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Featured Member Projects => First Fantasy Series (TI-84+CSE/84+CE/83PCE) => Topic started by: Dream of Omnimaga on April 27, 2015, 04:13:16 AM

Title: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 27, 2015, 04:13:16 AM
With First Fantasy: Mana Force out, I had many ideas in mind for future First Fantasy series games. However, the big games will come much later if they happen. In the more immediate future, however, I thought it might be nice to re-use parts of the FF engine and convert it for 160x120 sprite-based maps.

One idea I had in mind recently was to create another god game where you would be sent from the sky to save the world or at least revive it (Soul Blazer-style but with turn-based battles). I do not know if it would feature jobs, but if it did then it would be possible to level them up (your HP would most likely increase everytime you level up and the currently equipped job would increase too, or I could keep experience separate for each job?).


In a much longer term future, other ideas were to rebrand Reuben Quest series as First Fantasy: Reuben's Chronicles and re-use the 2007 ROL4 project ideas into a FF color game. A Terranigma-style game was also considered and the story for it is already written for the most part.

(http://img.codewalr.us/ffiiHUDmockup2.png)


For the second game of the series, to keep file size to a minimum, enemies would most likely be re-used in multiple dungeons but under different color schemes. I do not know how maps would be stored yet, though, since the layout would most likely be very similar to the first game. It might still use the same engine, but with decimal support for extra goodies in each map (maybe treasure chests and obstacles?). It would still be simple graphically, although not ascii. Game 3, 4 and 5 would get rid of the permanent HUD.
Title: Re: First Fantasy II ideas vault
Post by: Snektron on April 27, 2015, 07:23:59 AM
I like the graphic mockups :D Also wouldn't it be Second Fantasy? :trollface:
Title: Re: First Fantasy II ideas vault
Post by: Unicorn on April 27, 2015, 07:26:59 AM
Hardy Har Har. Sounds cool DJ, I wonder how different this would look with xlibc sprites all the way.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 27, 2015, 04:13:33 PM
Quote from: Cumred_Snektron on April 27, 2015, 07:23:59 AM
I like the graphic mockups :D Also wouldn't it be Second Fantasy? :trollface:
Nah I'll keep the FF title. After all, there are over 20 games called Final Fantasy :P (the first was called that way because Square Enix was on the verge of bankruptcy and this was gonna be their final game.
Title: Re: First Fantasy II ideas vault
Post by: alexgt on April 27, 2015, 07:31:23 PM
Sounds cool I still want to play FFMF though :-\
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 28, 2015, 03:18:53 AM
I might attempt to port it to the HP Prime eventually. I'm unsure how different it will be graphically though.
Title: Re: First Fantasy II ideas vault
Post by: Unicorn on April 28, 2015, 05:21:53 AM
Cool! Can you use the Prime's touchscreen?
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 28, 2015, 08:36:25 PM
Yes but I don't think I'll do much with it in game, other than maybe mapping some controls to it. That said I could also add extra capacilities for item/magic selection, for example, and making the HUD so when we click it it opens the menu (when available). The thing is that I still want the game to cater to people who like retro games too, so I won't go with a touchscreen-only game.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 01, 2015, 12:00:47 AM
This is not a sign of progress, but I'M posting some ideas about how the 2nd game could be like if it gets done:


Overworld: The maps for dungeons would be similar to First Fantasy: Mana Force. The CSE version would be graphical like in the screenshots above, while the CE version would use the same graphics as in FF:MF. The main difference is that dungeon areas would now have decimals in their data, allowing extra things to be shown. Example:
Events:
.1: Event at the center (NPC sprite)
.2:  Event at the center (Boss)
.3:  Event at the center (Treasure chest)
:4: Event at the center (Switch)
Obstacles:
.4: Pillars (3 on each side)
.5: Horizontal walls forcing player to walk for longer
.6: Diagonal wall through room (splitting 4 directional rooms in half)
.7: Same as .6, but in the opposite direction
Other:
.9: Village mode (doors would appear in walls. This event would work better on maps with left, right and up exits)
Dungeon tiles in FF:MF were just walls. This time, it's possible that there might be tiles for the front of walls at the top, to give maps a more 3D feel, and that those tiles, along with event tiles, have their own colors.


