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Messages - Zera

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361
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 19, 2010, 03:20:01 pm »
I will probably have to add it back to the status screen, somehow. I'm trying to figure out how to get more space.

362
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 19, 2010, 12:31:41 pm »


Working on arranging the status screen. Had to omit max HP / MP display to extend the right window for additional details. The icons next to the portrait represent poison and energy-drain status inflicted on the character. Other effects would not need to be indicated on this screen. (paralysis, in fact, would prevent the player from even checking status) The heart and decanter icons represent HP and MP, respectively. This allows me an extra 8x8 px of space, as opposed to using actual HP / MP text strings. MOVE and ACT represent the character's movement range during his turn in battle, and his initiative. (at what priority he gets to take a turn)

Working on my Shakespeare, as well. :P

363
Other Calculators / Re: [Concept] Quarterly Community Magazine
« on: March 17, 2010, 03:40:08 pm »
I would only suggest having one editor. If you have several people checking the same documents for spelling and punctuation, they're going to impose different "corrections" on top of one another, and possibly cause conflict.

I have no clue what International English spelling conventions are. Care to elaborate, please?

American and British English

Based on your usage of "whilst" and "amongst," being chiefly British. (as opposed to the American "while" and "among")

364
Other Calculators / Re: [Concept] Quarterly Community Magazine
« on: March 17, 2010, 03:36:56 am »
If you need any additional editing, I can help.

I am curious what the target audience is. It crossed my mind because you are either outside of the U.S., or you write using International English spelling conventions for some other reason. I'm familiar with both U.S. and International standards, so it doesn't matter which one you prefer to enforce. If you want to reach a broader audience, (i.e., maybe TI communities outside of the U.S.) then International standard might make sense. More people who learn English as a second language would be familiar with International spelling; and Omnimaga.org has always been something of an abroad site.

365
Miscellaneous / Re: Capitalization in titles
« on: March 17, 2010, 12:41:49 am »
Quote
http://cemetech.net/forum/viewtopic.php?t=3676

According to their... "style" of grammar, a semicolon should be used to serve every miscellaneous, punctuational linkage between similar clauses.

Damn them for neglecting my precious em-dashes. Damn them to Hell! >:(

(Okay - I'm not that dramatic over grammar. :P )

366
Miscellaneous / Re: Capitalization in titles
« on: March 16, 2010, 07:37:59 pm »
I also use some of my own capitalization rules. These are because of quirks I've discovered with official grammar along the way, inspiring me to use my own conventions for aesthetic reasons.

Although verbs are normally capitalized, I don't capitalize "is." This is mainly because "is" is two letters, and looks really awkward when capitalized in the middle of a sentence. I don't lower-case other indicative verbs; such as "am," "are," "were," etc. Other people adopt this convention, as well. (possibly because of confusion about official capitalization rules)

I don't capitalize the second word of phrasal verbs. (i.e., "Flared-up") I think (but I'm not certain) that you're supposed to capitalize the second word, but I find it looks awkward. To me, it also makes more sense that phrasal words be treated as a single word.

I don't capitalize "it," as it's really not as important as a proper noun. It's also another case of not capitalizing words that only consist of two letters, for appearing awkward.

In German titles, I follow standard German grammar: Capitalize all nouns. Most everything else is lower-cased. (i.e., "Heut' ist mein Tag" - "This is my Day") With titles in most any other language, I follow English capitalization rules. Seems like most other languages don't have official capitalization standards. With languages that use suffixed particles, I separate them from their preceeding word with dashes, and always lower-case them. (i.e., "Wasure-na Kusa" - "Forget-Me-Not") There is an exception to particles that directly link words; such as possessive markers. (i.e., "Genji-no-Kabuto" - "Helmet of Genji" / "Genji's Helmet")

Yes - grammar is that important to me. I might lose sleep over it. :P

367
Miscellaneous / Re: The Origin of Evil
« on: March 16, 2010, 01:49:43 pm »
Quantum randomness implies that true determinism at the very least isn't completely correct, thus allowing free will to exist.

