The Codex Posted April 16, 2010 Share Posted April 16, 2010 Thanks... And I'm surprised you could even hear anything through that shit microphone they use for the feed. And that wasn't my band even. . I was sitting in with a different band. Funny how things go sometimes--- I used to play with them full time--years ago. Sounds was flakey but I'm an old hand at hearing the quality through shite audio (was a filmmaking student for a while with equipment that was older than me). And you must've been back in the groove, because you all played well together. Let me know if there's another feed at any of the places you play next. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 16, 2010 Author Share Posted April 16, 2010 (edited) Matthew--- I'll be re-designing these levels as I go. These are just mockups for now, so I'm not sure what the finished versions will look like. For a mapsize 792 bytes isn't bad in my estimation. We'll be saving the data in the form you saw in the pic, so the first program will not even be on the diskette--- it will just be the "binaries" on the disk (still not sure if that's the right term--- it's obviously not in "binary" format). Anyway, if I have 5 worlds of 6 or 7 screens a piece, that's about 30k--- no big deal there.. However if you believe compression will make the screen draw faster, I'd love to hear some ideas... Otherwise, I'll be trying to write an assembly routine to pull that data from the disk and draw it--- just do a CALL LINK(FOREST1) at the appropriate place in the program... This is new territory for me, so I'm eager to learn anything and everything that will help! Thanks. Edited April 16, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted April 16, 2010 Share Posted April 16, 2010 By the way Codex, if you're lurking--- give patterns.swf a try. No pen/eraser icons... One click draws a pixil and another click erases said pixil. I guess it's all a preference thing. The "reverse" or "mirror" function is pretty useful as well. Just some thoughts. Rock on! Good thoughts. I considered doing the classic "left click draw, right click erase", but I may be using right-clicks for tear-away menus later so I went with the icons. And since I use drag-painting, I can't toggle the pixels on the fly or it would be very confusing. However, adding flip and invert tools would be easy and useful. I'll add them to the list for the next release! Here’s how it goes in ”patterns” ... You left click a pixel and it’s reversed. If we have black and white, and you click a white pixel it’s reversed to black. Awkward maybe, but that’s actually the easy part. Now, if you hold the mouse, you continue to draw with that color. That would be black if we continue the example above. So it’s the pixel clicked that determines the drawing color. This might very well seem totally strange, and it is, until you get used to it. I designed it like that so painting could be quick and still, like you suggest, one reserves right click for future pop up menu system. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 16, 2010 Author Share Posted April 16, 2010 It's the slickest and fastest editor I've ever used for defining characters... I'm just so used to it now, anything else feels cumbersome--- but that is, as I said, a personal preference thing. I like the smoothness of how "patterns" moves with the user--- you almost feel like it's "helping" you in a strange AI interactive way. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted April 16, 2010 Share Posted April 16, 2010 It's the slickest and fastest editor I've ever used for defining characters... I'm just so used to it now, anything else feels cumbersome--- but that is, as I said, a personal preference thing. I like the smoothness of how "patterns" moves with the user--- you almost feel like it's "helping" you in a strange AI interactive way. Now you blew me away ! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 16, 2010 Author Share Posted April 16, 2010 Hey man--- I use patterns every day--- even when I'm not programming, just as a time killer. Its like my buddy, you know? Anyway, "Magellan" is starting to work it's way into my favorite apps too now. If I can figure out a way to automate and hybridize the Magellan output with the LOADMAP/SAVEMAP programs--- it'll make my "fun" time more "fun." Im making progress, but still a lotle bit away- the main thing that takes a bit of time is taking the Magellan color output and creating a string of 28 numbers which represent only foreground/backgound colors-- if you look at DRAWMAP, it loads the colors in from a string... I suppose I could just use the Magellan version of the CALL COLOR, but it's not as compact. We'll see! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 16, 2010 Author Share Posted April 16, 2010 (edited) Matthew, I also thought it was interesting how the portrait/landscape thing looks--- it's actually cool because it makes the datafile look "not so much like the map." I had a fleeting worry that the "maze" element to parts of this game could be easily "cheatable" if one could look at this datafile in TI99Dir and see how to traverse the obstacles. The skew in portrait/landscape helps that a tiny bit. I then thought briefly about encryption, but then decided that if someone is gonna go through the trouble of viewing datafiles with a hex editor to try and cheat, then they're not in it for the fun anyway... Let 'em cheat! Screw it. Im also wondering if an assembly routine to access the map data and display it would in any way affect on the music player you created? Edited April 16, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted April 17, 2010 Share Posted April 17, 2010 (edited) Im also wondering if an assembly routine to access the map data and display it would in any way affect on the music player you created? It could indeed, but ... The music routine must without doubt be dependent on the interrupt. XB and maybe the DISPLAY_MAP routine would have to allow for interrupts every now and then. XB doesn’t always do that, like when