This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Zera
Pages: 1 ... 45 46 [47] 48 49 ... 51
691
« on: November 09, 2007, 07:27:00 am »
THE POST 13514522 Liazon, I've finished the item / event arrangment maps, and you'll find them in a folder named "map arrange." Hopefully, I didn't miss anything.
692
« on: November 09, 2007, 05:36:00 am »
How does the font look now?
693
« on: November 08, 2007, 05:54:00 pm »
Would it be possible to use a 5x5 font? I'm not clear on the font limitations. I assumed that 4x4 would be the next step down from 8x8, as I try to follow resolutions that fit evenly to the TI's native resolution.
694
« on: November 08, 2007, 05:15:00 pm »
THE POST 13513769 I guess we could make it private. It really doesn't matter to me, either way. Although, I'm not sure how to go about doing that... Spikeman?
695
« on: November 08, 2007, 05:10:00 pm »
THE POST 13513758 So, why do you want the trunk to be private, Liazon? I mean, considering we're doing this under a GNU license. We don't have anything to hide!
696
« on: November 08, 2007, 02:18:00 pm »
THE POST 13513564 By the way, we're all at an understanding about the GNU license, right? I mean, I also want this to be an educational thing. If people want to develop similar games, they'll have this as a resource.
697
« on: November 08, 2007, 02:05:00 pm »
My only concern with the maps is making them too large. Since we're talking about 16x16 sprites across a 96x64 board, spanning areas out too much would make the player feel lost. Although I overdid the narrowness in the first project, I'm trying to compromise a bit more this time around, but not span them out too much. (plus, the maps I showed you are just examples I threw together to show off the tiles -- they're not actual maps in the game) I sort of took Ranman's advice as, "you need more paths branching out, and more places to go." I've been trying to do that with some of the dungeons, like adding treasures that are somewhat out of the way, or adding a couple of forks in the road that lead to dead-ends. They're definitely nothing like the original project. EDIT: Oh, and plus there's optional areas, like optional dungeons. I didn't want to inject too much linearity! Also bear in mind, the original project uses a Zelda-style scrolling. Pretty much every corner of every screen has to be blocked off to avoid collisions with off-screen objects. It's difficult to explain, but if you examine the maps, you can sort of see what I mean. It should help to make the world feel a bit larger than it actually is, considering you have to go from screen to screen to screen, and then back a few screens if you miss something. As for the second, I'm planning to do a full, regular map scroll, just like in console games. It feels a bit less restrictive to work with, as I don't have to worry about off-screen collisions.
698
« on: November 08, 2007, 12:44:00 pm »
Liazon, bear in mind this project is under a GNU license. We can't use code that doesn't follow suite. If Jim is uncomfortable with his code being released to the public, then we'll have to find another way.
I'm not sure how to make the SVN trunk private, though. Let me check with Spikeman since he set it up.
699
« on: November 08, 2007, 12:39:00 pm »
Why would he be jealous? Ultima V is one of the best projects I've seen so far. No way I could pull that off, with the custom mappers and everything. The level of detail is really good, right down to the runic font. :thumbup: He's just worried that I'm rushing this project along too quickly, and thus drawing attention away from the (yet to be completed) original project. No worries, though. Like I said, I just wanted to spoil everyone a bit.
700
« on: November 08, 2007, 11:30:00 am »
On a related note, CalcGS is really picky about this stuff. I know I have a lot of trouble importing tiles, as they're often mangled, bleed over into other tiles, or replace other tiles altogether. Here's what I've found that works best:
- make sure the tiles are aligned evenly, and the bitmap resolution is even
- make sure the tiles are arranged top to bottom
- if you're using grayscale, don't even bother with dithering
- make sure you specify the exact bitmap resolution when importing, otherwise the tiles will be mangled
701
« on: November 08, 2007, 10:57:00 am »
THE POST 13513323 The more the merrier. We're trying to divide the programming tasks up as much as possible, so wherever you could contribute would be great.
EDIT: And also, I haven't had much success with other communities. People admire the project, but aren't otherwise interested in joining. I think if we could get at least 5 or 6 people on the project, we would have it done in no time. (that would be about 1 person per area)
I'm not sure what Spikeman plans to do, code-wise. I still need to check with him.
This post has been edited by grendel on 8 Nov, 2007, 17:49
702
« on: November 08, 2007, 04:26:00 am »
Why would anyone lose interest? The project is still very new to them. LL2 is something I started on in my spare time, given I'm already finished with LL1. (my only task now is to direct the progress) By the time the first game is finished, we can most likely pick up on the second installment thereafter, saving unnecessary months of development time. If you prefer, I can stop updating everyone on the progress. This was mostly just a spoiler, anyway. I don't plan to release the files to the public until the first project is completed, so there's little use in worrying about where it's going at the moment. Sorry if I've disappointed anyone. I'll ease up on the updates. Remember: this was just a preview of where the project is headed in the future. Nothing more. I had hoped it would be more of an encouraging thing, really -- to show how much interest I have in this project, and developing on it in the future.
703
« on: November 07, 2007, 08:47:00 pm »
Welcome to the world of Terra: EDIT: shrunk the image down a bit, since the resolution was too large.
704
« on: November 07, 2007, 08:31:00 pm »
Oops. Sorry. Went ahead and edited it back in.
705
« on: November 07, 2007, 06:18:00 pm »
Tileset finished. 110 tiles total. Good lord, it's huge... This is actually AFTER truncating it down a bit.
Once I finally get it imported into CalcGS, (the program likes to be fickle about large sets) I'll get started on the maps!
Pages: 1 ... 45 46 [47] 48 49 ... 51
|