Author Topic: Reuben Quest Axe Remake  (Read 77062 times)

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Offline XiiDraco

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Re: Reuben Quest Axe Remake
« Reply #45 on: December 21, 2012, 03:13:13 am »
OH! ok thanks so much!

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #46 on: December 21, 2012, 04:29:35 pm »
Also the difference with the new tiles and 3 tiles from Reuben 2 (some examples)
Mhmm, IMO the round corners fo the watter look better, maybe i'd need both and use some at some places and some at other places...

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #47 on: December 21, 2012, 10:33:39 pm »
I guess that could work, or you could use both at once to make things more realistic. Also I think you should at least change the ones in the map that leads to the southern dungeon and mountain with the water to the right, because in Reuben 2, this map appears once and it uses the new corners.

Btw, for damage formulas I needed the ID for each battle move, so here are some below for future reference (mostly for me tho for now):

0: Main battle menu
1: Regular attack: ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)
2.1: Water item:  L1(4+2(I%=3.4))
2.2: Elixir item: Restores all HP (amount restored not displayed on screen)
2.3: Fire item:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)
3: Magic battle menu
3.1: Fire magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.2: Ice magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.3: Bolt magic:  ((I%=2.3)+1)round((5+randInt(0,L1(2))+L1(2)^2)/(L4(1)/1.5),0)L4(8+10fPart(I%))
3.4: Cure magic:  L1(4+2(I%=3.4))
4: Escape:  50% chance to escape from non-boss battles. Enemy HP set to -9999.

L1 starts that way: {1,1,45,45,29,29,0,10,0,0,0,10
1: Current game progress (eg when you beat a boss or find a key item, that goes up so you can visit extra places)
2: Reuben LV (max 15)
3: Current HP
4: Max HP (max 255)
5: Current MP
6: Max MP (max 99)
7-8-12: Related to experience. No clue which does what
9-10-11: Absolutely no clue what those do anymore. Most likely for switches and other events that can be done in any order.

L4 looks like this: {1,15,1,0,0,0,0,0,1,1,1} or another example {2,14,2,0,0,0,0,1,2,1,1}
1: Enemy LV
2: HP
3: Experience
4: Attack move slot 1
5: Attack move slot 2
6: Attack move slot 3
7: Attack move slot 4
8: Attack move slot 5
9: Fire defense (0=immune, 2=2x damage, 1=normal damage)
10: Ice defense (0=immune, 2=2x damage, 1=normal damage)
11: Bolt defense (0=immune, 2=2x damage, 1=normal damage)

Enemy moves ID:

0: Regular attack:  round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
1: Fire magic:  2round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
2: Bolt magic:  4round((5+randInt(0,2L4(1))+L4(1)^2)/(2L1(2)/1.5),0)
3: Poison: Poisons your character. Reuben loses L4(1) HP at the beginning of every turn (damage displayed on screen). Lasts until end of battle (elixir can't heal it)
4: Stun: Paralyzes your character, then enemy attacks twice. Can't be stunned again until effects wears off, unlike the infamous Illusiat 8 stunning spell. Enemy can still try, but it just won't do anything.

By the way, the original game appears to have the two following bugs:

-When you get the shovel, the treasure spot near the lake becomes a cloud tile. This shouldn't happen. It should be invisible.
-The fire item appears to be non-elemental. It should have fire element attribute.
-There is no total experience cap. This might be problematic if someone decides for some reason to grind for 8 hours on WabbitEmu running at max speed then gets past 65535 experience.

I'll try to dechiper those formulas (and fix the fire one) later. The main concern is about overflow (especially with the fire item which causes at least 2x more damage than its magic counterpart). With the formulas above we will need to check if anything goes above 65535 (although it's not likely).
« Last Edit: January 02, 2013, 07:41:42 pm by DJ_O »

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #48 on: December 22, 2012, 02:08:36 am »
I don't get the fire item part, and yeah, well, the treasure was easy to find, lol

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Offline Ranman

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Re: Reuben Quest Axe Remake
« Reply #49 on: December 22, 2012, 02:18:12 am »
Lookin' good Sorunome!
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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #50 on: December 22, 2012, 02:33:12 am »
Sorunome the fire item is exactly like fire magic, but it causes twice more damage and the animation loops 15 times instead of 7. Once you used it, it's gone from your inventory, though (like every other item).

I also edited my above post with more info.
« Last Edit: December 22, 2012, 02:34:24 am by DJ_O »

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #51 on: December 22, 2012, 02:42:48 am »
Oh, i never found the fire thingy O.o
and thanks dj :D

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #52 on: December 22, 2012, 09:11:26 am »
So I just started out fixing an extra white pixel on one of the sprites and ended up doing some re-working. Have a look and let me know what you think. I also think I might do some 16x16 mockups just for giggles when I have some time later this week. :)

*edit* I forgot to mention it (and you can prbobably tell anyways), but in the bottom pic the top sprites are the old one and the bottom ones are new.

*edit 2* ugh, just realized that i posted a slightly older version of the new sprites where some of the left/right facing ones are different. X.x I'll upload the proper one when i get home and post one with altenrate colored feet.

*edit 3*Fixed now. :)
« Last Edit: December 23, 2012, 08:55:11 am by Art_of_camelot »

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #53 on: December 22, 2012, 02:21:52 pm »
It's looking nice, but the thing with white pixels on the endge is that you can't see 'em coy reuben walks only on white surface, lol

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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #54 on: December 22, 2012, 09:39:37 pm »
I know double-post but this is worthy
I finished with the main maps and made a screenie (i found out what the problem with wabbitemu was: invalid folder name)
soooooooo, here it is:

The charater has a walking animation but you can't really see it D:
and there is a pause now in the main loop otherwise he would move ftl :P

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Offline epic7

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Re: Reuben Quest Axe Remake
« Reply #55 on: December 22, 2012, 09:43:09 pm »
Dat's beautiful O.O

Nice fancy terrain :P

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #56 on: December 22, 2012, 09:43:54 pm »
Haha, thanks :D
Remember: It is copied almost 1:1 from the original game

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #57 on: December 23, 2012, 12:17:04 am »
It's looking nice, but the thing with white pixels on the endge is that you can't see 'em coy reuben walks only on white surface, lol
Yea i had that thoght occur to me after i posted it. The feet can easily be changed to lighter gray or black to accomodate this. :)

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #58 on: December 23, 2012, 12:23:17 am »
* Sorunome only haz 3 level greyscale so no lighter grey D:
And if i'd go to 4-level greyscale
I'd be ok with it
But I'd need remakes for every tiles :P
here are the current tiles I use:


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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #59 on: December 23, 2012, 12:34:21 am »
That is epic! O.O

Two things, though:

-You should artificially reduce the framerate and have the character move every 2 pixel. That would make him easier to see when he walks around. You could possibly slow walking down a bit too, since most old RPGs have characters walk the equivalent of 2.5 tiles a second.

-3 level grayscale should be fine IMHO. Plus it would give people the chance to enjoy The Game in its original graphic form but with smaller size and faster speed that lacked in the original. It would be much less work too (unless someone wanted to remake the tiles himself? But then it would be cool if we had the option to choose which set we want)