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Messages - Ranman

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541
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 06:20:00 am »

 THE POST 13509507
QuoteBegin-JFISH+6 Nov, 2007, 11:52
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QUOTE (JFISH @ 6 Nov, 2007, 11:52)
heeey! ranman! how ya been? man ur project rocks... as usual AHA.

:thumbup:google.gif

Good to hear from you again JFISH and thank you! :)smile.gif

How is FATE progressing? Have you been taking a little bit of a break from programming? I know that taking an occasional break helps keep my sanity. :Dbiggrin.gif

This post has been edited by Ranman on 6 Nov, 2007, 20:39


542
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 05:50:00 am »

 THE POST 13509455
QuoteBegin-DJ Omnimaga+6 Nov, 2007, 11:29
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QUOTE (DJ Omnimaga @ 6 Nov, 2007, 11:29)
are they different when you go at a specific location on the world map too? Like forest monsters will be stronger to the north than the forest monsters to the south?  

 It is more terrain specific rather than location specific.

But yes... depending on the type of terrain, you could have a greater chance of seeing a stronger monster. ;)wink.gif


543
TI 68K / Ultima V: General Discussion
« on: November 06, 2007, 02:51:00 am »

 THE POST 13509138
The random enemy generator is now working 100%.

Enemies get generated based on the following criteria:

- Avatar's level (the higher the level, the harder the enemies)
- Current world (some enemies only lurk in the Underworld, etc.)
- Terrain type (some enemies live in water, some in the marshes, etc.)  


544
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 05, 2007, 07:56:00 pm »
With so much extra white space between each line of text, I would suggest moving to a more legible 4x5 font.

4x4 fonts should only be used when absolutely necessary.

545
TI 68K / Doom89!
« on: November 05, 2007, 05:14:00 pm »
Great work AaroneusTheGreat! :thumbup:google.gif

546
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: November 05, 2007, 02:15:00 pm »

 THE POST 13508546
This project looks very promising.  :thumbup:google.gif


My only dislike is that the maps seem to lead the player down a specified path.

This post has been edited by Ranman on 5 Nov, 2007, 20:22


547
TI 68K / Ultima V: General Discussion
« on: November 04, 2007, 10:43:00 am »

 THE POST 13506367
Well... with the exception of adding a little bit of detail, all of the magic spells, potions, and scrolls are now implemented.  


548
TI Z80 / Gradius
« on: November 04, 2007, 10:26:00 am »
 O_Oshocked2.gif

Those are amazing sprites!  :thumbup:google.gif

549
TI 68K / Ultima V: General Discussion
« on: November 04, 2007, 10:17:00 am »

 THE POST 13506333
QuoteBegin-Liazon+2 Nov, 2007, 22:16
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QUOTE (Liazon @ 2 Nov, 2007, 22:16)
o.oblink.gif reminds me of the D&D list and schools of magic.

I hope that is a good thing. ;)wink.gif

550
Miscellaneous / Hello and goodbye
« on: November 02, 2007, 12:38:00 pm »
Good to hear from you again!  :)smile.gif

Enjoy your trip! :)smile.gif

551
TI 68K / Ultima V: General Discussion
« on: November 02, 2007, 11:48:00 am »

 THE POST 13503315
QuoteBegin-Liazon+2 Nov, 2007, 16:39
-->
QUOTE (Liazon @ 2 Nov, 2007, 16:39)
woot!! keep it up!  are the majority of spells summons, or are there other cool ones?  

 Here's the details:


The following information is provided as "in box" documentation. I copied it from the Ultima Onlina Archive and reformatted it for this forum.


The Languages of Magic in Ultima V

Some aspects of magical lore have become fairly well known. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years. These are all the components of any magic spell yet unknown; but they are little help -- and extremely dangerous -- without knowledge of how to combine them into the phrases that make meaningful incantations.

Following is a list of these powerful syllables, approximations of their meanings.

