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Messages - Sorunome
Pages: 1 ... 463 464 [465] 466 467 ... 591
6961
« on: December 21, 2012, 04:29:35 pm »
Also the difference with the new tiles and 3 tiles from Reuben 2 (some examples)
Mhmm, IMO the round corners fo the watter look better, maybe i'd need both and use some at some places and some at other places...
6962
« on: December 21, 2012, 04:26:20 pm »
Sounds nice! Do you have any screenies so far?
6963
« on: December 21, 2012, 04:25:46 pm »
Or just some hex
6964
« on: December 21, 2012, 04:23:31 pm »
Wow, nice level! I'm just amazed at the graphics...
6965
« on: December 21, 2012, 12:09:08 am »
In the original games, there were some annoyances that would be nice to see fixed indeed in this new version:
-In most calc RPGs, including the entire Illusiat and Reuben series, to talk to NPCs or interact with stuff, you must walk towards it, with no need to press the action key. However, in Reuben Quest, this makes it particularly annoying to walk around on maps with lots of water, as this makes Reuben fill his bottle with water (or let you select one to fill). Since there aren't extreme speed concerns like the original game, I think you should be fine making it so you have to press 2nd to interact with stuff.
I'll do that you interact with objects by facing 'em and hitting 2nd, i already kinda implimented that.
Read...  -In the original games, if you destroy rocks/plants or push blocks around, their position resets after battles. This was due to extreme RAM shortage that forced me to delete the entire map data during battles. You could possibly fix that too.
Will do -Due to limited space in my sprite sheet (back then, xLIB only let you use 83 tiles at once and only Pic0 could be used), this forced me to not do any proper masking for mountain borders surrounding darker tiles such as trees and water, along with other tiles. This results in some maps looking weird. You could possibly add the extra following tiles to the game and fix those borders? The first ones are mainly for Reuben 1, while the 2nd row is for Reuben 2.
Will do if somebody will make me sprites..... EDIT: I should learn to read too, i just spotted the sprites >.>
6966
« on: December 20, 2012, 11:49:37 pm »
Or the ruben quest remake * Sorunome runs
6967
« on: December 20, 2012, 11:06:11 pm »
For using full use the token 'Full' to enable full speed mode and to return a value for a subroutine, just have the last line of it be like A+B and then you can do MYFUNC()+3->VARIABLE
And IIRC there is already such a thing - for without peephole-optimizations hit ZOOM instead of ENTER when compiling
6968
« on: December 20, 2012, 09:32:24 pm »
We're also not being paid for it,
And big projects tend to lose interest, so there isn't even the money interest anymore...
6969
« on: December 20, 2012, 09:23:33 pm »
According to the readme: L₁: 768 bytes (saveSScreen) Volatility: LOW L₂: 531 bytes (statVars) Volatility: LOW (Some shells, including MirageOS, use this for mostly non-vital storage)
6970
« on: December 20, 2012, 09:22:09 pm »
That would require somebody being in charge of the hole project and all other just following his orders. We didn't manage that yet.
6971
« on: December 20, 2012, 09:19:51 pm »
Or it only needs me to have a messy code........ * Sorunome runs
6972
« on: December 20, 2012, 09:17:46 pm »
What would happen if we worked as a community?
It'll die Look at Omni-RPG
6973
« on: December 20, 2012, 09:16:50 pm »
Ok, so I added now these 8x9 character images with walking etc. and i added more maps and added a delay so that it isn't over-fast. I'll do that you interact with objects by facing 'em and hitting 2nd, i already kinda implimented that. I would do a screenie, but every time i send the source to wabbitemu it says 'invalid file format', same with the compiled app  EDIT: Oh, and i could do with my current engine rather easily up to 8*16 characters, with the background being correctly afterwards.
6974
« on: December 20, 2012, 09:15:10 pm »
Or we can just develop our own calc.
Many already started, none finished
6975
« on: December 20, 2012, 09:13:03 pm »
yeah, i recall xeda making something that allowed you to store variables on different ram pages that are normally not reachable
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