember, but I don't think so.
Shops open and close based on the schedule of the merchant (NPC) that runs the shop. It is not the same for every shop or between towns.
Prices are also different between different shops. You may find yourself looking for the best deal! You can also sell items to make some money.
THE POST
1347
« on: September 16, 2005, 08:12:00 pm »
QuoteBegin-Mic+16 September 2005, 15:10 --> QUOTE (Mic @ 16 September 2005, 15:10) | New screens ?? The game is progressing ??
Release date ? |
Ultima V is progressing very nicely. I have been working alot of internal data stuff such as weapon and armor definitions. And implementing the Save Game data into the program. Oh... and 16 more tiles are complete; only 184 to go. My next goal is to implement the "Push" object, "Jimmy" (unlock) doors, and "Open" doors commands working. These commands alter (or overlay) the current tile map. When these are done, I will upload some updated screenshots As for a release date... I think Summer 2006 :ph43r: THE POST
1348
« on: September 13, 2005, 01:51:00 pm »
I have had the same thoughts with Ultima V. I have so much done; however, there is still soooo much more to do It can be a little overwhelming at times. Believe me, I know. Hang in there. Are you stuck somewhere? Let us know... I am sure everyone here at Omnimaga would be more than happy to help THE POST
1349
« on: September 13, 2005, 01:22:00 am »
Do not let this project die O_O It is imperative that you continue! All of us (programmers) hit road blocks at times. We must encourage, provide ideas, and help our fellow programmer whenever we can. This will help get over those road blocks. THE POST
1350
« on: September 13, 2005, 12:21:00 am »
You could do both Have each chapter as a separate file. Let the user decide how many he/she wants to load on to the calc. If they only want one chapter, when they finish it they will have to wait. This allows them to load other programs as well. If they have lots of memory, they could load every chapter. Your RPG would have to search for existing files... not too hard
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