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Messages - Ranman
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466
« on: December 29, 2007, 09:46:00 am »
QuoteBegin-art_of_camelot+29 Dec, 2007, 13:18--> QUOTE (art_of_camelot @ 29 Dec, 2007, 13:18) | I have to say this looks absolutley AMAZING. |
Richard Garriott (aka Lord British) is the author of the Ultima series. Usually, if his name on a game it is a good indicator of the quality of the game. I wish I liked MMORPGs.
467
« on: December 29, 2007, 05:44:00 am »
Check it out... http://www.rgtr.comA redefinition of MMORPG. 'Nuff said :king:
468
« on: December 27, 2007, 03:53:00 am »
You may have to distribute a Game Maker DLL file with your game. I remember writing some Visual Basic programs where I had to do something similar.
Good luck!
469
« on: December 23, 2007, 04:07:00 am »
THE POST 13577773 I agree with grendel...
The reference table (Look-Up Table) is the best method for this. The tile number will be the index into the LUT. It is a simple implementation that will make it easy to add and modify tiles to the tileset. As grendel stated, you will not have to modify any maps if you decide to change the definition of a tile -- this will come in handy when you migrate to Lost Legend II.
Some will argue that this method uses more memory -- in some cases it will. But, the benefits outweigh the negatives.
470
« on: December 21, 2007, 05:29:00 pm »
Wow! O_O That looks awesome! :king:
471
« on: December 20, 2007, 12:23:00 pm »
THE POST 13574719 QuoteBegin-art_of_camelot+20 Dec, 2007, 16:32 --> QUOTE (art_of_camelot @ 20 Dec, 2007, 16:32) | Using a mask and then "ANDing" it then "XORing" the sprite essential displays transparency right? |
Yes... With this method you get transparency along with 4 level grayscale -- instead of just 3.
472
« on: December 20, 2007, 04:15:00 am »
THE POST 13574070 QuoteBegin-grendel+20 Dec, 2007, 9:50 --> QUOTE (grendel @ 20 Dec, 2007, 9:50) | Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency. |
Again... Transparency is not necessary -- according to triplea, you will lose a one shade of gray. Proper masking will do the exactly what you want to do AND use you get to keep all colors. You will only have to generate the mask for the one sprite. Edit - My mistake... Having a mask for every tile would require more memory. But for just one tile would be negligible. :oops: This post has been edited by Ranman on 20 Dec, 2007, 10:23
473
« on: December 20, 2007, 03:25:00 am »
THE POST 13573997 QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13 --> QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13) | Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray. |
With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.
Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.
474
« on: December 19, 2007, 05:09:00 pm »
THE POST 13573549 QuoteBegin-DJ Omnimaga+19 Dec, 2007, 22:56 --> QUOTE (DJ Omnimaga @ 19 Dec, 2007, 22:56) | i think the difficulty should be based on your level, but not too much. Make sure leveling up play a role still, kinda like in Final Fantasy 8 |
Yeah... That is what I think too; which is my reason for deviating from the original version. Hmmm... Leveling up? How do you do that if the king (Lord British) has been captured? I'm not telling. Lord British himself always performed the action of leveling up your characters in previous Ultimas.
475
« on: December 19, 2007, 04:22:00 pm »
THE POST 13573447 QuoteBegin-art_of_camelot+19 Dec, 2007, 21:56 --> QUOTE (art_of_camelot @ 19 Dec, 2007, 21:56) | I was wondering if you could run into such things like being locked out of town and not being able to get a room for the night. That could REALLY suck if you didnt have a sleeping bag and were low on health. The time based stuff remindes me of newer games like The Legend of Zelda ; Ocarina of time where you cant enter/leave town at night because they lock the gates. (unless you warp out of that area). I thinking keeping the difficulty based on the parties' current level will be fine. Is it based on the parties' average level, or the main character's level? |
You can always sleep in someone else's bed, but don't be surprised if you get thrown out when they find you sleeping in it. My current plan is to keep difficulty based on the main character's level.
476
« on: December 19, 2007, 03:49:00 pm »
Not really my style of music, but you are very talented necro!
477
« on: December 19, 2007, 03:35:00 pm »
THE POST 13573374 QuoteBegin-Liazon+19 Dec, 2007, 17:06 --> QUOTE (Liazon @ 19 Dec, 2007, 17:06) | so use your time wisely ^^
that's really cool. |
Yep... If you enter a town at night, most of the NPCs will be sleeping. So you may not be able to talk to any of them until morning. Also, some towns have unlockable gates (called portcullises). If you don't leave in time you will locked in until morning -- and vice versa. QuoteBegin-DJ Omnimaga+19 Dec, 2007, 17:42 --> QUOTE (DJ Omnimaga @ 19 Dec, 2007, 17:42) | idk if it was asked before but is there a time limit to beat the game? |
The original Ultima V kept a total move count. The level of difficulty increases based on the total number of moves. So, if you sucked at playing the game, you could have a really low level player attempting to beat the big daddies. :knight: My current plans for my version is to keep the game difficulty level based upon your current level. Does that sound reasonable?
478
« on: December 19, 2007, 06:58:00 am »
THE POST 13572650 QuoteBegin-art_of_camelot+19 Dec, 2007, 12:35 --> QUOTE (art_of_camelot @ 19 Dec, 2007, 12:35) | So how does the flow of time work in this game anyways? You said that their is day and night and that time flows, but at what rate? I assume it is not real time so I was wondering how long it takes for a full day to pass in game time. |
On a world map, each move is equivalent to about 4 minutes. On all other maps, each move is equivalent to 1 minute. The sun begins to rise around 5am and begins to set at 7pm. During the evening hours, your visibilty will be limited. Also, you will see the twin moons. Pay attention to the phases of each moon -- as this is what determines the destinations of the moongates (teleporters).
479
« on: December 18, 2007, 05:42:00 pm »
THE POST 13571843 A few new things are now working... - Food is eaten by every party member at 6am & 6pm. - If you run out of food, your party will lose HPs (slowly starve to death). - If you walk through the desert lands, players will eat food and water at a doubled rate. - If you step in the noxious swamp lands, players could get poisoned. - If you are poisoned, you will continue to lose HP every move until your player is cured. Players can be cured by the Healing shops, spells, scrolls, and potions. - If you step on fire or lava tiles, you will lose HPs. But don't be scared to do this... you just might find something interesting. - Sleeping players will now eventually wake up. - If you attempt to navigate rough seas in something other than a frigate, then your party will lose HPs. - If you attempt to navigate shallow water with a frigate, then the frigate will lose HPs. If the frigate's HP reaches 0, then the ship will sink and the entire party will die. - If you are attacked at sea, you will not be able to flee... it will be a fight to the death. - If you are victorious in combat with a pirate ship, then you will be the new owner of the pirate ship. This post has been edited by Ranman on 18 Dec, 2007, 23:43
480
« on: December 18, 2007, 04:18:00 pm »
allynfolksjr, your Avatar is crippling my laptop. 1532x1980 pixels is HUGE! O_O
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