Quantum randomness would indeed mean some kind of randomness exists, but how does randomness within microscopic physics relate to the existence of free will in the first place? Is this an implication that free will is driven by random factors? If that is the case, then there is no defined agency of direct control - every decision occurs at random, deterministically, or a combination of both factors. (Compatibalism) The fact would still remain that a person cannot be responsible for his or her actions without having direct influence over those actions. How is this control defined, and where does it come from?

The belief that this kind of personal responsibility exists at all only warps the psychology of the individual, who might feel incompetent because of behavior they are unable to change; such as hard-wired criminal behavior, or destructive behavior stemming from physical and emotional abuse. Why do alcoholics continue to frequent AA meetings and transgress? Why can't some pedophiles overcome their sexual attractions toward children? If these people could make decisions merely by direct control over their cognitive processes, then they wouldn't have to rely on deterministic sciences such as medicine and psychiatry to help them pursue these changes.

I don't condone Fatalism, for that matter; but adopting either extreme would be detrimental. I accept that there are factors of my life I probably can't change, but I also accept that external influences and new knowledge may, causally, enable me to do so one day. To me, this is still not a choice - I was either predestined to arrive at this change, or I wasn't.

368
Miscellaneous / Re: The Origin of Evil
« on: March 16, 2010, 01:15:17 am »
Quote
Unlike you, I do believe in some kind of free will

I'm not sure what quantum phenomena has to do with free will. My thoughts on the subject are that our understanding of quantum physics is still in its stages of infancy. I believe there is still some underlying causal force involved, regardless of whether we are currently able to observe it or not.

Either way, the existence of probabilities (within quantum physics) does not relate in any way to our understanding of the human mind. How are you correlating the two? Even if probabilities existed, we cannot then assume the same can be applied to human psychology, as well. It may be easier to maintain the illusion of free will, in that we often to refer to our actions as choices, and assume personal responsibility therein; but behind the scenes, we're being lead down an inexorable path that remains beyond our direct control.

Quote
Suppose I see my own future, and in it I'm a used car salesman. Certainly I can act on that knowledge; with my supposed future in mind, let's say I fight against it and become a farmer. There, future changed. But my question is this: is there a future that I could see that I couldn't break away from? It's hard to imagine such a future. And if indeed no such future exists, then I believe that this proves that free will does in fact exist.

Prescience would, in itself, be a causal force. If you had the foresight to reasonably know of future outcomes, (or possibly understand them from some probability) then you would adjust your actions and behaviors accordingly.

What you're describing is possibly a predestination paradox, which logically can never happen. That's similar to a scenario where someone travels back in time, warns their former self of an event, and therefore changes the timeline completely. If you succeeded in changing the timeline, then your future self never could have been compelled to travel back in time by the prior causal influences you have just undermined - therefore, the desire to time-travel never entered into your mind in the first place.

Occurance A causally leads to result B
Result B reverses causal influence to nullify occurance A
Therefore, result B is also self-nullifying
Therefore, neither occurance A nor result B existed to begin with
If result B never existed, then result B never could have nullified occurance A, thus never leading to its own self-nullification
Ad infinum

369
Miscellaneous / The Origin of Evil
« on: March 15, 2010, 10:37:31 am »
This is something of a random discourse. If walls of text aren't really your thing, then I'm sure this will bore you to tears.

First off, this isn't intended to elicit sympathy or serve as my emotional blog, nor to cause offense to anyone or their particular system of belief. I wanted to approach this from a philosophical perspective, because it's something that inspires many of my creative works. Before I get into the heart of the subject, I want to elaborate on a few finer details about my perspective on a few things...

