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Messages - Zera
Pages: 1 ... 44 45 [46] 47 48 ... 51
676
« on: November 14, 2007, 08:05:00 am »
Don't worry, Ranman -- I've had a lot of concerns about my choice of grayscale. While it's something I would like to do, I still have to go through some testing to see if it's plausible. If not, I'll get around to making some changes.
677
« on: November 14, 2007, 05:14:00 am »
678
« on: November 12, 2007, 07:20:00 pm »
"PROCURED" tends to save space in the dialogue window. It also sounded a lot fancier, for some reason... It was actually something of a quirk I borrowed from a Final Fantasy II translation. Oh, and don't forget:
679
« on: November 12, 2007, 06:14:00 pm »
Lots of ships in this game. One of them is an explorable dungeon.
680
« on: November 12, 2007, 12:47:00 pm »
THE POST 13519252 Halifax, check the the project's discussion. I've updated some of the information for you.
681
« on: November 11, 2007, 08:39:00 am »
These are just sprite modifications, really. Only a trivial amount of the resources I use are 100% original.
682
« on: November 11, 2007, 07:33:00 am »
72x32 is the standard I've used in both games, for all enemies. For instance: Lost Legends I: Lost Legends II:
683
« on: November 10, 2007, 12:40:00 pm »
Nope. 72x32.
684
« on: November 10, 2007, 12:17:00 pm »
So, I've tallied up the graphics... - 97 3-level grayscale 16x16 tiles (character sprites) - 108 4-level grayscale 16x16 tiles (map tileset) - 14 4-level grayscale 72x32 bitmaps (enemy sprites) - 6 32x32 4-level grayscale bitmaps (character portraits) - 3 4-level grayscale 96x64 bitmaps (cut-scenes) And then, of course, the custom font. After compression, I'm not sure how large all the graphics data will be. Am I thinking in realistic terms at all?
685
« on: November 09, 2007, 07:19:00 pm »
Alright, here's the final revision of my font: (
686
« on: November 09, 2007, 05:55:00 pm »
The completed, converted tileset is 32 KB alone.
687
« on: November 09, 2007, 03:03:00 pm »
QuoteBegin-Liazon+9 Nov, 2007, 20:56--> QUOTE (Liazon @ 9 Nov, 2007, 20:56) | when you asked about 5x5 font, is that because of 89s and their slightly messed up 160x100? |
Oh, no. I was just thinking the extra width would solve a lot of problems, but the current font I've put together (4x5) seems okay.
I just wanted a little more flexibility to actually give it some kind of medieval theme, instead of looking like some cliche computer font. Feels out of place considering the game's setting, and all.
I really don't know much about all these technical limitations. I just assume everything needs to follow a certain standard, and I try to design according to what I've actually seen so far.
EDIT: I also updated the character synopsis, if anyone is interested.
688
« on: November 09, 2007, 02:53:00 pm »
I try to edit with grayscale colors that are closest to how they would actually appear on the calculator, so hopefully what you see is what you get.
(85x85x85 for the darker gray, and 170x170x170 for the lighter gray)
CalcGS likes to use extremely dark grays, though.
689
« on: November 09, 2007, 02:47:00 pm »
I need a program that will allow me to draw maps with a custom 4x5 font, sort of like CalcGS does with tiles. Unfortunately, CalcGS does NOT handle resolutions that small. (gives me an invalid size error every time I try)
690
« on: November 09, 2007, 01:39:00 pm »
Wouldn't white be even less legible, though? I figured black on light grey would be the best combination for what I'm trying to do. (give the dialogue windows more detail)
Can someone upload one of the screens to their calculator and kind of let me know how it looks?
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