the screen scrolls, but it might not be noticeable in the more "plain" music (without too much tempo, sweep and vibrato effects et al). Now, when designing the DISPLAY_MAP routine, the parts have to be chopped somewhat and allow for interrupts in between. That’s if we want perfect music. One could go for a "read all" and then "display all" approach. Or a "read" like 3 lines and "display" 3 lines etc. Edited April 17, 2010 by sometimes99er Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 17, 2010 Author Share Posted April 17, 2010 Interesting... Well, I suppose that I would not need to keep the music going throughout the screen draw--- I could get creative and do some kind of pause in the tune while the next screen draws. Maybe when the player reaches the edge of th screen, I could have a short XB soundlist that will "resolve" the music currently playing by staying in the same key and using a negative duration at the front of said short soundlist to interrupt the assembly soundlist currently playing. Then---do the screendraw routine, then start the music up again... I don't know--- just thinking. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 19, 2010 Author Share Posted April 19, 2010 (edited) ' Screen 5. This is above the top right screen in the 4 screen pic above. =) Thanks Codex! Edited April 19, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
The Codex Posted April 19, 2010 Share Posted April 19, 2010 As they used to say on another gaming board I frequented, "awesome sauce, man". I like how this is developing. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 19, 2010 Author Share Posted April 19, 2010 (edited) Thanks Codex! Yea man-- it's really taking shape... I have one more mockup to do on this world to go to the right of screen 2. (This will be screen 6). Then I'll be modifying a few things with the character definitions and putting some more thought into the intricacies of the map and how difficult I want to make this world (as far as complexity of travel-flow). Anyway, it's gonna be fun! I will tackle the 6-7 screens of the "cave world" next. Edited April 19, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 19, 2010 Author Share Posted April 19, 2010 (edited) Last screen of this world. These are all just basic mockups, so the detail is pretty lame in all of these so far. Below I've posted a pic of the first 4 screens, in their proper position, I've posted another picture of a single screen... this is screen 5 and it is located above the 2nd screen (top right) of the main MAP picture. The last photo is of the 6th and final screen... located to the right of screen 2. I've also posted a picture of the layout so you can see what goes where. =) Enjoy, and wish me luch as I start working with these screens to make them more intricate... I have a town to build, two big towers on either side of the mountain door in screen 4. As I've written before, the player will enter this world in screen 1 and exit through the mountain door in screen 4... however there will be major quest items and a key on the other screens, so all screens must be cleared before the mountain door will open. Enjoy This is the world layout... You will see the pictures below which go in these spaces This is the main block of the map... numbered as following (for this pic) 1 2 3 4 The rest of the 6 screens are below. This is screen "5" located above screen 2 in the world map This is the final screen for this world. Screen6. This goes to the right of screen 2 (see the above red and black layout) This is it... My first "Magellan" project. As I said, there is much more to do with these screens, but I've got a layout and I'm sharing it with you to get some thoughts, feedback, etc. Just as a bit of info to help visualize what gameplay will feel like Character may move one space at a time in any of the 4 main directions. The path and the grass are the only passable characters in this world. Mountains, trees, water, etc. are not passable. Each screen has a unique quest item or an enemy that must be bested to be able to exit the Forest world. As the player, you do not have to clear a screen to enter another screen, but all main enemies must be killed and the player must retrieve the quest items in screens 5 and 6 to be able to open the mountain door in screen 4. Please hit me with some feedback, I'd love to hear some!!! Edited April 19, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
The Codex Posted April 20, 2010 Share Posted April 20, 2010 (edited) Looking smart man. Graphically it reminds me a bit of the Shining Force games from the Sega Genesis, which are still some of the best tactical RPGs ever. Will be interesting to see how the play mechanics come together on the screen! Edited April 20, 2010 by The Codex Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 20, 2010 Author Share Posted April 20, 2010 I'll have to check out Shining Force man-- and thanks. I Am considering a sweeping change of my graphics so far--- I'm definitely going to make this world the "easiest" world--- as it's the first "combat" world... So the simplicity is partially intentional--- it's the world where the player gets "familiar" with navigation, battling, and the menu screens. Kind of a "beginners" stage. The worlds will become progressively more difficult as the player develops more skill and Beryl-prowess... I'm going to have quite some time to think about this... I leave today for the road and will be doing this game development in my head for the next week and a half. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 20, 2010 Author Share Posted April 20, 2010 Wow--- how did Shining Force get past me?!? Very cool game and I definitely see some screen comparisons there. The Saturn version looks pretty good, but it's too modern--- I really prefer oldschool type RPGs, and Shining Force 1 looks right up my alley. I'm going to try to find an emulated Genesis console and give it a go sometime this week, in my hotel room probably. Quote Link to comment Share on other sites More sharing options...