I do not consider myself at all religious. I was raised by a religious family within a religious environment, and abandoned those beliefs when I was a teenager. I consider myself a man of science. I try to reason in accordance with the scientific method, and through the use of critical reasoning skills. I have an analytical nature, so I have a need to examine details under a cold and stringent scope. This often leads me to reject most common conclusions and ideas, and either adopt no position on some subject or matter due to my own lack of knowledge, or to study it until I feel satisfied enough with what I've learned to form a conclusion. I tend not to think in emotional terms most of the time. It's difficult for me to approach things from intuition or feeling. I have to find some logical process in it.

One notion I have rejected is that of free will. I don't believe that individuals can solely govern their own choices and actions. This level of freedom would completely defy logic, as is implies itself to be independent of causal influence. i.e., I don't eat because I choose to eat - I eat because I am hungry. Hunger is the causal influence driving my decision-making process. Were it not for the need to consume food in order to survive, the thought of consumption would never enter into my mind as a random desire. As such, I equally believe that people cannot be held responsible for their actions - whether morally, legally, philosophically, or however else. Each action is driven by some influence, or accumulation thereof.

If the world were duplicated, and the circumstances of your life were repeated in this duplicate world in perfect detail, how would the choices in your life between worlds A and B compare? Would and could your duplicate self make different choices in lieu of every circumstance and detail being the same? I don't believe so. Perhaps that implies some random logic. Even in technology, there is no such thing as computational randomness. The generation of a "random" integer depends on a formula, as well as existing conditions. The outcome can be determined by examining those conditions, and how their influence does, in fact, create a predetermined outcome. For all intent and purpose, there is the illusion of having generated a random value.

When you examine behavioral psychology, you see equally influential patterns. For instance: There are clear causes of mental illness, whether environmental or chemical. Understanding the patterns behind these illnesses is necessary in order to treat them. When you examine criminal psychology, these patterns are more or less the same. There is a history of mental illness; depression, schizophrenia; childhood abuse, etc. We can often, accurately, conclude that these are the catalysts that drive people to criminal behavior; yet we also uphold the notion of personal responsibility for one's actions within the appeal to justice. In the U.S., we even go as far as to enforce capital punishment for particularly heinous crimes.

This brings me to the origin of "evil." Evil is often defined as the intention to bring harm to others, either as a means of personal gratification, or for one's own lack of moral and empathic cohesion. Some people might also define evil as anything that does not adhere to their own values or beliefs. "Evil" is, naturally, relative to one's perspective and opinion. Throughout my life, I have dealt with many people whom I would consider "evil," but I do not believe in evil in the classical sense of moral absolutes, or black-and-white extremes.

As a child, both of my parents were physically and emotionally abusive. For the longest time, I did not understand why. At first, I always assured myself that it wasn't my fault, and both of them were simply evil and misguided people. Later on in life, I struggled to maintain my confidence and self-esteem in light of bullying throughout school years. I developed a severe mistrust of other people, leading me to the belief that all human life was without value or purpose. I spent years in withdrawal, because I felt certain that other people would try to harm me if didn't maintain a certain distance from them. There was a time when anger, regret, shame and frustration had consummated into such a powerful force that I could have been compelled to harm other people without any remorse for my actions. I often had violent thought about mutilation, torture and suicide. I was completely imprisoned by these emotions, and incapable of acting competently.

The only thing that spared me from spiraling further into depression was, in fact, my analytical nature. At some point, I had a gradual revelation about moral absolutes, and relativism. I slowly abandoned every belief and conception I had about my life, human nature and the totality of existence in general. I came to believe that this life was void of any distinct purpose, and that nothing any person has done or expressed possessed any concrete value. For a time, it was depressing; but the emptiness gradually became a liberation from all oppressive emotion - like a black hole, drawing everything into its event horizon. The emotions and perceptions that hindered me in everyday aspects of life slowly wore-off, as I no longer believed in the values I once placed in everyday things. For instance: It was difficult for me to pursue a project or an interest, for fear of failure and humiliation. Because I had been so discouraged by the events and circumstances of my life, I had not possessed confidence in myself or my abilities. By stepping back and looking at a situation without attaching any value to it, I was able to approach it without hindering myself. I came to learn that the values and emotions I attached to objects, people and myself were the only real cause of my torment. With time, I began to reject the values and emotions that other people directed at me, as well. By not internalizing these things, I could not become a prisoner within my own mind.

