Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 30777 times)

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Offline TIfanx1999

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #45 on: July 06, 2013, 09:37:49 pm »
Looks good so far. :)

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #46 on: July 07, 2013, 02:10:12 am »
Looks interesting so far, although I would replace the checkerboard by sand or something so it hurts my eyes less x.x.

Also try to not make the menu look way too much like MirageOS or TI-OS menus. What would be nice actually is if the main section had the same layout as Illusiat 11, 12, 13 and 2004, with the options at the top and the HP/MP/etc at the bottom, but with Final Fantasy like borders (kinda like Reuben Quest, The Verdante Forest and Final Fantasy v1.198).

By the way, will it be possible to see your MP when selecting magic spells or the individual items count when selecting items in battles? The first version lacked this IIRC and it was particularly annoying vs long boss fights. >.< (I think this was due to how the engine was done)
« Last Edit: July 07, 2013, 02:17:39 am by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #47 on: July 07, 2013, 02:56:54 am »
All the graphics in there are temporary placeholders. :P I really suck at pixel art. BTW this is the castle you begin in. ;)

For the menu it doesn't look too much like TI OS but I'll try to make it different. I just wanted it to be fancier than the original. If you could post a mockup of what you'd like it would be nice. :)

As for the MP and item count in battles, yes it's planned. I just didn't work on anything battle related yet, but the battle screen will probably look way fancier. :P

Here's the current roadmap :
-Proper map handling (implement hub menus or even add some maps for that, the latter needs teleportation implemented) rather than crude loading as I did until now for testing.
-Objects on the ground and related events.
-A scripting engine for cutscenes (not sure about that, I might hardcode these like you did if I'm lazy :P).
-Battle engine. This will probably the most complex part of this project as I never made one. :/ I guess I'll have to look at the original source a lot, especially for balance.
-Probably some other things I forgot.
-The music engine will come last if and only if it is possible to make it run smoothly.
« Last Edit: July 07, 2013, 04:26:23 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #48 on: July 07, 2013, 04:16:34 am »
Well it doesn't look like TI-OS at the moment but it looks a bit like ASM shells such as MirageOS and other file browsers I've seen before for calcs. I would also have the HP bar horizontal like in most RPGs unless you ditch it, since otherwise I first confused it as a scroll bar. :P I might try to do a mockup if I get more free time later. However, you can see examples of the menu borders here:

http://www.ticalc.org/archives/files/fileinfo/234/23497.html
http://www.ticalc.org/archives/files/fileinfo/453/45378.html (although they're grayscale)
Or you could do like TVF where we can still see the walking screen while in the main menu http://www.ticalc.org/archives/news/articles/11/115/115387.html , but instead of just the small menu at the top, add an extra box at the bottom for HP/MP/LV/location/etc

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #49 on: July 07, 2013, 04:30:50 am »
I made a menu like that at first but since I wanted to add all kinds of info to it I made it fullscreen. I'll try to keep it that way but make changes like you said. Thanks for the feedback. :D

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #50 on: July 21, 2013, 09:16:53 am »
Small update here ! :)
-New menu (I also made french strings for it), As you can see I went with Reuben style
-Small internal changes to make map loading easy

A.8xp is the executable, ILLUMAP.8xv is the map data (needed by the executable), the rest is the source.
« Last Edit: July 21, 2013, 09:23:41 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #51 on: July 21, 2013, 05:46:48 pm »
I like the menu! Nice job!
I should continue with reuben....

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #52 on: July 21, 2013, 07:01:24 pm »
Ooh I like it even better now :D, nice job. Also the energy bar fits well :)

I lost, though <_<

On a side note, this game was translated somewhere in Early 2005, so the English translation is pretty bad. I doubt I will re-translate it anytime soon, but it might be a good idea to make the game engine so that it's very easy to replace the text and that it isn't dependent on text lenght too much, in case at one point it would be re-translated.

Also, in RPGs, Skills is used more often than Moves. Back then, I think I used Abilities, though, so maybe it should be changed to Skills? Also do you plan to make it possible to use Cure magic outside battles?
« Last Edit: July 21, 2013, 07:03:04 pm by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #53 on: July 22, 2013, 01:40:13 am »
Thanks !

Actually I agree with you on Skills, I don't know what I was thinking when I wrote that. :P Fixed. For the french menu text I've put "Inventaire", "Techniques" (maybe "Capacités" is better), "Statistiques" and "Sauvegarder".
I think it'd be a good idea to have Cure magic outside battles, so yes.

I'm trying to make an engine as modular as possible and that relies on 100% external data. That will make it a lot easier afterwards, for translating and reusing it in other games. ;)

I've decidedto take a little break from gaming and work on this today so hopefully you'll see some progress. :D

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #54 on: July 23, 2013, 01:09:48 pm »
Capacitées might be better or Habilitées (sp?) since there is already a skills called Technique. Of course you could always change that skill to Special, though. Also maybe Statut instead of Statistiques since in English we use Status instead of Statistics?

And good idea, it could make it possible for example to port Illusiat 7, 9 and 10 to this engine. :P

An idea I had, btw, would be the ability to go back in previous chapters whenever that's possible. Of course once you go down the river in chapter 1 you can't go back, but there were examples where going back would have been possible if I decided to allow it, such as the end of chapter 3 and perhaps 2. It could make the game feel less linear and perhaps it could allow you to add extra side quests such as an extra set of weapons/armors to make it a bit easier to beat the secret boss or something making the final boss much harder, requiring that extra set of weapon/armor. :P
« Last Edit: July 23, 2013, 01:15:54 pm by DJ Omnimaga »

Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - Planning stage
« Reply #55 on: July 24, 2013, 03:05:03 am »
* Streetwalker takes note of these good ideas
I really should make a to-do list somewhere. :P

Capacitées might be better or Habilitées (sp?) since there is already a skills called Technique. Of course you could always change that skill to Special, though. Also maybe Statut instead of Statistiques since in English we use Status instead of Statistics?
Mmmh... The thing is that screen does not only show the player's status but also his battle stats, so it feels a bit awkward to me. :/

Also a question for the title screen : would you guys prefer the Illusiat logo mono-spaced or variable width ? I prefer the second option because then you don't have huge gaps between I's and the following letters. :P
« Last Edit: July 24, 2013, 03:34:51 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #56 on: July 24, 2013, 03:44:19 am »
I guess you could keep it monospaced if you want to keep it as true to the original as possible, else to make it look better I guess you better use the 2nd one.

The reason why it was monospaced in the first place is because of how it was generated IIRC.

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #57 on: July 24, 2013, 03:49:20 am »
Yeah I know, I took a look at the code. :P
Also I put up a poll.
« Last Edit: July 24, 2013, 03:50:23 am by Streetwalker »

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #58 on: July 24, 2013, 03:51:36 am »
To be honest, it was almost a mistake because a pic of the logo and text would have been much smaller and faster, but of course on a CSE it would be the opposite due to one pic taking 21956 bytes instead of 767 (although they use no RAM).

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #59 on: July 24, 2013, 06:29:17 am »
OK so I decided to go with the non monospaced one. Here's a quick mockup I threw together in GIMP :


BTW I want to delete that poll but I can't. :/ If someone with the power to do it removed it it would be nice. ;)