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Gateways: Portals of Time I - Cloud Cover
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Topic: Gateways: Portals of Time I - Cloud Cover (Read 15624 times)
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yunhua98
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Gateways: Portals of Time I - Cloud Cover
«
on:
January 09, 2011, 06:38:26 pm »
Okay, so besides the intro, I'm going to have 3 episodes. I'm working on the first one, which takes place with the rich nobility.
Gateways: Portals of Time I - Cloud Cover
The Regulus family has always been devout believers of the Alpha, and have been spreading the news about his return. However, the ruling empire doesn't wish this to be told, they have sent their top two assassins to raze your house and kill the family. You however, by lucky chance, escaped. You have set out to avenge your family, before you stand up to the threat of The Evil Spirit's reawakening.
what'd ya'll think?
EDIT:
Credits
DJ_O - House Sprite from Rueben's Quest.
«
Last Edit: July 21, 2011, 02:35:57 pm by yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #1 on:
January 09, 2011, 07:37:46 pm »
Niiiiiiiice. I like it. It needs a little more plot though
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #2 on:
January 09, 2011, 07:57:01 pm »
Yeah, but I can't spoil that for you yet.
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willrandship
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #3 on:
January 09, 2011, 08:15:58 pm »
Speaking of ways around symbol errors, if you have a lot of symbols as sprites you can reference them through Pic1+16*sprite number instead of using a diff. symbol for each. It can save a lot if you're making anything using a tilemap.
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #4 on:
January 10, 2011, 03:05:07 pm »
that's what I'm doing.
I store a bunch of Hex into a GDB and then use the first one plus something*16. But I just realized I don't need a pointer after the first one for all the tiles.
EDIT: also, I've finished the map for the player's house and am working on the part where the assassins raze your house.
«
Last Edit: January 10, 2011, 06:20:07 pm by yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #5 on:
January 10, 2011, 06:23:19 pm »
Wow, lots of Axe RPGs coming up lately. And all in 3 lvl grey....
Good luck, and hopefully you won't run into any max symbol errors (those are...absolutely the worst. I speak from experience)
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #6 on:
January 10, 2011, 06:25:55 pm »
lol, don't worry, I won't have many sprites besides tiles, and since my routine only needs the pointer to the first tile, I only need one pointer per room.
And no, the rooms won't all be 12x8.
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Re: Gateways: Portals of Time I - Cloud Cover
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Reply #7 on:
January 10, 2011, 06:26:24 pm »
I'm worried about that too. How much RAM does a
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tilemap use?
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Last Edit: January 10, 2011, 06:26:53 pm by c.sprinkle
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
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Reply #8 on:
January 10, 2011, 06:27:18 pm »
well, it depends, other than the sprites, how are you storing your data?
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #9 on:
January 10, 2011, 06:35:31 pm »
well standard tilemappers would use 1 byte per tile...so 1152 bytes total. Or you can be cool and use nibbles which would halve that size, but also restricts you to 1/16 the amount of tiles at a time. Your call.
The thing with the nibble mapper is that you can have different "tilesets" for different maps to get around the fact that you only get 16 tiles. For example, in the Ash:Phoenix demo, you can see this effect. It provides a nice bit of variation, although 16 still isn't a lot for detailed graphics: the houses don't have edges, etc.
«
Last Edit: January 10, 2011, 06:38:33 pm by squidgetx
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
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Reply #10 on:
January 10, 2011, 06:38:35 pm »
Thats why my RPG is split into 3.
I may just end up using appvars for maps lol
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #11 on:
January 11, 2011, 04:04:10 pm »
Seems interesting. Any screenshots and planned features list so far?
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #12 on:
January 11, 2011, 04:42:02 pm »
I'll have a screenie as soon as I fix the collision detection bug and finish the animated part of razing.
Merged (yunhua98): I can't edit on a phone so...
Anyway, I changed my mapping routine, which made the game a tad bit faster and allowed for bigger maps. (hopefully, I haven't tested it out fully yet)
«
Last Edit: January 12, 2011, 04:41:23 pm by yunhua98
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The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
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yunhua98
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #13 on:
January 12, 2011, 04:40:43 pm »
Triple post!
anyway, I changed my character sprites to 8x16 just because it looks better.
btw, does anyone have a good way for smooth scrolling but in 8 pixel increments? I'm currently scrolling 8 pixels at a time.
EDITL: not triple anymore, merged previous two, which were at 3 hours apart.
«
Last Edit: January 12, 2011, 04:41:58 pm by yunhua98
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To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
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Re: Gateways: Portals of Time I - Cloud Cover
«
Reply #14 on:
January 12, 2011, 04:46:03 pm »
Sure. Use Horizontal or Vertical commands and then redraw the new edge of the map.
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