nReuben is a port of Reuben Quest: Ev Awakening for the TI-Nspire series of calculators. It is programmed in Ndless C (repo available here (https://github.com/pimathbrainiac/nReuben)).
This is the discussion topic for nReuben, where non-release updates will be posted as well as general discussion about the project. Release updates will be in a separate thread.
Currently I have a screentest, and am working on porting the maps.
Pics or it didn't happen. :P
On a more serious note, I wonder what you are going for in terms of scrolling and tile by tile movement? Will Reuben move smoothly or case by case like in LDStudio's game? Also is there scrolling or even smooth scrolling?
As suggestion, if you are going for 2x 8x8 tileset, you should try to make every pixel aligned properly, unlike in juju's Supersonic Ball PC game. Basically, have everything move at multiples of 2 pixels intervals rather than 1.
As for the maps this could be handy, but I don't have colored versions of the Reuben 2 maps (click to enlarge. I set forum image size limits):
(http://img.ourl.ca/mergedmapsscrn.png)
I want to point out that LDStudios game features smooth scrolling and that the shockiness of the movement was caused by the screenshare rather than lua. DJ those tiles look amazing in color O.O
If you need, feel free to steal some code from Pokespire (it doesn't use n2Dlib anymore but it'll be pretty easy to port it back). Plus you should totally use my repo tree and makefiles. :P
Quote from: DJ Omnimaga on November 13, 2014, 04:27:39 AM
Pics or it didn't happen. :P
On a more serious note, I wonder what you are going for in terms of scrolling and tile by tile movement? Will Reuben move smoothly or case by case like in LDStudio's game? Also is there scrolling or even smooth scrolling?
As suggestion, if you are going for 2x 8x8 tileset, you should try to make every pixel aligned properly, unlike in juju's Supersonic Ball PC game. Basically, have everything move at multiples of 2 pixels intervals rather than 1.
As for the maps this could be handy, but I don't have colored versions of the Reuben 2 maps (click to enlarge. I set forum image size limits):
(http://img.ourl.ca/mergedmapsscrn.png)
Those pics are pretty awesome and indeed helpful (I think it will make it easier to use mappy, in fact). Also I'll get you pics once the maps are ported.
Quote from: Streetwalrus on November 13, 2014, 10:38:18 AM
If you need, feel free to steal some code from Pokespire (it doesn't use n2Dlib anymore but it'll be pretty easy to port it back). Plus you should totally use my repo tree and makefiles. :P
I already use a similar custom makefile for all my n2DLib projects :P
Quote from: aeTIos on November 13, 2014, 09:44:30 AM
I want to point out that LDStudios game features smooth scrolling and that the shockiness of the movement was caused by the screenshare rather than lua. DJ those tiles look amazing in color O.O
Wait, how did he manage to achieve smooth scrolling with sprites in Lua? O.o I thought it was way too slow for that. If he did then that's pretty impressive.
Also thanks Pimath. Just beware of Mappy's quirkinesses. It can be annoying at times such as the lack of multiple Undo's.
Is sprite scaling fast in n2Dlib and Ndless? It might be best to just use 8x8 tiles scaled up to double their size rather than wasting 4 times more space with blown up graphics, but if it causes severe slowdowns then I guess not.
I think there is no scaling in n2DLib at the present time (but don't quote me on that). Also is there some kind of script that I can use to convert that image and the tileset into a mappy readable map? That would be really useful, but not necessary, since I can still port those by hand.
I don't think so, but you can import the picture inside Mappy, since this is what I did at first with the grayscale maps. It just takes a very long while IIRC.
Well that sucks D: I'm working on the importing now. I'll upload the mappy file (in a zip, because attachment restrictions) once I'm done.
Now if only xLIBC didn't have restrictive limitations for map size (not really map size that is a problem, but rather how large sub-programs can be when you want to read from an archived one), I could use the same Mappy file for a CSE remake. Anyway good luck!
Actually, do you have the mappy file and data for that still? I just realized it's stupid to rewrite something that I can probably get from the source easily XD
I think I do, but they might be in a different format since I was using an xLIB plugin, plus my tilesheet is different than above.
So I made a progress! Using the maps DJ made for Reuben CSE (thanks, btw) I have imported all the map data into the source (https://github.com/pimathbrainiac/nReuben).
And now for screenie!
(http://img.ourl.ca/datreuben.png)
Looks nice despite the lack of color, will it show up in color on color models by the way or if you have no plan for color? If that's the case then maybe you should use the tilesets from Reuben 2 ASM by Sorunome which would look better.
Also, you should probably scale up all sprites so they are 16x16 and make the map 20x15 on the screen, because 40x30 is very not standard and it will look very small on the small calculator screen. This would make the game look like 160x120 but I still think it would look fine becuase it would be true to the original, not to mention even the HP Prime version was going to be 160x120 anyway.