Syllable  Idea
--------  ---------
  An ..... negate
  Bet .... small
  Corp ... death
  Des .... down
  Ex ..... freedom
  Flam ... flame
  Grav ... energy
  Hur .... wind
  In ..... create
  Kal .... invoke
  Lor .... light
  Mani ... life
  Nox .... poison
  Por .... movement
  Quas ... illusion
  Rel .... change
  Sanct .. protection
  Tym .... time
  Uus .... up
  Vas .... great
  Wis .... knowledge
  Xen .... creature
  Ylem ... matter
  Zu ..... sleep


The Mixtures of Magic

Reagents are herbs needed for the preparation of magical mixtures. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagents and the general areas of proficiency they affect (in parentheses).

Black Pearl (Projection)-- A rare version of the standard white pearl, a black pearl is a forceful reagent in the creation of kinesthetic magic, that is, projecting objects.

Blood Moss (Movement)-- Fungal growth usually found in deep forests and warm, damp areas; especially favored as a reagent for its ability to enhance mobility.

Garlic (Warding)-- Ubiquitous and strong-scented reagent, used effectively in warding off evil spirits.

Ginseng (Healing)-- Ancient reagent used extensively in healing.

Mandrake Root (Power)-- Very rare and usually expensive magical herb growing only in swampy areas, mandrake root is said to bring great power to magic that uses it.

Nightshade (poison, Illusion)-- Rare, poisonous plant that appears only when the moons are in a certain conjunction. Those who learn its whereabouts and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions.

Spider Silk (Binding)-- The magical product of the garden spider and its relatives has no peer in its ability to bind. As a reagent mixed for magic, spider silk magnifies its binding power many times over.

Sulphurous Ash (Energy)-- Common material left by volcanic action, ash is an excellent source of energy in magical mixtures.


The Spells

Spells diverge greatly in term of difficulty, and, correspondingly, in terms of danger to the caster. After years of observation, and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be in the first circle.

Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty.

On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list. Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results.

Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat, others feed on the energies present in the battle arena.

Full descriptions of each spell's nature, use and effects follow. In the following chart, dng./com. signifies that the spell works in both dungeons and combat.Chart of Spells


Key: SPELL -- EFFECT -- TIME -- REAGENTS



1st Circle

- An Nox ............ cure poison ....... anytime .... ginseng, garlic
- An Zu ............. awaken ............ combat ..... ginseng, garlic
- Grav Por .......... magic missile ..... combat ..... ash, pearl
- In Lor ............ light ............. noncombat .. ash
- Mani .............. heal .............. anytime .... ginseng, silk

2nd Circle

- An Sanct .......... unlock ............ anytime .... ash, moss
- An Xen Corp ....... repel undead ...... combat ..... garlic, ash
- In Wis ............ locate ............ noncombat .. nightshade, silk, pearl
- Kal Xen ........... call animal ....... combat ..... silk, mandrake
- Rel Hur ........... wind change ....... noncombat .. ash, moss

3rd Circle

- In Flam Grav ...... wall of fire ...... dng/com .... pearl, ash, silk
- In Nox Grav ....... wall of poison .... dng/com .... nightshade, silk, pearl
- In Por ............ blink (teleport) .. anytime .... silk, moss
- In Zu Grav ........ wall of sleep ..... dng/com .... ginseng, silk, pearl
- Vas Flam .......... ball of flames .... combat ..... ash, pearl
- Vas Lor ........... great light ....... noncombat .. ash, mandrake

4th Circle

- An Grav ........... dispell field ..... anytime .... pearl, ash
- Des Por ........... downward move ..... dungeon .... moss, silk
- In Sanct .......... protection ........ anytime .... ash, ginseng, garlic
- In Sanct Grav ..... protect field ..... dng/com .... mandrake, silk, pearl
- Uus Por ........... upward move ....... dungeon .... moss, silk
- Wis Quas .......... reveal ............ combat ..... silk, nightshade

5th Circle

- An Ex Por ......... magic lock ........ anytime .... ash, moss, garlic
- In Bet Xen ........ insect swarm ...... combat ..... moss, silk, ash
- In Ex Por ......... magic unlock ...... anytime .... ash, moss
- In Zu ............. sleep ............. combat ..... ginseng, nightshade, silk
- Rel Tym ........... quickness ......... combat ..... ash, mandrake, moss
- Vas Mani .......... great heal ........ noncombat .. ginseng, silk, mandrake