This is what I have come to know as evil: The negative forces that exist within our own minds. When negative emotions come into our lives, they can easily spin out of control. Before we know it, these emotions have completely enslaved us, and begin driving us toward destructive behaviors. In my creative works, I refer to this force as "The Abyss." It is a nebulous gorge of negative thoughts and emotions whose depth is defined only by the limits of the minds it exists within. Those who are drawn into the belly of The Abyss must look beyond its influence, or meet an assured destruction. The Abyss is the origin of all evil things, and it so shall exist as long as it can perpetuate itself through human action. Each negative action influences the next, allowing The Abyss to expand and spread throughout the hearts of mankind. In my stories, this is the governing force of all evil characters.

I believe there is also a central good that exists and perpetuates itself in the same manner; but its influence is much weaker. Only by some predestined force or influence can a person overcome The Abyss and envelope themselves in good. Because both forces exist within us simultaneously, there is no absolute path of good or evil. It is a war that is indefinitely fought within us, until we arrive at the end of this existence with either force in greater quantity. In my creative works, even the good characters struggle to overcome the forces that attempt to draw them closer toward The Abyss: Vengeance, personal loss, doubt, regret, the desire for power... Some characters succumb to these influences, and quickly find themselves dying at the hands of their former comrades.

I consider myself lucky to have been spared from spiraling further into these influences; but I also feel I should be in the debt of other people whose circumstances prevent them from overcoming them. I could have been born into their circumstances, and repeated the same mistakes they've made. Any of us could have. This is the nature of causal existence. For this reason, I find it difficult to see the logic in justice or vengeance. This is, in fact, a strong theme in Escheron. Maya's family is ruthlessly slaughtered to further the military power of a neighboring kingdom, and her desire to pursue vengeance only draws her further into a prison fashioned by her own negative emotions. In the end, what can Maya achieve by trying to surmount hate and destruction with more hate and destruction? Without realizing it, she has been seeing the world from the perspective of evil all along.

This sums-up my thoughts on the nature of evil, personal responsibility and the direction of life in general. (as well as some backstory for my creativity)

370
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 10, 2010, 04:41:32 pm »
Time for some spoilers. I've written most of the story synopsis, and am working on bits of the script. I wanted to go with something more Shakespearean this time, so I'm brushing-up on my syntax. Below is a small exerpt of script from the game: (highlight the text to read it, as it contains spoilers)

Heraclitus: Thou speaketh of betrayal, but to whom didst My Lord come to for succour in his time of need? It was I. I hadst no choice but to share my lord's anguish and surrender myself to his every waking desire. I hath even bore the shame of sharing my lord's bed. Democritus' lust for power and carnality was legendary; but 'tis not my meagre lot in this life to offer myself in servitude of others. My destiny is much greater than thou canst imagine, Anaximander. Upon the Throne of God himself, I shalt govern all of Escheron; and 'tis in this governance that I shalt deliver Escheron from complete ruin.

Anaximander: And how many wilt suffer for your ascendancy, Heraclitus? Just as thou hast suffered at the whim of Democritus, thou still seek the bane of power. Dost thou still not understand? Power is the ruin of good men.

Heraclitus: Thou wilt be compelled by the Sovereign Grace of the Abyss, just as well. All must become clear in the passing of time, Anaximander. There canst be no other way.