Battles: Educational. Basically, to cause damage, you need to choose the right math answer in questions such as 2+5, 13-9, and as fast as possible for greater damage. Failing to answer would result into you taking damage instead. I am not yet decided on how commands would work, but you will only have 1 offensive magic spell at a time (equipped via rings), as well as Cure and possibly a command to switch rings. An idea I had was the following:
Arrows: CHoose one of the 4 answers
F1: Switch to regular attacks (doesn't skip a turn)
F2: Switch to magic
F3: Switch to cure
F4: Ring change?
F5: Switch to escape mode

-Enemies might be able to cast magic defense that protects against certain elements or specific attacks, but I'm unsure yet.

Menu
-Stats: LV, HP, Exp, current ring and possibly current location.
   *There would be no MP, but the price to pay would be having to skip a turn just to change your ring, or perhaps harder math equations.
   *There would be no gold, due to being in a post-apocalyptic world and having no item, but there would probably be spots to restore your HP.
-Rings: Renamed from Jobs (can give some magic power or extra protections/enhancements, such as giving more time to answer math questions or reducing difficulty)
-Save: Similar as FF:MF

Story
A few years into the future, terrorists took over all nations and wiped out most of the Earth population. Survivors retaliated with nukes, but this only hastened Earth destruction. Only North Korea managed to survive the initial attacks, but the nuclear fallout eventually spread to their country, killing anyone who didn't take shelter underground.

1000 years after, the few survivors that remains underground have gained magical powers that they can use while doing math. Anything else that survived became a monster and no one has any knowledge about past civilization. Now that the overworld is radiation-free, it's time to seek for that info and the answer to mankind's future.
Title: Re: First Fantasy II ideas vault
Post by: Araidia on December 01, 2015, 12:28:11 AM
Math? Well, that would be interesting, but then the math problems should be difficult to some degree so that it is more of a challenge in order to get the max damage or bonus damage.
Title: Re: First Fantasy II ideas vault
Post by: semiprocoder on December 01, 2015, 01:12:01 AM
I think maybe you should ask the user what their level of math is and give questions based on that.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 01, 2015, 01:25:03 AM
Oh, I was contemplating easy math questions, most likely 2 numbers due to text size on the screen. I mainly want to focus on solving speed than difficulty. The game would allow people to evolve at their own pace too, eg by grinding more or my rushing through the game if they are better at solving math questions fast. The difficulty would decrease as you level up, but progress as you advance in the game, depending of enemies you encounter.

Some of the game riddles might also involve some minor math but I don't know what they would be yet. One idea I had in mind was having multiple switches in a dungeon, which would have to form a triangle from the coordinates of activated switches, or other things like that.

It's possible that the game might be jokingly named after quadratic solvers too, depending of some item you find later in the game.
Title: Re: First Fantasy II ideas vault
Post by: 123outerme on December 01, 2015, 01:37:18 AM
Looks good so far! Love the ideas. Terrain challenges (like multi-screen mazes, tight corridors, other multi-screen puzzles) would be the most obvious type of overworld obstacle of course, but I look forward to what you will do!
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 01, 2015, 01:43:01 AM
I don't think there will be many mazes, but there might be more dead-ends and switch puzzles. It's possible that certain mazes might be made in a way that allows them to be altered whenever a room has fewer exits, but inevitably, collision detection will still be done the same way. The largest game change will be graphical mode on CSE probably, unless I somehow decided to make the game continue using ASCII outside battles (still possible, considering how much memory enemy sprites will take, especially on the CE where they would be 8xi pictures of 21 KB each). Also, the battles would be obviously replaced entirely.

EDIT: Another dungeon puzzle idea I had was to have some rooms have a diagonal line through them.

EDIT 2: @123outerme and @semiprocoder , here are mockups of my idea:

(http://img.codewalr.us/ffiiHUDmockup2b.png)

I'm contemplating making the bottom pixels of all event tiles the same color, though, so that if you walk towards a wall, then that particular color will be detected as an event trigger.
Title: Re: First Fantasy II ideas vault
Post by: 123outerme on December 01, 2015, 02:39:55 AM
Quote from: DJ Omnimaga on December 01, 2015, 01:43:01 AM
I don't think there will be many mazes, but there might be more dead-ends and switch puzzles. It's possible that certain mazes might be made in a way that allows them to be altered whenever a room has fewer exits, but inevitably, collision detection will still be done the same way. The largest game change will be graphical mode on CSE probably, unless I somehow decided to make the game continue using ASCII outside battles (still possible, considering how much memory enemy sprites will take, especially on the CE where they would be 8xi pictures of 21 KB each). Also, the battles would be obviously replaced entirely.