The Codex Posted April 20, 2010 Share Posted April 20, 2010 (edited) I've got a good emulator and the roms if you need them mate, just email if so. You'll probably also dig the very first game in the series, "Shining In The Darkness". It's more a ToD style dungeon romp than the tactical Force games, but just as much fun. Edited April 20, 2010 by The Codex Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 20, 2010 Author Share Posted April 20, 2010 Please send!!! I'd love to start playing this game ASAP Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 20, 2010 Author Share Posted April 20, 2010 Update:: With the new Magellan release, I've been able to start on the cave world mockups and I've begun to re-work the Forest World designs. I have a BUSY week and weekend with about a thousand miles and 16 hours of playing music to traverse before I can focus on fun stuff again!!! Quote Link to comment Share on other sites More sharing options...
The Codex Posted April 20, 2010 Share Posted April 20, 2010 I'll send it from home tonight mate. The emulator works on pretty much any PC, given its low requirements, so if you've got a laptop for the road it's perfect for Genesis gaming. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 28, 2010 Author Share Posted April 28, 2010 Beryl has taken a back seat to these contest entries. I have added a new page to my website dedicated to the games submitted to the SSGC Gaming contest. www.Opry99er.com/ssgc.php. Once the judging for this contest is done, I have some music stuff to finish for a couple friends... Then I have to get a bunch of gear sent out including 2 consoles and some cards and carts for some friends and newcomers. AFTER that, I MIGHT have some time to get back to Beryl development. It's proving to be harder than I thought to find the time to work on this game. But at least I've got the time to pre-plan and think about it. =) Updates forthcoming, keep your eyes out! Quote Link to comment Share on other sites More sharing options...
snume Posted April 29, 2010 Share Posted April 29, 2010 Beryl has taken a back seat to these contest entries. I have added a new page to my website dedicated to the games submitted to the SSGC Gaming contest. www.Opry99er.com/ssgc.php. Once the judging for this contest is done, I have some music stuff to finish for a couple friends... Then I have to get a bunch of gear sent out including 2 consoles and some cards and carts for some friends and newcomers. AFTER that, I MIGHT have some time to get back to Beryl development. It's proving to be harder than I thought to find the time to work on this game. But at least I've got the time to pre-plan and think about it. =) Updates forthcoming, keep your eyes out! I made it a mission for myself to get ahold of all the Shining Force games for the Western market (I left the solely Japanese stuff alone) and I also recommend you get the Sega CD game Shining Force CD (I can get you the CD iso if you want). I have SF1, SF2, Shining in the Dark, SF CD, Shining the Holy Ark (Saturn) and Shining Force 3 Episode 1 (Saturn). They also released a few Shining games (though a bit different) on the GBa and the DS. Another RPG series you may like from Sega that is along these lines is the Phantasy Star series. Phantasy Star 1 is on the Master System and PS2, 3 and 4 are on Genesis. Steve Quote Link to comment Share on other sites More sharing options...
Opry99er Posted April 29, 2010 Author Share Posted April 29, 2010 Thanks--- I now have all the Genesis "Shining" games in emulated format. Having a blast with these!!!! BTW, if you're an RPG guy, have you spent any time with Tunnels of Doom?? Quote Link to comment Share on other sites More sharing options...
The Codex Posted April 29, 2010 Share Posted April 29, 2010 The Shining series remains my favorite, but Phantasy Star is indeed good (and overall more popular). It's really sci-fi/fantasy, before the next-gen Final Fantasy games made such meldings de rigeur. The Sega Genesis was THE console for RPGs as fas as I'm concerned. Besides these two classics series, there are Beyond Oasis, Crusader Of Centy, Landstalker, Fatal Labyrinth, and of course Lunar The Silver Star (Sega CD). Plus the brilliant tactical fantasy game Master Of Monsters, which is great to play with friends (or enemies). Many Sega RPGs got follow-up releases on other platforms, but honestly the originals are the best. Quote Link to comment Share on other sites More sharing options...
snume Posted April 29, 2010 Share Posted April 29, 2010 The Shining series remains my favorite, but Phantasy Star is indeed good (and overall more popular). It's really sci-fi/fantasy, before the next-gen Final Fantasy games made such meldings de rigeur. The Sega Genesis was THE console for RPGs as fas as I'm concerned. Besides these two classics series, there are Beyond Oasis, Crusader Of Centy, Landstalker, Fatal Labyrinth, and of course Lunar The Silver Star (Sega CD). Plus the brilliant tactical fantasy game Master Of Monsters, which is great to play with friends (or enemies). Many Sega RPGs got follow-up releases on other platforms, but honestly the originals are the best. I think they should make new games in both the Shining Force and Phantasy Start series (not PS Online though) but require the entire development team to play through all the originals first. Then we may actually get a true sequel to these amazing franchises. Quote Link to comment Share on other sites More sharing options...
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