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Messages - Zera
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« on: November 04, 2007, 05:53:00 am »
THE POST 13505919 QuoteBegin --> QUOTE | Grendel, if all the text and dialogue is complete for the game, do you think you can go through and count up and list all the different words? Thanks! |
Total word count, or number of unique words? Does this include item lists, too? EDIT: I guess I'll have to dump all the dialogue into one giant text file. I wasn't sure how to organize it before, so a number of stuff hasn't been inserted into the trunk yet. Since there are a lot of special characters in the font, I've had to go by a "table" when writing the dialogue. I guess I'll just stick all of that in the same folder and hope that people can understand what the hell it means. And by the way... I plan to localize this project after we finish. (though, I will likely do all of that work myself) Just thought I would throw that out there. This post has been edited by grendel on 4 Nov, 2007, 11:56
737
« on: November 04, 2007, 04:26:00 am »
THE POST 13505735 This is currently how I have all the elemental properties set up:
c1 --> CODE | ec1[Fire] and [Cold] are elemental modifiers added to weapons, abilities, etc. Some enemies will sustain additional damaged when targetted with an elemental weak spot. Accordingly, the following sums up various states in which these modifiers can exist:
738
« on: November 04, 2007, 04:02:00 am »
THE POST 13505697 I just noticed somewhat of an odd dilema -- how will the game handle contradicting resistances? There are two elements: Fire and Cold. Many pieces of armor either add or subtract resistance to either of these. So let's say you equip a piece or armor that adds resistance to fire, and then equip something else alongside it that adds weakness to fire. I was thinking it should work like this:
- Keep resistance to default level if equipment both adds and subtracts resistance equally - Keep resistance to strong if more equipment adds the resistance than it subtracts (for example, two items that are strong to an element ignore one peice of equipment that is weak to it) - Keep resistance to weak if more equipment subtracts the resistance than it adds (for example, two items that are weak to an element ignore one peice of equipment that is strong to it)
Hopefully, that's not a difficult exception to make. If so, I'll go ahead and write it into the documentation.
739
« on: November 03, 2007, 02:10:00 pm »
THE POST 13504838 Halifax, have you created an account yet? I can't add you to the project page until you do. (the files are read-only for the public)
EDIT: Actually, Liazon, would you like to be a project admin? You can help Halifax (or others) get set up this way.
This post has been edited by grendel on 3 Nov, 2007, 19:11
740
« on: November 03, 2007, 10:15:00 am »
Ah, the peanut-hurtling welcome committee is just on time... Hello.
741
« on: November 02, 2007, 12:29:00 pm »
THE POST 13503361 Yes, the project has an SVN. Spikeman knows more about that than I do. I just update the files from my computer and know nothing more about how to operate it.
742
« on: November 02, 2007, 03:16:00 am »
THE POST 13502669 I noticed the runic alphabet in the 92 screens -- really nice!
I've never heard of using odd resolutions like 11x11 pixels for sprites. (I wasn't sure it was even technically possible until now)
743
« on: November 02, 2007, 02:11:00 am »
THE POST 13502569 This project looks quite promising. The attention of detail is surprisingly good, considering you're using 8x8 sprites. If I had one complaint, it would be the font used in the 89 screenshots. When you look at the 89 and 92 versions side-by-side, the 89 version feels deprived simply because the 92 version has such a great font.
As far as Ultima is concerned, I've always liked the NES port of Ultima III: Exodus. It has more of a fantasy-RPG feel than other games in the series. Might be cool to do a TI port of this version someday. (actually, that may be my next project)
744
« on: November 02, 2007, 02:01:00 am »
THE POST 13502555 *approves*
I don't know a whole lot about this technical stuff, so I'll leave it up to whoever else is participating in the project to determine. (they would know best, after all)
745
« on: November 01, 2007, 04:13:00 pm »
...
746
« on: November 01, 2007, 03:43:00 pm »
THE POST 13502083 I went ahead and added my IM info to my profile in case anyone wants to contact me directly about the project. My Google Talk info is also ghilmarsson320 (at) gmail (dot) com
747
« on: November 01, 2007, 03:16:00 pm »
THE POST 13502047 Liazon, wherever the developers are comfortable. Any starting point is fine.
The map engine shouldn't be too difficult to pull off. It's exactly like that of older Zelda games -- you jump from one screen to another.
748
« on: November 01, 2007, 03:01:00 pm »
THE POST 13502015 Wow. I could certainly get used to all this ego-stroking. I'm glad so many people enjoy the project. I hope I don't let anyone down!
749
« on: November 01, 2007, 01:58:00 pm »
THE POST 13501892 Halifax, since the site is hosted on Google Code, you need a Google account. (which isn't that difficult to obtain -- they don't even bother you for an e-mail address)
750
« on: November 01, 2007, 01:16:00 pm »
I'm allergic to peanuts. (although, almonds are more than welcome!) Liazon, I can't remember exactly. I concieved the basic idea waaay back, but eventually gave-up on it and later overhauled the project in these past few months. The project now is only a vague reflection of what I originally had in mind.
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