Author Topic: [Contest] Illusiat 11 Grammer Port  (Read 18127 times)

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Offline Deep Toaster

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #45 on: January 06, 2013, 09:00:14 pm »
also by "shorter", I meant shorter time to program, not play :P
Still sounds like a big project lol

I really like the text fade-outs. (Unless that's just a screenshotting glitch? In that case you should program it in :D)

Good luck!




Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #46 on: January 07, 2013, 12:03:48 am »
Is it the routine from ROL3? By the way will the map be smooth scrolling?

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #47 on: January 07, 2013, 12:07:09 am »
Meh not smoothscrolling probably (based on time)
And yes the routine is from my old project
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #48 on: January 07, 2013, 12:09:46 am »
Ok I see. Also don't forget that the ENglish version of the game has some mistranslated stuff or misaligned text due to bad translation :P

Also would it be possible to keep the original title logo? Of course you can get rid of the Eleven part and just use ILLUSIAT XI or ILLUSIAT 11 like the last two games, but it would be nice if at least the title screen was preserved, so the game still remains somewhat true to the original series (or at least the last 3 games and the 2004 remakes of the first 4). :P


« Last Edit: January 07, 2013, 12:25:02 am by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #49 on: January 10, 2013, 05:53:16 am »
I think I got atb thingy working. Not much progress since my calc is having problems with grammer -_- (only 11 days left nooooo)
Also is it ok to ask other ppl for sprites?
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Offline TIfanx1999

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #50 on: January 10, 2013, 08:25:39 am »
Dunno, you should probably ask at Cemetech.

Offline Xeda112358

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #51 on: January 10, 2013, 10:31:24 am »
It worries me that Grammer isn't working for you .__. The chances that it was corrupted when sending to your calc are pretty small, but I've tested the released version several times and I didn't get any issues. I tested for the problem that was occurring before, too, with archived vars, but that is no longer an issue and it was thoroughly fixed. I really cannot find anything in Grammer that is causing your problems :/

Offline DJ Omnimaga

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Re: Re: [Contest] Illusiat 11 Grammer Port
« Reply #52 on: January 10, 2013, 12:07:45 pm »
Sorry to hear about your grammer problems. I hope you can finish the game in time. Backup too (on a computer) so you don't lose the game.

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #53 on: January 11, 2013, 09:43:37 pm »
So I'm glad to say that battle engine is done except the graphic part. For now, I'll be speedcoding the maps and storylines XD

EDIT: anyone interested? :P http://ourl.ca/18149/333801;topicseen#new
« Last Edit: January 11, 2013, 09:44:26 pm by Yeong »
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Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #54 on: January 12, 2013, 12:41:20 am »
Nice to hear. Did you have any big troubles with the damage formulas?

As for magic animations could you base yourself from the 3 sprites on the Illusiat 2004 title screen above? It would be cool if they were re-used :D (sadly they're not animated tho so someone could animate them)
« Last Edit: January 12, 2013, 12:42:44 am by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #55 on: January 12, 2013, 12:11:25 pm »
All right. Since I'm running out of time, for the mapping, I'll just generate from picture file just like how dj did. :P of course that will mean no 3d-ish effect on most of the map (most of the paths are too close to each other to make it dynamic. For tilemapping, I'll try to make it greyscale though.
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Offline DJ Omnimaga

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Re: Re: [Contest] Illusiat 11 Grammer Port
« Reply #56 on: January 12, 2013, 12:14:11 pm »
It shall be fine. Plus in pic format you save lots of space anyway. Good luck!

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #57 on: January 12, 2013, 05:30:40 pm »
indeed. 4k data vs 768 is quite knowledgeable.
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Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #58 on: January 13, 2013, 10:36:28 am »
So now tilemap generator and moving and scrolling works. Entiire chapter 2 maps + engine is less than 800 bytes!

Offline Xeda112358

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #59 on: January 13, 2013, 10:48:00 am »
Nice o.o Are you using the Tilemap() command for this?