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Messages - Zera
Pages: 1 ... 37 38 [39] 40 41 ... 51
571
« on: December 22, 2007, 12:23:00 pm »
THE POST 13577163 I was thinking, why don't we give our little development team a name and logo? (just something that can appear before the game's title card) Who knows, maybe we'll also get together and work on other projects in the future. That being said, what would you guys think about: We'll take the TI community by storm!
572
« on: December 22, 2007, 11:16:00 am »
Just showing off the dialogue effects... The font wraps together pretty nicely. For the ellipsis at the end, this is actually four different characters only using two spaces. There are two fonts in the game -- the primary font is 4x8 px, and is used in normal dialogue sequences. The extended font is only 4x4 px, and is used to draw the window frames and display names / labels. All in all, it should actually be smaller in file size than the original font used in LL1, which was 96 8x8 characters.
573
« on: December 22, 2007, 11:08:00 am »
No story / character info?
574
« on: December 22, 2007, 07:53:00 am »
Since both threads are rather long, I figure I'll keep this here as a quick reference to project status. This will be a sort of cross-reference between what's posted here at Omnimaga and whatever updates I recieve from the project page itself. QUOTE | Lost Legends
PLANNING - COMPLETE - documentation... FINISHED (grendel) - maps... FINISHED (grendel) - dialogue... FINISHED (grendel) - graphics... FINISHED (grendel)
PROGRAMMING - IN PROGRESS - font routine... FINISHED (Liazon, Halifax) - map routine... IN PROGRESS (Liazon) - game engine... PENDING (?) - events... PENDING (?) |
QuoteBegin
--> QUOTE | Lost Legends II
PLANNING - IN PROGRESS - documentation... IN PROGRESS (grendel) - maps... FINISHED (grendel) - dialogue... IN PROGRESS (grendel) - graphics... FINISHED (grendel)
PROGRAMMING - INDETERMINATE - font routine... PENDING (?) - map routine... PENDING (?) - game engine... PENDING (?) - events... PENDING (?) |
575
« on: December 22, 2007, 07:28:00 am »
QuoteBegin-tr1p1ea+11 Dec, 2007, 6:16--> QUOTE (tr1p1ea @ 11 Dec, 2007, 6:16) | Probably best to concerntrate on getting the first one done to appease all of your eager fans . |
I need to clarify on something because it's going to cause confusion if I don't. I brought it up earlier in this thread, but I must have worded myself wrong.
What I generally did with Lost Legends was complete everything in advance. I mean that literally. The entire project was finished before I even brought it up. With that said, my job there is done. There's absolutely nothing more I can do for the project aside from guiding Liazon and Halifax, who are tasked with putting it together. (I lack any proficiency in ASM)
I'm basically taking the same approach with Lost Legends 2 -- everything will be ready in advance when the programmers are ready to take it on. I will not allow it to be developed until I have made all these resources available. So just to avoid any confusion, this is the general route of things:
c1
--> CODE | ec1LOST LEGENDS 1 | LOST LEGENDS 2 | DEV. STATE
576
« on: December 20, 2007, 05:48:00 pm »
THE POST 13575094 QuoteBegin-DJ Omnimaga+20 Dec, 2007, 23:38 --> QUOTE (DJ Omnimaga @ 20 Dec, 2007, 23:38) | You people need to calm down a bit, i don't want to have to lock (or even delete) this entire topic just because of a stupid argument because of people who get pissed off just because someone said "transparent" instead of "masked". |
Whoah. I don't think anyone's actually arguing. You may be reading into things a little too literally. We're just having a hard time communicating masking verus general transparency, because I wasn't familiar with the routine. I think I have a better understanding of it now, though.
577
« on: December 20, 2007, 04:58:00 pm »
THE POST 13575046 I haven't played the original version of Ultima V, (just the NES port) but I remember most Ultima games having a party roster. Instead of having to generate your characters upon starting a new game, you would create characters in advance, and bring them in and out of games at your own discretion. So as for the whole idea about adding a seperate difficuty setting, I don't know if it would be necessary. Replay value could depend more on playing with other characters in your roster, as opposed to grinding your higher level ones. I wouldn't deviate too far from the original rules. I think a true port would be really cool. Although, maybe adding a few extra features (such as an optional dungeon crawling quest?) might give incentive to people who've already conquered the game. At any rate, it's impressive as hell.