If you would be interested in a general synopsis of the story, details follow: (highlight)

Following Lord Democritus' campaign against the Arcanians of Wynn, Anaximander learns of the existence of the Abyss: A force of chaos born of the war of Heaven. Ages ago, the gods that governed Escheron engaged in a great war, reducing Heaven to ruin. Their powers lived on without any order to maintain them, and gradually spiraled into chaos. This chaos began to find its way into the hearts and minds of mortal men -- often monarchs and great political leaders. Using this influence, it attempted to create a gravity between itself and the mortal world, with the ultimate goal of drawing Escheron into its event horizon. It becomes apparent that Democritus' conquest is the result of this influence.

Democritus eventually procures the Stygian Phalanx: A relic that allows him to transcend to a state of immorality. In this state, he cannot be harmed by mortal weapons, and Anaximander remains powerless to defeat him. Democritus proceeds toward the Throne of God, with the intention of ascending into the Abyss itself. Heraclitus -- Democritus' most loyal right-hand man -- has secretly coveted Democritus' power for some time, and seizes the opportunity to push Democritus away and ascend the throne himself. In doing so, he becomes all-powerful, and destroys Democritus' immortal form. The newly ascendant Heraclitus is called upon by the Abyss to travel to the Altar of Darkness and invoke the powers of the fallen god Celibrax, with the promise that he will be given Escheron to do as he pleases with. Invoking the power of Celibrax, Heraclitus' soul is destroyed, and Celibrax seizes control of his body. Anaximander must find a way to destroy the incipient Celibrax before he can return to full power, and draw Escheron into the Abyss.


There is a moral to the story: Power corrupts. :P

371
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 10, 2010, 11:03:54 am »
One thing I'm a bit hung-up on is tile animation. I haven't figured out how that might work in BASIC + xLib, or Celtic. I wanted to be able to animate the water in some way, but I'm not sure how yet. In Escheron, there actually aren't multiple tiles in the tileset just for animations; instead, the water is animated by having it scroll pixel-by-pixel. I don't think a similar effect could be done here, although it would be nice.

Just to elaborate, I don't think there will be any smooth-scrolling. I never planned for the game to be very robust in the first place. I thought unit movements on the maps would be restricted to "jumping" from tile to tile. (while walking in place at all times) Maybe this isn't as taxing as having actual scrolling, but I also wonder how it affects the potential to animate tiles like water.

I've also been working on equipment:

- [Ev] represents how total evasion chance is derived. These values are
 negative because they lower the denominator. For instance: If Anaximander's
 normal evasion is 1/56, and a piece of equipment lowers it by -4, then evasion
 becomes 1/52. (meaning he evades approx. 1 out of 56 attacks directed at him)

 Remember that base evasion is defined by Anaximander's level. Adding equipment
 often has a cumulative effect on this value.

 - [Crit] defines Anaximander's chance of scoring a critical hit. This value is
 exclusive to weapons, and can't be changed by other equipment or conditions.

 - "Destructible" armour will be destroyed when Anaximander is attacked by
 enemies that destroy target armour; destructible weapons will be destroyed when
 Anaximander attacks an enemy that is acidic. Shields and helmets are not
 affected.

 - Celibrax is immune to all weapons and spells until Anaximander attacks him
 with the Clarent blade. This breaks his defence, making him vulnerable to
 everything else.

 - "M.DMG" represents how much damage is reduced from a magickal attack.
 (cumulative) Normally, there is no defence against magick.

