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Messages - Zera
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226
« on: April 21, 2010, 03:02:03 pm »
Some ideas for the menu system... So far, I was thinking a pseudo-transparent window constructed of 4x4 pieces. The main font would be 8x8 - which is kind of large. There was no other way to practically display the number of colors I needed to make the font stand out, in lieu of having a pseudo-transparent window. This is all just a concept at this point. I would still need to add equipment icons and such to the font, and a sub-font to be displayed within window frame elements. (such as to indicate which menu you're in)
227
« on: April 21, 2010, 02:51:20 am »
I always liked the way I handled the inventory system in LL1. I more or less replicated what Final Fantasy Legend did: A character had a personal inventory that could hold any type of item. When you went into battle, your characters didn't actually have commands - they simply selected which item from their inventory they wanted to use. This meant you could just stack a ton of swords, staves, bows, and whatever else in your personal inventory and freely select which one you'll attack with during that particular round of combat. Armor was handled a bit differently, as it wasn't something you actually used - you could drop one piece or armor (of each type) in your inventory, and that would mean you always had some kind of defense bonus. Spells were handled in the inventory the same way as weapons - you would go buy a spell book, drop it in your inventory, and use it without any sort of MP cost. (every item had a finite number of uses, or "durability" of sorts) So, yeah... I really want to revisit that idea at some point. If this is something I end-up working on after Escheron, I'll definitely have a lot of fun with it. EDIT: Here's a map concept of Glendale using an incomplete tileset: The old map as a comparison:
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« on: April 21, 2010, 02:37:21 am »
This really isn't related to Escheron, but I didn't think it merited a thread all its own. I was kind of going over this idea earlier to give Lost Legends (1) a reboot. I don't know if Galandros is actively working on the game or not, but I figured the project was either in a permanent hiatus, or maybe he lost interest in it. Either way, it was just a random idea. I thought it might be interesting to try applying everything I've learned about game development up until this point, and produce the absolute most detail I can fit into 4-level grayscale. Suffice it to say, it's more detailed than Escheron is. It's not particularly robust, though. I mean, it's still just plain old 4-level grayscale. The tileset would barely be any larger than the original one used in LL, since there are only a few extra tiles for additional details. I also thought the original ideas were just really... amateur. If I ever returned to actively developing the game, I would want to do things right this time. Maybe if and when Escheron is finished, I can just recycle the game engine to produce this.
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« on: April 20, 2010, 10:34:44 pm »
I had to specify that I didn't own any consoles, but I do have a ton of games for NES and such. (emulation) I'm a really big fan of emulation, here.
lol, I only put 2 hours a week of gaming time. That's pretty bad. When I was younger, Gaming was about all I ever did.
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« on: April 19, 2010, 09:48:09 pm »
If you want a fourth option, consider charity. Something like Toys for Tots is pretty fun to do, too. You get to pick-out the toys you want to buy for the children. (although, some charities will have the children fill-out request cards so you can buy something more specific) If you go to places like Big Lots, Dollar General or other discount stores, you can get a ton of toys in bulk. Hell - you could go into Dollar General with a mere $20 and get so much stuff that the kid would think Christmas came early.
231
« on: April 18, 2010, 02:28:31 pm »
Went ahead and updated the first post so everyone knows the new download is on page 7.
Was the king's throne issue addressed, or is that going to be in another release? The other capturing mechanics seem accurate, though.
232
« on: April 17, 2010, 03:45:58 pm »
Yeah. Oh well I'll just do what I want I guess cuz I don't see why Zera would have such an issue with ads showing up for IE users unless he's a IE fanboy.
Not sure how you got that impression, considering I just slammed IE in my most recent post. I've been an avid Opera fanboy going on 2+ years now. Like Silver Shadow said, I just don't think it's fair to coerce users into switching their browsers. I mean, I'm sure a lot of people do use IE just because it's included with Windows; but I don't think they should necessarily be punished for it. I'm sure some people also prefer it for their own reasons. Just let people know that the site is not fully compatible with IE and let them make the decision for themselves. If they still complain about incompatibilities, then point them to the notice.
233
« on: April 17, 2010, 03:19:47 pm »
Doom's source was released in '97, I think; but it wasn't released for DOS. I think someone had to port it over and then release the modified source.
234
« on: April 17, 2010, 03:12:54 pm »
Acid3 uses some pretty obscure and questionable standards. 100% is really just a bragging right that has no substantial meaning, IMO. Although, it's unquestionable that IE just sucks at everything. If IE is experiencing major, site-breaking incompatibilities, I would just go ahead and redirect to an "Go upgrade!" page. I know it seems kind of rude, but there may be no other solution than to use a different browser. Alternatively, you could include a link that enables the user to view the site at their own discretion, bearing in mind that some elements might be broken. Edit: LOL, someone actually voted my respect down because of that previous post. Did I offend IE users?
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« on: April 17, 2010, 01:14:20 pm »
"Using another browser will allow you to browse Omnimaga with no ads!" I don't know if I would use this as a selling point. It's like you're coercing them to use another browser. Is there a reason why you want your viewers to switch? I mean, if the site is incompatible with IE, or something, then mention that.(i.e, "Site is best viewed with Firefox or Opera," or "Some site features not compatible with IE - go upgrade!")
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« on: April 16, 2010, 01:26:46 pm »
Super Mario Bros. I used a fascinating approach where patterns of blocks were defined and then levels were built using those patterns to save space. A lot of NES games took this approach - including Metroid. Every object in a level could only consist of some predefined pattern of elements, as opposed to a single element (block) by itself. A single room was often mapped to several locations, which accounts for a lot of the redundancy. A palette-swap and the appearance of different enemies and / or items gave the room some discernible difference from other rooms like it. This really must have saved some space, I imagine. If you think about rendering a level as hundreds of individual elements for each 16x16 block that makes up the ceiling, floor, platforms, etc. - it would reserve quite a lot of memory. Strictly defining entire patterns of elements as a single object would cut down on the number of objects significantly.
237
« on: April 15, 2010, 11:22:02 am »
If this were a user-per-user setting, it could save your bandwidth. i.e., require the user to enable the chat log in their account settings before it ever appears on the page. The fact that it appears in *every* board and thread probably isn't helping much, either.
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« on: April 15, 2010, 08:20:43 am »
If 12x12 is feasible, it will give you a lot of detail. 16x16 would be a more conventional step up from 8x8, and you could even use modified sprite-rips from other games for this purpose. 16x16 can make the screen look rather crammed, but it's fairly workable with RPGs:
239
« on: April 14, 2010, 11:56:22 pm »
I'm pretty sure it was created through reverse-engineering. I recall a utility being released a while back that could basically reverse-engineer the source code of NES games through a mostly automated process.
240
« on: April 14, 2010, 11:23:36 pm »
Relevant linkJust thought someone might be interested in this, possibly for reference or educational value. I know there have been a few Metroid-based projects for TI.
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