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Messages - Zera
Pages: 1 ... 42 43 [44] 45 46 ... 51
646
« on: November 26, 2007, 01:18:00 am »
Uh, I suppose I missed something? o.o
647
« on: November 25, 2007, 07:05:00 pm »
At first I was like, "Hmm. New alien-like theme?" but then I noticed the Christmas wreath. I think the patterns -- not necessarily the colors -- are kind of a non-festive throw off.
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« on: November 25, 2007, 07:01:00 pm »
THE POST 13539072 QuoteBegin-necro+25 Nov, 2007, 23:22 --> QUOTE (necro @ 25 Nov, 2007, 23:22) | Any chance you'll port it to pc? With game maker it'd be easy. |
Well, it's not entirely necessary since there are TI emulators perfectly capable of running it with full accuracy. Game Maker isn't really my cup of tea, though. I only have experience with Multimedia Fusion and RPG Maker.
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« on: November 24, 2007, 08:59:00 am »
THE POST 13537121 QuoteBegin-arglactable+24 Nov, 2007, 14:02 --> QUOTE (arglactable @ 24 Nov, 2007, 14:02) | ::
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« on: November 24, 2007, 12:27:00 am »
THE POST 13536711 Sorry for the lack of updates on the project issues. Hectic holidays... Halifax, I left a note for you. Once we get that out of the way, I think I can have the dialogue finished up in no time. (unless there are any other technicalities I forgot...) EDIT: Also, I'm still waiting for you to get on AIM one of these days. This post has been edited by grendel on 24 Nov, 2007, 6:28
651
« on: November 24, 2007, 12:23:00 am »
EDIT: Another question, before I forget it. Can ASM handle multiplication algorithms such as "(value) multiplied by 0.00050"? I want damage formulas to be more complex so certain things don't fall out of use. This is namely with spells, because having a spell cause "16 + (base intelligence value) = damage" wouldn't mean much when your enemies have a defense rating of like 199, and the highest intelligence score a character can have is 99. So, what is this problem I keep hearing about with grayscale flickering? Obviously, there is a lot of grayscale going on here: I guess we'll have to include a driver update along with the game, in case anyone attempts to play it on models with said problem. Otherwise, I would really HATE to tone the grayscale down just to compensate for hardware problems.
652
« on: November 23, 2007, 01:37:00 pm »
Liazon, there is indeed a ship in there. However, don't you think the tileset is a bit... huge? Drawing a single ship would require about 30 or so different tiles from that set, and many of them won't even be visible on the map. (due to limitations with the resolution -- you won't be able to see the lower half of the ship at all)
If you like, I could design a similar set with less tiles per theme. You would just neeed to specificy what sort of areas you have in mind. Like if you want a castle set, a town set, a dungeon set and a ship set...
Bear in mind, Lost Legends only uses 72 tiles, and Lost Legends II (more detailed) uses 108. (roughly 4 different theme sets crammed together, with minimal objects)
653
« on: November 23, 2007, 04:16:00 am »
Well, I plan to execute each dialogue window in a given position, depending on how the event itself handles it, so it's not always going to appear on the bottom.
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« on: November 22, 2007, 09:53:00 pm »
I did a mock-up to see how the dialogue window would actually appear in the middle of a scene. It still tends to cover up most of what's going on, but it's a bit better than the original.
655
« on: November 20, 2007, 06:26:00 pm »
I really took Ranman's suggestions to heart with the map design. Although dungeons usually have a few extra paths and dead-ends that branch out of the way, (to prevent too much linearity) I've also added optional entrances to certain dungeons, and included various hidden pathways / shortcuts to link two or more worlds / dungeons together. At times, you'll have the choice of using a (hidden) shortcut densely packed with powerful monsters to reach your destination more quickly, or you can take the normal, longer route as the game intended. So it kind of depends on your playing style -- if you like to power-level and rush through the rest of the game, you can do that by taking the shortcuts. If you just want to play for fun and see all the pretty sights along the way, then no problem. The shortcuts would otherwise be too difficult for a normal level party.
The game has one main dungeon, in a sense. Everything surrounding that dungeon is basically a quest to unlock the next floor of that dungeon so you can advance toward the final encounter. The dungeon itself stretches between both worlds, so it's quite long. You just do a bit of it here and there.
There are also a few side areas I threw in. Completing one of them changes the entire ending, but isn't necessary to finish the game normally.
656
« on: November 20, 2007, 10:45:00 am »
QuoteBegin-DJ Omnimaga+20 Nov, 2007, 13:58--> QUOTE (DJ Omnimaga @ 20 Nov, 2007, 13:58) | O_O
nice layout and sprites, I like it , do you have an estimation of how many dungeons and towns there is in this game? |
Roughly nine; (one being optional) some are divided up into multiple levels. (usually 2 or 3, but some have 4 or 5) As for other maps, there are two worlds, 3 towns and a few miscellaneous areas that are only displayed during cut-scenes and events. I say it's a rough estimate because there are some dungeons you have to revisit due to previously blocked pathways, so in essence, some dungeons are technically just another part of a previous dungeon you've visited.
657
« on: November 19, 2007, 11:17:00 pm »
Meh. I'll just stick to 83 / 84, as originally planned. I'm more used to this platform. In the meantime, this is a completed version of the game's first dungeon: http://img519.imageshack.us/img519/805/image2lh7.pngIt bridges the player between the overworld and the substrata, which is a slightly smaller world with its own civilization. Of course, this means there are two whole worlds to explore.
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« on: November 16, 2007, 06:11:00 pm »
Yeah, I guess it would be a slap in the face to suddenly change platforms. That, and I have no experience with 89 in the first place.
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« on: November 16, 2007, 05:48:00 pm »
I was thinking about moving up to 89 since it has a much better resolution, but 160x100 is a little uneven, so I'm not sure how that would work. However, I did a mock-up shot of how much more detailed some of the menus could be on 89: I actually have space left over to implement other stuff, and even have a nice background behind the window.
660
« on: November 16, 2007, 03:35:00 pm »
Well, here's an example of what I was saying earlier about the black background in some areas: White-on-black text wouldn't work.
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