--------------------------------------------------------------------------------
Swords   | AT | DF | Ev | Crit | Special
---------+----+----+----+------+------------------------------------------------
BRONZE   | +1 | .. | .. | 1/56 | destructible
SILVER   | +2 | .. | .. | 1/48 | destructible
DRACHEN  | +4 | .. | .. | 1/48 | destructible; +4 damage vs. dragons
CHTHONIC | +1 | .. | .. | 1/48 | destructible; +4 damage vs. undead
ADAMANT  | +5 | .. | .. | 1/32 |  ...
SCATHING | +1 | .. | .. | 1/48 | fire-elemental; cast INFERNO (1/8)
GALVANIC | +1 | .. | .. | 1/32 | lightning-elemental; cast SHOCKING GRASP (1/8)
MEPHITIC | +1 | .. | .. | 1/56 | cast BLOOD MIASMA (1/8)
BINDING  | +1 | .. | .. | 1/56 | incur paralysis (1/8)
OLEANDER | -1 | .. | .. | 1/96 | incur instant death (1/8)
SANGUINE | -1 | .. | .. | 1/96 | restore own HP equal to 1/2 damage dealt
CRITICAL | +2 | .. | -1 | 1/16 | +1 initiative; if target mHP <40, reduce to 1
AVENGING | +3 | +1 | .. | 1/48 | always counterattack
CLARENT  | +6 | .. | .. | 1/28 | break Celibrax defence; cast BLIGHT (1/8)
ETHEREAL | .. | .. | -2 | 1/96 | ignore target DEF
METEORIC | +2 | .. | .. | 1/56 | cast METEOR SWARM (1/8)
EXALTED  | +8 | .. | .. | 1/08 | always attack twice
CURSED   | -8 | .. | .. | 1/96 | cannot be removed *
---------+----+----+----+------+------------------------------------------------
Shields  | AT | DF | Ev | Crit | Special
---------+----+----+----+------+------------------------------------------------
BRONZE   | .. | .. | -1 |  ..  |  ...
SILVER   | .. | +1 | -2 |  ..  |  ...
DRACHEN  | .. | +1 | -2 |  ..  | resist fire; M.DMG -1
CHTHONIC | .. | .. | -2 |  ..  | resist paralysis
ADAMANT  | .. | +2 | -4 |  ..  |  ...
HERALDIC | .. | +2 | -4 |  ..  | M.DMG -4
AEGIS    | .. | +2 | -8 |  ..  | resist instant death; M.DMG -1
CURSED   | .. | -2 | +8 |  ..  | cannot be removed *
---------+----+----+----+------+------------------------------------------------
Helmets  | AT | DF | Ev | Crit | Special
---------+----+----+----+------+------------------------------------------------
BRONZE   | .. | +1 | .. |  ..  |  ...
SILVER   | .. | +2 | .. |  ..  |  ...
DRACHEN  | .. | +2 | .. |  ..  | resist fire; M.DMG -1
CHTHONIC | .. | +1 | .. |  ..  | resist osmosis
ADAMANT  | .. | +3 | .. |  ..  |  ...
COLOSSUS | +2 | +1 | .. |  ..  |  ...
SERAPHIC | .. | .. | .. |  ..  | regenerate 1 HP/MP each turn; M.DMG -1
OPHIDIAN | .. | .. | .. |  ..  | halve MP cost of all spells; M.DMG -2
VALKYRIE | .. | +1 | -2 |  ..  | auto-set flight status; +1 move
CURSED   | .. | -4 | .. |  ..  | cannot be removed *
---------+----+----+----+------+------------------------------------------------
Armour   | AT | DF | Ev | Crit | Special
---------+----+----+----+------+------------------------------------------------
BRONZE   | .. | +1 | .. |  ..  | destructible
SILVER   | .. | +2 | .. |  ..  | destructible
DRACHEN  | .. | +3 | .. |  ..  | destructible; resist fire; M.DMG -1
CHTHONIC | .. | +2 | .. |  ..  | destructible; resist energy-drain
DIAMOND  | .. | +4 | +2 |  ..  | resist lightning; M.DMG -1; -1 move
ADAMANT  | .. | +5 | +2 |  ..  | M.DMG -2; -1 move
COLOSSUS | +4 | +2 | +2 |  ..  | -1 move
MIRAGE   | .. | +1 | -4 |  ..  | auto-set invisibility status
PHOENIX  | .. | +2 | .. |  ..  | auto-set renancence status
ETHEREAL | .. | .. | -8 |  ..  | M.DMG -4; +1 move
CURSED   | .. | -8 | +4 |  ..  | cast SANCTUARY at turn; (1/8) cannot be removed