Quote from: DJ Omnimaga on December 30, 2014, 04:36:58 PM
Looks nice despite the lack of color, will it show up in color on color models by the way or if you have no plan for color?
You just make me want to color the overworld sprites... Darn...
Erm they are already available in colors. :P http://codewalr.us/index.php?topic=7.msg26#msg26
they will show up in color on color calcs. I just don't have A CX rom.
Ok good to hear. Also what about scaling up tiles to twice their current size? I think it would be better and more professional if the game looked like this, considering 20x15 and 16x14 are the standard in tilemap display in 2D RPGs.
(https://img.ourl.ca/nreubengs.png)
Quote from: DJ Omnimaga on December 30, 2014, 05:24:27 PM
Erm they are already available in colors. :P http://codewalr.us/index.php?topic=7.msg26#msg26
And? I can do my coloration, huh. :p
Oh ok I didn't know you wanted to do your own color version regardless of if it was available already. What is wrong with my tiles, though? D:
Mh, I have nothing against them, I just want to pixel thing!
Aah ok, well good luck then because there are many sprites O.O
(Maybe Pimath's game could switch between both tileset in the options?)
Quote from: DJ Omnimaga on December 30, 2014, 06:33:34 PM
Aah ok, well good luck then because there are many sprites O.O
(Maybe Pimath's game could switch between both tileset in the options?)
Do you have the tilesheet I could use as reference?
(http://img.ourl.ca/reubencsefulltilesheet-2.png)
Also the animated version of Reuben 8x8:
(http://img.ourl.ca/reubenanimated.gif)
That's not a lot of overworld sprites. Don't you want to have multiples sprites to add some graphical plus?
I tried to keep file size to a minimum personally. Besides, a lot of overworld sprites got added in this sprite sheet compared to the original game. The original game used to have about twice less.
Pretty nice sprites DJ (I know they're the same but still :P).
(http://img.ourl.ca/datreubencolor.png)
I will scale the sprites in a bit, but for now this is all until the screentest is complete with scrolling and everything.
Started recoloring. i just did a simple normal palette to DB32. i'm going to try something better manually.
EDIT : forgot to put the new wip version there
EDIT : I think I'm okay for now. I'm letting the first version (simple recoloraiton to show the work)
Ooh I like them! :D I will probably stick to my default set but it would be a nice option to add to switch between those and original colors. :) My favorite in the ones you posted is the one with the black mirror borders.
However, regarding the weird blue tiles with the yellow bar next to the purple dungeon wall with a window in it, just keep in mind that the blue-ish stuff was originally a set of tiles used to make the final boss sprite in Reuben 1, so make sure that the final boss is recolored to those colors.
Which tileset do you mean? The first or the second?
The first.
Oh. Hum. Oh okay. So you prefer the original recolored. Okay! I'm going to stay with my edits, I find them better! :p
I now have a screenie showing the full screentest, 16x16 sprites (sorry Eiyeron, but for reasons told in IRC, I can not use yours (for everyone else: it has to due with the mappy files I was given being optimized and not having the full spritesheet, so the spritesheets are different for each map portion, and are in a different arrangement)), and 12x8 tile surface for the game (to match the original).
(http://img.ourl.ca/nReubenScreentestFull.gif)
Good luck with Mappy if you ever need to use it by the way. The lack of an Undo feature is really annoying. Also this looks very good :)
Will it eventually be full screen, since it features scrolling and the new maps were adapted with scrolling in mind? What about smooth scrolling?
EDIT: Oops, it appears I gave you the wrong tileset actually. The black in it isn't fully black in it, when it fact it should. I had to make it lighter in Mappy, else I was being confused with the default black tile. That said, in its current form your maps still look fine.
I like the off-black, actually.
As for scrolling, I didn't think about that. When I add Reuben in, I'll see what an expanded screen and scrolling does to the experience.
Another idea would be to scale the tiles up to 24x24 and just have a small border.
Looks good ! Also yeah, scaling the tiles up is a good idea imo.
haven't made much progress on this recently. School is back in session.
Aaah sorry to hear. Hopefully you can find more free time soon. :)
So I need to replay Reuben
Yes. :P Also don't forget about the bestiary on Omnimaga. I don't have the info myself, so you would probably need to check the code again.
I already have the bestiary bookmarked :D I just need to re play reuben for the script/story, etc. so I can get the events correct.
Ah ok just making sure, because last year or so Sorunome pretty much wanted me to do the entire work of deciphering the game code/data for him. <_<
btw, this project is not dead, but I haven't had much time to work on it in the past six weeks. I'll get back to it shortly, now that robotics season is over.
Cool to hear that you still plan to work on this. :) Do you still plan to only include the first game, by the way?