Author Topic: Reuben Quest Axe Remake  (Read 78418 times)

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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #75 on: December 23, 2012, 06:07:31 pm »
mhmm, that only looks like 3 level greyscale to me O.o

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Offline ben_g

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Re: Reuben Quest Axe Remake
« Reply #76 on: December 23, 2012, 06:53:28 pm »
Would it be possible too make the maps scroll? That would make it look more epic.
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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #77 on: December 23, 2012, 06:59:19 pm »
Well, i wanted to do fake scrolling, the thing is that some maps are oriented on it not being scrolling as it is more complicated then to search for scertain stuff, so no scrollin in the remake, sorry :P

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #78 on: December 23, 2012, 10:55:53 pm »
Do you mean you are also ditching fake scrolling like in Zelda? Or do you just mean standard scrolling?

But yeah I feel adding scrolling might make the game a bit too easy, same if the enemy HP is displayed in battle. Some maps, as Sorunome said, are designed so if they are scrollable, it would be too easy to find stuff. The Zelda-like scrolling would be awesome, though. :D

Also, adding scrolling to the game would increase map data size by about 25000 bytes or so, because of all the placeholders that would need to be added to make the map completely rectangular rather than irregularly shaped.

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #79 on: December 23, 2012, 10:57:59 pm »
i have nto yet made the zelda-like scrolling, but i will do it :P
(maybe i'll reprogram it in brainfuck)
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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #80 on: December 23, 2012, 11:06:13 pm »
I hope not O.O

Also from what I remember, in the original game, the random battle seed ranges from 5 to 30. It's set when the game is started (new game or not doesn't matter) or after a battle (win or escape). It decreases by 1 every step, so after 5-30 steps you run into another monster. If I was you, I would change the range to 10-25 instead, since 5 was rather annoying and not lowering the upper end of the range would break the game balance.

Since in your game Reuben moves 1 pixel at a time instead of 8, but still moves at a similar speed, you might have to change the range to 80-200 instead (or 40-240 if you keep the original) to not complicate the code too much.

Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #81 on: December 24, 2012, 12:08:44 am »
mhmm, that only looks like 3 level greyscale to me O.o

It's 4, but the gray I used on the feet and hands is pretty light. I guess I should've used a darker gray. XD

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #82 on: December 24, 2012, 06:35:00 pm »
mhmm, that only looks like 3 level greyscale to me O.o

It's 4, but the gray I used on the feet and hands is pretty light. I guess I should've used a darker gray. XD
Oh, lol, could you also please make the normal sprites 4-level greyscale? :D

Since in your game Reuben moves 1 pixel at a time instead of 8, but still moves at a similar speed, you might have to change the range to 80-200 instead (or 40-240 if you keep the original) to not complicate the code too much.
I already thought about that :P

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #83 on: December 24, 2012, 10:18:22 pm »
Yes Sorunome, I'm working on it. :)

Offline Nick

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Re: Reuben Quest Axe Remake
« Reply #84 on: December 27, 2012, 10:41:50 am »
I just took a look at this project and it's amazing :o this could be wonderful Sorunome (and everyone helping out of course).
I really hope you succeed, good luck!

Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #85 on: December 27, 2012, 12:42:04 pm »
That reminds me, how will dynamic maps be handled? For example, once you open the gate at the beginning, it used the same map, except there was boolean logic inside the data:

[[16,16,28,28,29,41,11,39,27,15,16,16][16,16,17,40,41,11,11,11,39,27,16,16][19,19,19,19,19,19,11,19,19,19,19,19][9,9,9,9,9,13,22-11(L1(1)>0),25,9,9,9,9][4,4,17,9,9,13,22-11(L1(1)>0),25,9,9,9,15][16,17,16,5,11,10+(L1(1)>0),11,11,11,11,3,16][16,16,16,4,5,11,11,11,11,3,15,16][16,16,16,16,17,5,11,11,3,16,16,16]]

In Axe, will you just store an extra copy of the map with updated tile locations or will you just run a few hard-coded conditions after the map is loaded if it's equal a certain ID, to ensure that they're updated accordingly to the game progress?

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #86 on: December 27, 2012, 01:20:53 pm »
I will do if-conditions with the map where it is chosen and do stuff like if <already far enough in story>:[<hex>]->{L1+<num}:End
And i'm not afraid that would take too much mem, as that is something i could compile to an appvar and execute the appvar then -> not in app space :D

And to both Reubens:
I thought about it, and yes, I will make both reubens, but I'll not really fuse 'em, I'll more just make that the game is like a gamepack with both, because they are on different islands you can't go back anyways.

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #87 on: December 27, 2012, 01:39:50 pm »
Yeah I guessed If conditions wouldn't be that large. Although I was a bit concerned if a lot of data had to be modified in one map, such as when an entire wall has to disappear or something.

As for both Reuben, if I was you, I would first focus on the 1st game (and its engine, since battles have yet to be even started at all, let alone the menu/title screen :P), then once it's finished, release it, then expand to Reuben 2. So since Reuben 2 is huge, then if you lose interest or something, at least the first is finished.

I'm really curious about how much smaller than the hybrid BASIC version this will be. I know Axe code is much larger than TI-BASIC, but Omnicalc BASIC grayscale code is far larger than normal Omnicalc BASIC because of the real(20,0,0,0,96,62,0,0 commands that appears after almost every other line of code. And then there is the map data, which is at least 2.5-3 times larger in BASIC.

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #88 on: December 27, 2012, 01:42:18 pm »
As for both Reuben, if I was you, I would first focus on the 1st game (and its engine, since battles have yet to be even started at all, let alone the menu/title screen :P), then once it's finished, release it, then expand to Reuben 2. So since Reuben 2 is huge, then if you lose interest or something, at least the first is finished.
I already planned dat :P
And I just didn't have any time yet to start with battle engine, not saying that i wouldn't have done already a lot of planning in my head :P

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Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #89 on: December 27, 2012, 01:46:14 pm »
Ah ok, I thought you kinda had troubles with it (like almost everyone including (to a lesser extent) myself who worked on RPGs before.). Also for map data, I calculated, and based on the computer 8xp files, Reuben 1 BASIC map data is close to 26500 bytes large. In Axe it's 7968 bytes (there are 83 maps, including the title screen and the beach map used in the intro). Of course for Axe that excludes boolean logic, but the only danger extra If conditions would be is you running out of code space in the 16 KB app. How much space does code take so far?
« Last Edit: December 27, 2012, 01:46:52 pm by DJ_O »