Author Topic: [Contest] Illusiat 11 Grammer Port  (Read 18125 times)

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Offline Nick

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #15 on: December 30, 2012, 02:20:16 am »
Uh, what kind kind of contest? am I missing something?

And btw, it looks nice so far, but i guess there's no flickering on the calc?

Offline DJ Omnimaga

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #16 on: December 30, 2012, 05:20:50 pm »
He means the Cemetech Contest. Also I think it's less flickery on-calc. WabbitEmu was probably not setup properly.

Offline Xeda112358

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #17 on: December 30, 2012, 05:25:48 pm »
Wow, nice Yeong o.o A few notes:
Grammer supports 3 and 4 level grayscale :P
Also, Grammer supports a few miscellaneous 32-bit commands, but noe for doing math with 32-bit numbers. However, if you have any specific routines, I should be able to create some Grammer code to work with 32-bit (or larger) numbers :D

If that isn't against the rules >.>

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #18 on: December 30, 2012, 11:47:03 pm »
What do you mean by rules? ??? If you mean using previously-made games in the contest, then in fact the contest theme is ports, meaning porting existing games to new calcs, along with a game occuring around a ferry or cables being plugged in ports. :P

Also how good is the 4 level grayscale in grammer?

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #19 on: December 30, 2012, 11:57:08 pm »
Drat. I must be using older version. XP

Also, attacking finally works now. (Just physical attack) now that I fixed the glitch that always gave me 9999 dmg XD
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Re: [Contest] Illusiat 11 Grammer Port
« Reply #20 on: December 31, 2012, 12:26:58 am »
By the way, are you porting the 2002 version of the 2006 one?

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #21 on: December 31, 2012, 08:30:41 am »
2002 one.
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Offline Xeda112358

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #22 on: December 31, 2012, 08:43:42 am »
What do you mean by rules? ??? If you mean using previously-made games in the contest, then in fact the contest theme is ports, meaning porting existing games to new calcs, along with a game occuring around a ferry or cables being plugged in ports. :P
I mean rules relating to getting help from somebody else.
Also how good is the 4 level grayscale in grammer?
Runer or thepenguin77 could probably make it better using interrupts or something, but otherwise it is pretty good, I think. There are 12 grayscale modes, but it is all 4-level gray using different saturations. Even black/white and 3-level uses the four-level grayscale routine when you do DispGraph. Its just with 3-level gray, it uses 100-50-50-0 for the colors, so the grayscales have the same color.

Here is a quick screenie :)

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Re: Re: [Contest] Illusiat 11 Grammer Port
« Reply #23 on: December 31, 2012, 01:13:40 pm »
I'll check later since attachments do not wwork in Tapatalk, and yeah I don't think he can ask Help (except maybe in his Cemetech topic), although reporting Grammer/Axe bugs (which he ran into with big integer numbers) might be fine.
« Last Edit: December 31, 2012, 07:12:26 pm by DJ_O »

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #24 on: December 31, 2012, 07:05:54 pm »
Aw righty. Now that I now know that recallpic didn't work, I can put the backgrounds. Weeeee.
Let's see what I need. Forest,cave,mountain,field, city?
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Re: [Contest] Illusiat 11 Grammer Port
« Reply #25 on: December 31, 2012, 07:22:23 pm »
What are you using as recallpic alternative?

And yeah the first area is inside a king castle, the 2nd is a cavern, 2 villages, later there's a forest and mountain (that one can use a background sky for the left side like Reuben kinda), then a river. In chapter 2 there's another forest, but with crystal ground and trees (that forest has another high dmg magic boss), an elvish hotel, two towns, some ruins, an elevated rock path on a canyon or something. Chapter 3 has a bridge that is half in ruins (meaning you need water tiles as well), another canyon (this time at the bottom of it), a mountain that later turns into a volcano crater, an inferno place (inside volcano), a fire dungeon, fire village, some sort of crystal road (kinda like that optional place in ROL3 with tiled floor), a somewhat dark forest and cave (floor looks like a star sky or something), 3 elemental dungeons, a cemetery and the final dungeon. That should give an idea overall of what kind of tiles you might need.
« Last Edit: December 31, 2012, 07:50:00 pm by DJ_O »

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #26 on: December 31, 2012, 07:23:46 pm »
Oh, we figured out why it didn't work, it as because Grammer uses the syntax where Pic1=0, Pic2=1, Pic3=2,...

Offline Yeong

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #27 on: January 01, 2013, 12:39:53 am »
What xeda said XD
Also those maps are just asking for dem rol3 tiles :P
Btw the bg will just be grey because if it had full greyscale the stuffs will get bit too big.
Expect another screenshot in this week XD
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Re: [Contest] Illusiat 11 Grammer Port
« Reply #28 on: January 02, 2013, 08:08:55 pm »
Yeah I thought the ROL3 ones would fit well since a lot of areas are kinda similar dungeon textures. As for battle background I just thought it would be nice to at least have one or a floor since the original game has at least a floor. Not having anything might make battles look a bit bland and too basic (like most calc RPGs). Maybe you could do like Lufia and have the map as background in light gray (anything black becomes light gray and the rest becomes white), though, or the opposite (white becomes dark gray and everything else black), and monsters earn a white outline.



So at least there would still be something in the background. Way too many non-BASIC calc RPGs lacks much graphics in battles. x.x
« Last Edit: January 02, 2013, 08:09:39 pm by DJ_O »

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Re: [Contest] Illusiat 11 Grammer Port
« Reply #29 on: January 03, 2013, 06:05:58 pm »
That actually doesn't sound half bad. :)

Progress today!
- Finished the battle menu. yay!
- The HP/MP text will change to grey if the player has less than 20% of the Max HP.
- Able to use items

I'll post the screenshot tomorrow with working physical attack. :P
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