EDIT: Another dungeon puzzle idea I had was to have some rooms have a diagonal line through them.

EDIT 2: 123outerme and semiprocoder , here are mockups of my idea:

[photos]

I'm contemplating making the bottom pixels of all event tiles the same color, though, so that if you walk towards a wall, then that particular color will be detected as an event trigger.
Looks good! It's different them my examples but it certainly works. I like the looks of it all and I think it would be fine.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 01, 2015, 02:43:58 AM
Thanks. :) I still need to look through the code to see how I was drawing dungeon walls, to see if I could make the bottom part of walls a different tile for the walls at the top, but only when the left and right paths are open. ALso the obstacles/events other than doors will have to be drawn before the walls, so that they don't overlap above them. Or I could just draw new houses in the middle of the screen at the top for the village mode. :P
Title: Re: First Fantasy II ideas vault
Post by: c4ooo on December 04, 2015, 12:07:43 PM
Quote from: DJ Omnimaga on December 01, 2015, 12:00:47 AM
Story
A few years into the future, terrorists took over all nations and wiped out most of the Earth population. Survivors retaliated with nukes, but this only hastened Earth destruction. Only North Korea managed to survive the initial attacks, but the nuclear fallout eventually spread to their country, killing anyone who didn't take shelter underground.

1000 years after, the few survivors that remains underground have gained magical powers that they can use while doing math. Anything else that survived became a monster and no one has any knowledge about past civilization. Now that the overworld is radiation-free, it's time to seek for that info and the answer to mankind's future.
Another thing you could do is refer to nations as archetype god figures; the Nuclear War I would be referred to as a battle in the pantheon ;)
EX:
"Acmerius" -America
"Kitaius" -China
"russus" - Russia
"Kaereas" - 8) ("ae" makes an "I" as in "eye")
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 04, 2015, 04:56:51 PM
I was more thinking about the following, from a 1000 years into the future point of view, where people have no knowledge of past civilizations and the only indications being some books and maybe a map or two. The game areas will be refered to as the following by people:

DRPK ( North Korea)
Overworld (surface of DRPK)
Underworld (underground shelters in DRPK where survivors resides)
Dead Zone (rest of the world, overrun by monsters. Only what used to be China is visited, there)
Himalaya (thought to be a legendary place by people)


Areas not visited in game but still brought up by NPCs or books (the acronym meanings are lost since 1000 years ago because of how DRPK is cut off from the rest of the world and the fact the only survivors are located therr, underground)
ISNA ( North America)
ISEA (Europe and Asia)
ISA (Africa)
The existence of the rest of the world is unknown to anyone
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on March 29, 2016, 10:28:50 PM
Bump:


So I had some ideas for a FFII game that would use the CE Textlib stuff in the other topic rather than the above. Animations would be more simple to not have to update the map tiles all the time during battles, but I had some ideas for battle content:

Magic spells (enemy sprite disappears during animation):
LV1: Fire (vertical Textlib lines of red hue randomized over enemy sprite)
LV1: Ice (same animation, but blue)
LV1: Bolt (vertical line going down flashing between black and yellow, with a row of 5 rectangles flashing randomly between black and yellow)
LV1: Cure (HUD flashes between navy and cyan)
LV2: Flare (even larger fire animation (flames go high enough to cover the entire monster height)
LV2: Frost (same but blue)
LV2: Blitz (even larger bolt)
LV2: Life (HUD flashes even longer between navy and cyan)
LV3: Blast (big sphere cycling through red, orange, yellow and white)
LV3: Psy (same but black, navy, magenta and cyan). Absorbs HP
LV3: Flash (same, but instantly flashes between magenta, yellow and cyan)
LV3: Holy (HUD flashes even longer between navy and cyan)
Magic damage is same as Mana Force.

