Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 30675 times)

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #90 on: July 26, 2013, 10:41:25 am »
Thank you for the tip Hayleia ! Also I think I'll use a custom font for in-game text so I'll have a custom text routine that will do this for me. ;)

Offline DJ Omnimaga

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Re: Re: Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #91 on: July 26, 2013, 06:51:55 pm »
oh ok, I wasn't sure since in your screenshot there was one particularly short line.
That must be because the next word is a long one.

How do you do the offscreen detection btw? Do you just count the total amount of pixels each char in the word takes or is that what pencol do?
That is what pencol does. Basically, pencol is the x position of your pen. When you have written a word, your pen is at the end of the word. And if your pen is no longer on the screen (if pencol>width_of_screen) it means that your word was too long to fit on the screen.

I was sure that pencol and such stuff was only for the homescreen...
For the homescreen, its curcol (and currow), not pencol (and penrow).
ah I see now, thanks for the explanation :)

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #92 on: March 22, 2014, 12:52:50 pm »
Soooo... Holy necro comeback Batman time ! :D
I've been working on this during the past few days. Mostly code refactoring (huge cleanup, general structure reorganized, everything documented). The mapping engine is now almost done and ready to expand with more awesome stuff. It's also almost ready to integrate into a whole project.
Also I have a pretty neat idea of how to implement stuff that can't be generic/standardized data : since Axe can call routines by address, map events, battle engine attacks and animations, animated cutscenes, etc. will be actual executable code and that will provide much flexibility for impressive results.

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #93 on: March 22, 2014, 12:55:22 pm »
Nice to hear :D but I hope you can use Fullrene because you'll hit the 8K limit very fast O.O (even an App page might not be enough)

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #94 on: March 22, 2014, 12:59:33 pm »
The mapping engine executable alone is currently <1.4K. I'll try to see how much I can cram in but the idea was to have all the data external in a massive appvar in archive.
Oh by the way I added dynamic mapping support to it. So on the bottom border of walls there is a different tile.
« Last Edit: March 22, 2014, 01:02:49 pm by Streetwalrus »

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #95 on: March 22, 2014, 01:35:05 pm »
Yeah my concern was mainly the cutscenes requiring a lot of memory. Good luck anyway :). As for dynamic mapping, just keep in mind that the game maps were designed without dynamic mapping in mind, so some maps might look weird. One thing you could do, though, is for the maps that were not mountains (ie: flat land ones or single story dungeons), is using a different wall tile if that wall is only 1 tile large vertically, such as rocks blocking your path. For forests, you could use bushes or trees that were cut and for maps like mountains where using a different tile would be impossible, just use the same as regular walls I guess.

In ROL2 and 3, it was possible to invert dynamic mapping for certain dungeons so that instead of changing the bottom of walls it changed the top to create the impression that you are on a platform suspended in the sky or something. Also, in Illusiat 12 it could also invert collision detection in the way that you could wall on top of walls but not the bottom of walls nor the floor. You just had to stand at the bottom of a stair, which triggered a cutscene where you climbed it, then it swapped collision.

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #96 on: March 22, 2014, 02:56:02 pm »
Glad to hear that progress on this is resumed :D

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #97 on: March 22, 2014, 02:57:18 pm »
Says the guy who's not working on Reuben.
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Offline Sorunome

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #98 on: March 22, 2014, 02:58:33 pm »
Eventually I shall continue on Reuben :P

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #99 on: March 22, 2014, 02:59:23 pm »
You owe that to the community. :P You started it now you have to finish it.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #100 on: April 14, 2014, 08:53:33 am »
Ok so what I was talking about, I call them hooks. They are called before updating the screen and must handle map rendering. And actually it's the magic solution to all the problems an RPG can encounter :
-Teleportation/hub menu trigger. Just a matter of loading a new map and/or setting cordinates, or calling a routine.
-Objects on the ground. Alter the rendering and add key/position checks.
-Events. Duh.
-Cutscene trigger, yes these will be code.
-Tons of awesome sh*t like fancy grapical effects. :D

Also to make data creation easier, 0 in the vector table will make the engine call the default map renderer.
By the way the vector tables and routines that go with them are the only things that will go in the executable. Unless I make them into an external program disguised as an appvar and have the main engine as an app. This will be last resort if both can't fit in the app.

I'm finnishing off the map engine before I work on these.
« Last Edit: April 14, 2014, 09:07:05 am by Streetwalrus »

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #101 on: April 17, 2014, 03:35:57 am »
Thankfully, for objects on the ground, in this game there is usually just one object or event per dungeon or one at a time. :P Sometimes there might be more but I think that only really started appearing in Illusiat 12 when one dungeon could have multiple tilesets depending of your location in it.

That said, if you decide to make villages graphical, then there will be two or three doors in them, depending of how many item shops there are.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #102 on: April 17, 2014, 03:59:22 am »
Yeah I'll add graphical villages eventually but at first it will be menus.

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #103 on: May 06, 2014, 07:29:48 am »
Did some cleanup + merging. The map engine as it stands is 1057 bytes, but that includes some data that will be moved to an appvar. Hopefully the strategy I came up with to make these on calc is good enough.

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Re: Illusiat 11 : Axe Edition - Holy necro comeback Batman ! O.O
« Reply #104 on: May 06, 2014, 04:52:45 pm »
Awesome to hear. By the way, I wonder how large do you think the final map data will be?