6th Circle

- An Xen Ex ......... charm ............. combat ..... pearl, nightshade, silk
- In An ............. negate magic ...... anytime .... garlic, mandrake, ash
- In Vas Por Ylem ... tremor ............ combat ..... moss, ash, mandrake
- Quas An Wis ....... confuse ........... combat ..... mandrake, nightshade
- Wis An Ylem ....... xray .............. noncombat .. mandrake, ash

7th Circle

- In Nox Hur ........ poison wind ....... combat ..... nightshade, ash, moss
- In Quas Corp ...... fear .............. combat ..... nightshade, mandrake, garlic
- In Quas Wis ....... peer .............. noncombat .. nightshade, mandrake
- In Quas Xen ....... clone ............. combat ..... ash, silk, moss, ginseng, nightshade, mandrake
- Sanct Lor ......... invisibility ...... combat ..... mandrake, nightshade, moss
- Xen Corp .......... kill .............. combat ..... pearl, nightshade

8th Circle

- An Tym ............ time stop ......... anytime .... mandrake, garlic, moss
- In Flam Hur ....... flame wind ........ combat ..... ash, moss, mandrake
- In Mani Corp ...... resurrect ......... noncombat .. garlic, ginseng, silk, ash, moss, mandrake
- In Vas Grav Corp .. cone of energy .... combat ..... mandrake, nightshade, ash
- Kal Xen Corp ...... summon ............ combat ..... mandrake, garlic, moss, silk
- Vas Rel Por ....... gate travel ....... noncombat .. ash, pearl, mandrake



There are also 3 undocumented spells that you can find by talking to NPCs during the game.  


552
TI 68K / Ultima V: General Discussion
« on: November 02, 2007, 10:56:00 am »

 THE POST 13503233
42 out of 48 spells complete! :)smile.gif


553
TI 68K / Ultima V: General Discussion
« on: November 02, 2007, 03:24:00 am »

 THE POST 13502690
QuoteBegin-grendel+2 Nov, 2007, 8:16
-->
QUOTE (grendel @ 2 Nov, 2007, 8:16)
I've never heard of using odd resolutions like 11x11 pixels for sprites. (I wasn't sure it was even technically possible until now)  

 Yep...

Custom tile mapper and sprite drawing routine as well.  


554
TI 68K / Ultima V: General Discussion
« on: November 02, 2007, 02:58:00 am »

 THE POST 13502636
QuoteBegin-grendel+2 Nov, 2007, 7:11
-->
QUOTE (grendel @ 2 Nov, 2007, 7:11)
This project looks quite promising. The attention of detail is surprisingly good, considering you're using 8x8 sprites. If I had one complaint, it would be the font used in the 89 screenshots. When you look at the 89 and 92 versions side-by-side, the 89 version feels deprived simply because the 92 version has such a great font.

As far as Ultima is concerned, I've always liked the NES port of Ultima III: Exodus. It has more of a fantasy-RPG feel than other games in the series. Might be cool to do a TI port of this version someday. (actually, that may be my next project)


Thanks for the feedback grendel! :)smile.gif

The sprites (or tiles) are all 11x11 viewable pixels. Their true physical size is 16x11 pixels.

I created 3 custom fixed width fonts for Ultima V:
- 4x6 Small
- 6x8 Ultima style
- 6x8 Runic alphabet

I use the Small font in the menus on both 89 & 92 versions. I also use it on the 89 version status windows (right side of screen). I had to do this in order to display the required amount of information. ;)wink.gif

I use the Ultima style font in the NPC talk window on both 89 & 92 versions. I also use it on the 92 status windows (right side of screen). I did this because I had enough room to use the prettier font. ;)wink.gif

I use the Runic alphabet font in all signs and in some NPC conversations on both 89 & 92 versions.  :)smile.gif

I love Ultima III as well. However, I love the overall detail (story, graphics, and realism) of Ultima V much more.  


555
News / Metroid III: Azimut announced
« on: October 31, 2007, 04:36:00 pm »
QuoteBegin-DJ Omnimaga+31 Oct, 2007, 19:11-->
QUOTE (DJ Omnimaga @ 31 Oct, 2007, 19:11)
It seems from the replies nobody even clicked the download link...  

Ranman clicks the download link...

o.oblink.gifO_Oshocked2.gif:Xscotch.gif:rofl:rotfl.gif


Totally had me fooled!  :bow:worship.gif:king:king2.gif

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