Sphere colors are stored in a list and the sphere is made of 7 rectangles (13,1 then 26,3 then 26,5 then 52,5)

Items:
Herb: Heals Poison
Potion: Heals 1000 HP
Walnut: Heals 100 MP
Elixir: Heals 9999 HP and 999 MP

Enemy attacks (text is preserved during animations using command 34 in Textlib):
Regular: HUD flashes between red and normal once
Fire: HUD flashes between red and yellow a few times
Poison: HUD flashes between green and yellow a few times
1K Hit: HUD flashes between red and normal a few times
Flash: HUD flashes between magenta, yellow and cyan
Omega: HUD flashes between black and white even longer


Damage formulas are the same as Mana Force, kinda.

Also, I think you will only be able to equip 4 magic spells at once and you will only acquire level 2 and 3 magic past a certain point in the game, from mastering or by purchasing the spells. The in-game menu would let you equip different spells.


And the battle layout would be similar to Dragon Warrior for the NES. I don't know if there will be a text box explaining the battle but that's a possibility if I can fit in all text. here are text examples:

QuoteEnemy used Flash
9999 HP damage

You used Elixir
All HP/MP Healed

You used Herb
Poison is healed

You used Potion
1000 HP healed

You used Walnut
100 MP restored

You used Blitz
9999 HP damage

You used Evil
9999 HP absorbed

(http://img.codewalr.us/firemagiclevel3idea.png)

The HUD flashing stuff is because there is no animation for when you take damage, since battles are first-person view. Instead, the HUD will flash.

The game story premise would be similar to the ISIS holocaust idea, but slightly different and the in-game story would be different as well:

Quote from: Squeezing an intro to fit 26 x 8 characters is hard >.<A long time ago,
  The world caught fire,
Evil dust caused chaos and
      Magic was born.
A seal was created with it
To protect the survivors,
     But they now face
      a new threat...
Title: Re: First Fantasy II ideas vault
Post by: Dudeman313 on April 02, 2016, 11:38:52 PM
That's a whole lot of good ideas, for "some." O.O
I like them, though. The story is awesome.

But as for this:
Quote from: DJ Omnimaga on March 29, 2016, 10:28:50 PM
The HUD flashing stuff is because there is no animation for when you take damage, since battles are first-person view. Instead, the HUD will flash.
Maybe you could at least add some sort of hazy vision thing, or blood splatters around the edge of the screen when the health get low? Also, you could have Wal-rush CE Textlib's death animation.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 02, 2016, 11:44:16 PM
That could work, although the idea there is to ensure that nothing gets drawn over the map tiles, to keep speed as high as possible. Something that could be done, though, is make the battle command menu disappear and put the magic animation there.
Title: Re: First Fantasy II ideas vault
Post by: Dudeman313 on April 02, 2016, 11:48:48 PM
Sounds good to me. :)
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 03, 2016, 05:53:31 AM
So I have finished drawing all dungeon sprites and the village tiles, including potential day/night cycle ones (if that gets implemented, that is). Due to the freedom the enemy sprite engine will give, the sprite data is made of only 6 sprites, yet there are 48 enemies. Each dungeon have 6 enemies, one of which will be flagged as a boss that can't be run into in random encounters. Whichever enemy is flagged as a boss (if any) will depend of which dungeon you're in.


Regarding Castlevania II Simon's Quest day and night cycles, if they get implemented, Cursed Woods will not have any enemy during daytime, while Life Forest will not have any at night (they'll be asleep), and town villagers will be unavailable at night or even replaced with ghosts.

And for more freedom, it's possible that there will be two event types in dungeons, one of which shows up in the center of the screen and the other blocking the northern entrance in the screen. But again, I could just make map data boolean, so basically when a door is open it would just act as if a wall opened.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 13, 2016, 01:29:19 AM
So I just checked and it looks like with the current size of the FFII monster sprites, I might be able to show the main character during battle, after all. What do you think about the following?

(http://img.codewalr.us/battlelayoutidea.png)

Of course, when you select battle commands, your character would disappear due to being hidden behind the text window, but otherwise this would allow me to have the same magic animations on your character. :)

The idea there is to ensure that the wall tiles are never erased during battle (except maybe the final boss if I make it larger and have no walls in that battlefield, but that's another story.

I might also still display damage inside a text box, because this is what it would look like in traditional RPG style (which would cause issues in some game areas):

(http://img.codewalr.us/battlelayoutidea3.png)
Title: Re: First Fantasy II ideas vault
Post by: Dudeman313 on April 13, 2016, 08:10:07 PM
That monster looks pretty awesome!