578
« on: December 20, 2007, 12:38:00 pm »
THE POST 13574744 QuoteBegin-art_of_camelot+20 Dec, 2007, 18:07 --> QUOTE (art_of_camelot @ 20 Dec, 2007, 18:07) | Just wondered because they do seem to share some similar elements, and because you are familar with the Final Fantasy Legend series of games. There is also the fact that many of the graphics are either from or based on graphics from different Final Fantasy games . |
Indeed. I borrow a lot of influence from the series.
579
« on: December 20, 2007, 11:59:00 am »
THE POST 13574696 QuoteBegin-art_of_camelot+20 Dec, 2007, 17:40 --> QUOTE (art_of_camelot @ 20 Dec, 2007, 17:40) | I know this is un-releated to the current disscussion of graphics, but I had this thought occur to me a while ago. The title of these games are "The Lost Legends". Were these originally intended as "Lost" games in the Final Fantasy Legend series? |
No. It's spiritually based on similarities to the game, but is otherwise not related. "Lost Legends" was just a generic title. (but it was meant to sort of contrast with the naming convention in Final Fantasy, being that both words in the title share the same initial letter)
580
« on: December 20, 2007, 11:53:00 am »
THE POST 13574688 I'm sorry. I didn't mean to incite an argument, or anything. (if that's what this actually is?) I was just asking questions about efficiency / function so I have an idea about how to work things around.
581
« on: December 20, 2007, 06:31:00 am »
THE POST 13574280 Tileset: 4-level Sprite: 3-level Font: monochrome
582
« on: December 20, 2007, 05:58:00 am »
THE POST 13574241 QuoteBegin-Ranman+20 Dec, 2007, 10:15 --> QUOTE (Ranman @ 20 Dec, 2007, 10:15) | ... according to triplea, you will lose a one shade of gray. |
But the sprite is only 3-level grayscale -- the darker gray isn't used at all. Which is why I proposed it as a candidate for transparency.
583
« on: December 20, 2007, 04:05:00 am »
Nice. You actually have better specs than my all-purpose desktop. Funny thing is, I never upgrade. Ever. I always recycle my old hardware and mix it with any newer hardware I might salvage from some of the trashed / abandoned PCs people give me. (I do tech support) I think my current desktop is something like: - 20 year old mid-tower case (woo!) - Sempron 1.6 GHz processor (relatively new) - ATI Radeon 128 MB ATI graphics card (relatively new) - 80 GB HD primary, 30 GB and 20 GB slave (some old, some new) - some old generic DVD-ROM drive, and an HP CD-Writer Plus (16x max, I think) - 256 MB DDR RAM (sort of new) My first computer was a Micron PC Millenia Edition with 64 MB RAM, 4 MB integrated graphics chip, 20 GB HD, 700 MHz Celeron and a generic CD-ROM. I upgraded it to 512 MB RAM, 30 GB HD, 650 MHz P3, (which is actually much faster than a 700 MHz Celeron) threw in an old Voodoo graphics card and a SoundBlaster 16. I gave it to a needy friend who didn't have a PC at the time. Ah, but I never forgot about it. I wonder how many other people remember their first computer.
584
« on: December 20, 2007, 03:50:00 am »
THE POST 13574027 QuoteBegin-Ranman+20 Dec, 2007, 9:25 --> QUOTE (Ranman @ 20 Dec, 2007, 9:25) | QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13-->QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13) | Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray. |
With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.
Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.
|
Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency.
And Spikeman, I like your idea, but since we're using a custom mapper, would it be compatible?
EDIT: My main concern is what ends up being most efficient. If we could write a custom routine for transparency that would require less memory than mapping, then I say we should go for it. Every little bit of free space helps.
This post has been edited by grendel on 20 Dec, 2007, 9:53
585
« on: December 17, 2007, 01:57:00 am »
QuoteBegin-dinhotheone+17 Dec, 2007, 7:53--> QUOTE (dinhotheone @ 17 Dec, 2007, 7:53) | is this the one with Isis and the final boss is a security system? that game was sick. |
You're thinking of the second installment.
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