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Messages - Ranman

Pages: 1 ... 34 35 [36] 37 38 ... 92
526
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 08, 2007, 01:34:00 pm »
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 18:22-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 18:22)
@Ranman sorry for the misunderstanding, I was just worried cuz you seemed to have a quite negative attitude toward Lost legends since the beginning (negative comments about maps especially) and I was afraid you were kinda jealous because the tiles looked better than Ultima V or
527
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 08, 2007, 04:20:00 am »
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 10:13-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13)
THat's what they do at Square Enix. When they developped Final Fantasy 10, they were alerady developping Final Fantasy 12 and there was even images of Final Fantasy 13 around.

One big difference... they are getting paid a good salary. ;)wink.gif

QuoteBegin-DJ Omnimaga+8 Nov, 2007, 10:13
-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 10:13)
I was feeling good this morning until I read your posts in this thread...

Sorry... You missed my point again. I don't want to see Liazon or Hallifax lose interest. If they lost interest in helping, would Lost Legends 1 come to fruition? :???:confus.gif

528
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 08, 2007, 04:04:00 am »
QuoteBegin-DJ Omnimaga+8 Nov, 2007, 9:11-->
QUOTE (DJ Omnimaga @ 8 Nov, 2007, 9:11)
Imo the first one is pretty good looking too, plus the ones who are coding it doesn't have as much ASM experience as you do (you started in 1998, right?, not to mention on c64 way back before?) so they may want to start with something smaller first to see if they could do the second. From what I seen Lost Legends 1 deservers a feature on ticalc.org when it's released  

 You missed my point...

Halifax and Liazon are both very competent. I have no question regarding their programming abilities. But... If you are depending on someone to write a program, you have to keep them around to write the program.

You need to keep your programmers happy. ;)wink.gif Else, you will lose them. o.oblink.gif

529
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 08, 2007, 01:39:00 am »
Just an observation... take it for what it is worth.

I hope that the interest surrounding Lost Legends 2 doesn't steal from the excitement of the first. Why would a group of volunteers offering their valuable time and efforts want to continue with the first Lost Legends, when the second one seems so much better?

530
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 07, 2007, 04:11:00 pm »
QuoteBegin-grendel+7 Nov, 2007, 22:07-->
QUOTE (grendel @ 7 Nov, 2007, 22:07)
These are only samples I threw together. (I was too lazy to span them out much) I haven't started on the actual maps yet.  

 Ahhh... okay... that makes sense.

Keep up the good work!

531
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 07, 2007, 03:55:00 pm »
QuoteBegin-grendel+7 Nov, 2007, 17:44-->
QUOTE (grendel @ 7 Nov, 2007, 17:44)
No more tiny, linear paths and Zelda-style scrolling. :)smile.gif

The maps still look as if you are being led down a specified path without much room for choice.

The graphics are awesome! :thumbup:google.gif

532
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 03:49:00 pm »

 THE POST 13512146
QuoteBegin-Halifax+7 Nov, 2007, 19:44
-->
QUOTE (Halifax @ 7 Nov, 2007, 19:44)
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

 I believe the GIF patent has expired.  :Ptongue.gif


533
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 11:25:00 am »

 THE POST 13511778
QuoteBegin-Lachprog+7 Nov, 2007, 17:21
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QUOTE (Lachprog @ 7 Nov, 2007, 17:21)
This is getting more and more awesome every day! :bow:worship.gif

That's really good, what kind of compression are you useing?

Thanks Lachprog! :)smile.gif

I use TTPack from the TTTools suite -- I believe it uses the LZW compression algorithm.  


534
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 08:35:00 am »

 THE POST 13511510
QuoteBegin-DJ Omnimaga+7 Nov, 2007, 14:31
-->
QUOTE (DJ Omnimaga @ 7 Nov, 2007, 14:31)
You should add color  

:evil:evillaugh.gif

I thought about it. -.-blah.gif

:rofl:rotfl.gif


535
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 05:09:00 am »

 THE POST 13511218
QuoteBegin-tifreak8x+7 Nov, 2007, 10:30
-->
QUOTE (tifreak8x @ 7 Nov, 2007, 10:30)
Can you make it so we can light one of the characters on fire? That way, that would make for quite the torch for a while...  

 Well... that is already implemented. Just throw some flaming oil or cast a spell to produce some light or a wall of fire. Flaming oil, walls of fire, and lava will all burn the character standing on them. ;)wink.gif

Any tile that is designated as FIRE or LIGHT tile (lava, torch, wall of fire, fireplace, stoves, campfire, lamps, candles, etc.) will emit radiant light as well. ;)wink.gif


536
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 03:43:00 am »

 THE POST 13511074
The Ultima V Command List has been updated:

The Ultima V Screenshots page has been updated.


The light is getting brighter at the end of the tunnel.  :)smile.gif


537
TI 68K / Ultima V: General Discussion
« on: November 07, 2007, 01:24:00 am »

 THE POST 13510874
QuoteBegin-DJ Omnimaga+7 Nov, 2007, 3:25
-->
QUOTE (DJ Omnimaga @ 7 Nov, 2007, 3:25)
is that the entire calc map shrinked down to 1/8? o.oblink.gif This seems even bigger than my RPG Maker 2003 game called MCOG o.oblink.gif (altough my game had two world maps)  

 It is the entire Britannia map shrunk down to 1/16. Ultima V has 2 world maps and they are both 256x256 tiles each. However, the other world map is 100% underground and so it is pitch black all the time -- you better have lots of torches. ;)wink.gif


256 x 256 = 64Kb
64Kb x 2 maps = 128Kb  o.oblink.gif

But each map compresses nicely to about 12Kb.  O_Oshocked2.gif



538
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 09:14:00 pm »

 THE POST 13510714
QuoteBegin-DJ Omnimaga+7 Nov, 2007, 3:03
-->
QUOTE (DJ Omnimaga @ 7 Nov, 2007, 3:03)
Nice :Dbiggrin.gif This means u get a ship to access further maps, right?

Yep... Especially considering the world map is about 50% water, it makes getting a frigate a high priority. ;)wink.gif

user posted image

This post has been edited by Ranman on 7 Nov, 2007, 3:16


539
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 08:36:00 pm »

 THE POST 13510688
QuoteBegin-DJ Omnimaga+7 Nov, 2007, 2:31
-->
QUOTE (DJ Omnimaga @ 7 Nov, 2007, 2:31)
Pirates? o.oblink.gif

 You can purchase frigates at one of the local shipwrights.

But yes... there are pirates too. If you beat the pirates in combat, you can commandeer their frigate. :)smile.gif


540
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 08:02:00 pm »

 THE POST 13510676
Aye matey.

Frigates comes stock with cannons and they pack a powerful punch to thy unsuspecting enemies. One must remember, cannons may only be fired from the broadside of the vessel. B)cool.gif

user posted image


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