For the damage, you could make the HP on the bar flash red and change instead of displaying it on the character.
For the monster, there may or may not be space between the monster and the character.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 14, 2016, 06:50:11 AM
Thanks. Actually if you check one of my older posts (I think in pixel art) I posted more monster sprite examples. This particular monster will not be in that dungeon, though. It was more an example.

And yeah that was an idea I had. However, another idea I had was to make battles sideways, like Final Fantasy. The menu would be below the character and monster, leaving enough space for damage display.
Title: Re: First Fantasy II ideas vault
Post by: Dudeman313 on April 14, 2016, 08:33:35 PM
Like Reuben Quest, with the character on the right?
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 15, 2016, 03:52:22 AM
I don't know on which side the character would be, really. In Illusiat and FInal Fantasy, the character was often to the right, but in First Fantasy it's the other way around and the view is diagonal. That said, I guess maybe people might be fine if the two were switched around and made horizontal, since FFMF was the first game. I also need to make the main character drawing as a sub-routine
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on April 21, 2016, 07:12:32 PM
So I had an idea for FFII magic system:

Allow the player to create his own magic spells. He would go to the magic shop and pay the mage to sell him magic powers. Each mage would be located to the extreme north, south, east or west of the world map (outside the Evil Dust Barrier or very close), so that the story about how that's where magic power is available still makes sense.

Your character would only be able to carry 4 spells at a time, so he would need to go to the magic shop again to redo his combinations. The currently existing spell would be replaced with the new one.


More importantly, though, I was considering allowing the player to create spell combinations. They would probably all look the same or close, depending of the level at which they are learned, but perhaps that could be solved via some list creation (for example, when casting a spell it would store the spell animation type and the spell color hues in a list, along with the character healing/damage, the enemy damage, bonuses (eg regular attack/defense, elemental properties or protection, exp obtained after battle).

You would combine an element :
-Earth (requires obtaining earth crystal)
-Wind (requires obtaining wind crystal)
-Water (requires obtaining water crystal)
-Fire (requires obtaining fire crystal)

With a magic power:
-Fire
-Ice
-Bolt


ComboLV 1LV 2LV 3
-Earth+Fire:                
-Earth+Ice:                 
-Earth+Bolt:                 
-Wind+Fire:                 
-Wind+Ice:                 
-Wind+Bolt:    Heal    Heal    Life     
-Water+Fire:    ATK++    DEF++    MAG++     
-Water+Ice:                 
-Water+Bolt:                  
-Fire+Fire:    Fire    Xplod    Xplod     
-Fire+Ice:     N/A    N/A    ?     
-Fire+Bolt:                 
It's possible also that casting a spell of a specific crystal element might increase your element level and either be able to learn stronger versions of a spell or a totally new one. Some combinations might just do nothing or just fall back on another spell.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on May 11, 2016, 04:43:45 AM
New sprite ideas for dungeon graphics, if I was gonna switch to triple-rectangle sprites:

(http://img.codewalr.us/3rectrpgsprites3.png)

Enemies would most likely continue using the original technique or at the very least many more rectangles and the main character would continue being drawn the way he is now.

The numbers and the weird colored schematic basically shows in which order each rectangles get drawn. The sprites are designed to have a transparent background, so some combinations might not be possible.

EDIT: How things would be drawn:

When entering dungeon:
1) Room gets filled with plain color
2) Half of the wall tiles gets drawn (it won't scan through a matrix, but rather be drawn in an hard-coded way) (10 tiles, meaning 30 rectangles, meaning 180 list elements)
3) The other half gets drawn in a similar fashion (10 tiles, meaning 30 rectangles, meaning 180 list elements)

When moving inside the dungeon (all of the following happens in one single command)
4) The floor gets filled with plain colored rectangles (this is because sometimes, the floor might be a different color than wall backgrounds) (3 rectangles, meaning 18 elements)
5) Entrance/dead end backgrounds get updated depending of if they're walls or floor tiles  (6 rectangles, because left and right are 2 rect each, which means 36 elements)
6) Entrances or dead ends, along with the event tiles) sprites get drawn (11 tiles, meaning 33 rectangles, meaning 198 elements)

This means I can probably squeeze the last three into 1 CE Textlib list, because that would be 252 elements and CE Textlib accepts 255 elements at a time (42 rectangles max)
Title: Re: First Fantasy II ideas vault
Post by: alexgt on May 11, 2016, 11:43:22 AM
Those sprites look really nice DJ, how fast is that compared to the original method.
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on May 11, 2016, 03:31:06 PM
Thanks :3= . I didn't program the new engine yet, but the old engine drew 541 rectangles when entering a new dungeon and 245 when switching rooms. The new one would draw 61 when entering dungeons and 42 when switching rooms.

