Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 30636 times)

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Offline Streetwalrus

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Illusiat 11 : Axe Edition - It's time to du-du-du-duel !
« on: May 28, 2013, 03:47:53 am »
Hi guys !

I just started playing Illusiat 11, and I have to say it's pure awesomeness packed into one game. ;D

My only concern with it is the speed : it's pretty annoying to wait while the screen redraws. Also the fact that it can't run from archive but that's something else. So here we are : I want to rewrite it in Axe for even more awesomeness ! :D
I already tried to write a map display routine and it is pretty much instant.

So here is what I wanna do :
-Completely rewrite the engine in Axe for speed and splitting all the data from it
-Nice looking GUIs
-New battle screen (maybe with graphics ?)
-The battle engine will have to be written in ASM in order to keep floating point math because I heard it relies on it
-Keep these awesome ASCII maps
-Map compression
-Scripting
-Cutscene scripting
-Music ! (probably gonna remix one or two of DJ's songs)
-Anything you guys could suggest

Of course I won't do it with DJ's permission because it's his game after all. ;)

So planning stage discussion, engage !

[offtopic]Also this doesn't mean my two other projects (HammerIDE and my unnamed storyless RPG) are dead. ;) [/offtopic]
« Last Edit: May 15, 2014, 02:13:12 pm by Streetwalrus »

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #1 on: May 28, 2013, 04:13:06 am »
I know that Yeong was working on a Grammer port of this game, but he vanished off the face of the earth, so I guess you can go ahead. Just keep in mind that this is a massive project so if you never worked on an RPG before this will be very challenging.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #2 on: May 28, 2013, 04:24:43 am »
I think I have the tech knowledge to make it. :P
Anyway if you still have the documentation it would be very helpful (assuming you wrote one when you initially wrote THE GAME (:trollface:)).

Edit : Map display is fully working and crazy fast. :P It scrolls several screens/.1sec.
« Last Edit: May 28, 2013, 09:34:24 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #3 on: May 28, 2013, 12:12:39 pm »
Well, one thing is for sure, is that I will not help in any way with enemy balance and the rest of the game, for the following reasons:

1) If the project dies, I'll have once again wasted my time helping, like I already did with the other Illusiat 11 remake, along with ROL3 Grammer and Reuben Quest Axe/PC remakes last year. Of course it's good if the project succeed but I prefer to not take any chance anymore, especially now that I have even less free time and more projects of my own. Sorry.

2) The source code is already available, along with complete bestiaries at http://ourl.ca/17392. You can learn TI-BASIC at http://tibasicdev.wikidot.org and if you have troubles opening the game code on-calc you can use Token or SourceCoder.

3) It is possible that some help might already be available in the other Illusiat 11 thread, but it isn't as likely since the project was started after the Axe Remake of Reuben started showing signs of dying (it may still be alive right now, but one update every 6 month isn't very encouraging). The topic is available there anyway http://ourl.ca/18029

However, if somehow you want to get rid of the ELEVEN part in the title screen (I would prefer that the original Illusiat 2002 logo is kept, tho), here are the title screens of the last 4 games, which you can use as inspiration:


Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #4 on: May 28, 2013, 01:28:44 pm »
Yeah I already know TI BASIC. It was my first ever programming language. :P I started with it on the TI-80 with trial/error until I've put my hands on the manual. I continued on the TI-84 until I learned Axe.

Back on topic, I know how to open the code on calc. Also thanks for the bestiary link, I guess it's the only info I'll get along with the original code, but that should be enough.

Well, one thing is for sure, is that I will not help in any way with enemy balance and the rest of the game
The battle engine will implement the BASIC floating point system through ASM, so I'm going to reimplement all your formulas which I can get from the code. ;) I want to stay as true as possible to the original.

The only help I'd need is some pixel artists because I'm not a good drawer. :/ But I'm not there yet. Same for music.

As for the tittle screen, I'll keep the original one. ;)

Edit : Map screenie. That was really easy. Note that the tiles will eventually be letters like in the original. ;) Aaaand diagonal movement is supported.
« Last Edit: May 28, 2013, 01:41:01 pm by Streetwalker »

Offline Yeong

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #5 on: May 31, 2013, 08:55:17 pm »
Don't hate me DJ D:
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Re: Re: Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #6 on: May 31, 2013, 11:59:19 pm »
Don't hate me DJ D:
I don't ???

Quote
Hmm why is the screenshot blue? O.O

Also you might want to make sure that diagonal movement doesn't cause problems with map design. In the original game, you can't move diagonally and the random battle encounter counter decreases by 1 every step. Maybe make it decrease by 1.5 when moving diagonally so people don't cheat their way out of random encounters by moving diagonally. Also make sure that by moving diagonally you can't reach places you couldn't reach in the 2002 game.
« Last Edit: June 01, 2013, 03:18:42 am by DJ Omnimaga »

Offline leafy

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #7 on: June 01, 2013, 03:23:03 am »
Actually, I'd love to see tiles that aren't letters - It'd be a shame if developers used a full-color screen just for displaying monochrome ASCII characters :P
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Offline Hayleia

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #8 on: June 01, 2013, 03:27:27 am »
Actually, I'd love to see tiles that aren't letters - It'd be a shame if developers used a full-color screen just for displaying monochrome ASCII characters :P
But... this is an Axe project, so I assume it is for the monochrome z80 calcs with Flash, not the 84+CSE. Hence why DJ_O (and I too) wondered why the screenshot was blue.
Or did I miss something and Axe is actually out on the CSE ? *.*
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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #9 on: June 01, 2013, 03:59:57 am »
I doubt it, unless Runer112 works on it already and decided to release a private beta (which could explain the blockiness since he planned to only support 160x120 resolution). But yeah maybe graphics would be nice since you can take advantage of Axe speed, plus Axe graphics are faster than ASCII due to how horrible TI's text routines are. You could maybe add two graphic modes, though, for those who want to use the original graphics.
« Last Edit: June 01, 2013, 04:00:26 am by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #10 on: June 01, 2013, 04:03:02 am »
Lolnope I don't even have a CSE. :P The blue screenie is a TiLeM feature (also 288*192 is a multiple of 96*64).

Also DJ, to answer your question : there is no actual diagonal movement, but I allow to press more than one arrow at once. Hence there is absolutely no issue with this. You see diagonal movement because the screen is updated after movement is made. ;) I allowed this to make it easier to navigate on the map.

Also since I draw the map with sprites (MUCH faster than text), I could use any tiles I want, not necessarily text. But OFC it will be limited to ground and wall (walkable and solid) tiles.

BTW the map shown on the screenie is the Pic1 from the original. I didn't even need to convert anything, just copy it to the back buffer and read with pxl-test.
« Last Edit: June 01, 2013, 04:10:59 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #11 on: June 01, 2013, 04:25:19 am »
Oh snap, I thought the screenshot was of a CSE. My bad, carry on! :P
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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #12 on: June 01, 2013, 12:25:30 pm »
Ah I see about diagonal movement. I guess it's kinda like Metroid II: Evolution then. And Leafy it's not CSE, it's just a TilEm feature apparently (if it was CSE, there would be no motion blur anyway).

And yeah by using the original maps you could save a lot of memory, because such game with standard map data that takes 1 byte per square would take insane amounts of archive.
« Last Edit: June 01, 2013, 12:26:03 pm by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #13 on: June 01, 2013, 01:23:01 pm »
Yeah I also plan to add map compression. :P

Offline Yeong

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #14 on: June 01, 2013, 02:49:16 pm »
If you can make a routine to read map data from the pic var, you basically only need around 4k for entire map data.
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