Anaximander can equip a selection of swords, shields, helmets and body armor. Some will have passive abilities, or allow him to resist various elements and status effects. The player will have an inventory appropriately sized to hold every piece of equipment, but won't be allowed to stack redundant items. I'm thinking that, when the player encounters a redundant item, they are given the option to exchange it for gold then and there. (i.e., an enemy drops a sword Anaximander already has, so Anaximander gets the equivalent of gold instead)

I haven't created usable items yet, but these will function in a similar manner. As opposed to stacking redundant items, things like potions would have multiple uses until they were empty.

372
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 10, 2010, 03:16:33 am »
Working on the tileset some more.



I've been tweaking some tiles to be slightly smaller, to seem more to-scale with the size of actual characters on the map. For instance: It might look odd if a treasure chest or a piece of pottery is larger than a character sprite. I also added some variation with multiple types of mountains, and a selection of dirt, rocks, grass, flowers, etc.

All maps are going to be 16x16. I think this is a reasonable resolution. I don't intend for battlefields to be huge and chock-full of enemies. Your only fighting force is Anaximander, and the ocassional guest character. For that matter, dungeons and towns will be the same size; but these maps are going to have stairwells leading to other levels and rooms.

There won't be a world map you can freely explore, but rather a printed map with location names. New location names would appear on the map as you progress through each chapter, allowing you to freely select previous locations you want to revisit. (i.e., similar to Final Fantasy Tactics)

Towns will feature shops and NPCs. You can buy and sell equipment, or donate gold to magic guilds in order to learn spells. There won't be inns, as the player's status will automatically recover after batles. Curative items and spells will only be used in combat.

373
General Calculator Help / CalcGS questions
« on: March 09, 2010, 08:19:33 pm »
I'm a little confused about the tile-flipping and tile animation in CalcGS. When I was designing maps for Escheron, I flipped some tiles to reverse the appearance of objects in the tileset. When these maps were being coded into the game, the tile-flipping was not retained, and Iambian mentioned something about this data not actually being in the CalcGS files themselves. I'm not really sure I understand what he meant, or whether or not this tile-flipping feature can actually be carried over into a project once the maps are converted for the calculator. I had to copy / paste redundant tiles and manually flip them just to have them appear in the actual game.

On a related note: Does tile animation carry over once maps are converted? I fear it may be the same ordeal as tile-flipping.

Lastly, are there any alternatives to CalcGS? The program is too buggy. I can't display certain tile resolutions, tiles are often garbled during import, the tileset itself is often garbled when trying to insert new tiles, I can't append new tiles at the *end* of the tileset, and I can't export any maps as bitmaps. Either the tileset defaults to 8x8, or when it's already 8x8, it just gives me an error.

374
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: March 08, 2010, 03:51:28 pm »
Sounds like someone needs a little "Colonial discipline" ...

*readies his cat-o-nine-tails*

 :P

375
Escheron: Shadow over Ragnoth / Re: Escheron: Presage of Darkness
« on: March 07, 2010, 10:08:12 pm »
Interesting :)

For smaller games, it's good sometimes to have lower level cap.

In Illusiat series, I always wanted to be able to get to 99, but it was unnecessary finally. The result in the early games is a level up almost every battle, sometimes even 2 or 3. In the TI-81 remake of Illusiat, the level cap is 30 and if I take on the Illusiat 2012 project I talked about a while ago on IRC, which would be a remake of Illusiat 1 and 2 again, the first part would end around LV 10 or 15.

In my last RPGs that were not remakes, Reuben series, the hours of gameplay are much lower. I believe it's 15 or 20.

This is one reason I sometimes disregard experience levels in favor of another system. It doesn't make the whole system look too trivial by having only a handful of possible levels, and it gets the job done. Plus, I enjoy conceiving them. :P

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