Given that the original engine drew each wall tile one by one and resulted into an Asm() command each time, the speed increase might actually be close to 8 times faster, if not more. But of course it depends of other factors (eg if the new engine requires more boolean logic, but I doubt it. It would probably take more space due to all the hard-coding needed, though)

If the speed increase is significant enough, then I could probably even merge both dungeon drawing sequences together and redraw the entire screen everytime, which would make it easier to implement stuff such as day/night cycles.
Title: Re: First Fantasy II ideas vault
Post by: alexgt on May 11, 2016, 03:50:53 PM
Nice! Speed increases are always welcome!
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on May 13, 2016, 03:27:02 AM
Thanks. I'm definitively hoping it's worth it. Granted, I would need to use a separate rendering routine for the map, one for the exits/events and one for individual sprite drawing, but I doubt it would take too much space.


I could also even add a special mode flag where if you enable that flag, then instead of rendering the dungeon with actual tiles it would draw the entire room with plain-colored walls or gradients that are just a few rectangles. Such instant drawing would allow cutscenes with special effects such as fade-in, fade-outs and other instant color changes.

Of course, if my estimates are right, then color changes could still be used for the standard mode, but it would take a few seconds to change everything. Such color change could be used, for example, for day/night cycles.

EDIT: Here is what I mean for the special mode:

(http://img.codewalr.us/plainwallidea.png)
Title: Re: First Fantasy II ideas vault
Post by: Dudeman313 on May 13, 2016, 05:18:00 AM
I love those walls. They look awesome. Maybe in a time of boredom, you could use Textlib to port Desolate. :D
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on May 13, 2016, 05:32:36 AM
Lol, for some reasons I knew that idea would be brought up <_<

The funny thing is that Desolate could probably be possible with CE Textlib without much speed loss (since the original game already ran at around 5 FPS). But I doubt I would do it because I only know about 1% of the game secrets.

Perhaps the engine could be re-used for a port of Illusiat, though (after all, that game is already available on the TI-81, 82, 83, 85, 86 and there are 3 versions for the 83+/84+/SE)
Title: Re: First Fantasy II ideas vault
Post by: alexgt on May 13, 2016, 12:15:17 PM
That looks really nice DJ!
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on May 13, 2016, 02:15:52 PM
Thanks alexgt :)
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on June 07, 2016, 08:16:40 AM
(https://img.ourl.ca/tilemapper.gif)
Title: Re: First Fantasy II ideas vault
Post by: Adriweb on June 07, 2016, 02:35:01 PM
That's looking pretty, yup :D
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on June 07, 2016, 03:54:09 PM
Thanks. I am curious about how fast it would run in just 1 list and 1 Asm(prgmNAME command. I am sure the list would still be slow, but having just 1 Asm() call would probably show a noticeable difference.

Otherwise I can always use 10x8 maps and an HUD on the side, anyway, like in The Reign of Legends 3 for the TI-84+ or the PC-8801 JRPGs. That would reduce the list by 48 elements. :P
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on July 05, 2016, 03:12:49 AM
It looks like Sprites v3.3 by @grosged might be fast enough to allow me to have animated damage display like in Final Fantasy. That's unless it slows down a lot when my VAT or RAM gets cluttered, though:

(https://img.ourl.ca/rpgdmg.gif)

0:Asm(prgmSETTINGS
0:Asm(prgmCLSCREEN
⁻8→E:150→A
For(Z,1,10
{120,A-8,32,8,0,120,A+8,32,8,0
Asm(prgmCLSCREEN
{120,A,255,0,1,1
Asm(prgmPRINT
9999:Asm(prgmPRINT
A+E→A:E+4→E
If A≥150:⁻int(.5E→E
End
For(Z,0,1000:End
Asm(prgmBACKHOME
I still wish there was a way in Sprites to preserve what we want to display as text when changing the color or position, though, to avoid having to run Asm(prgmPRINT twice every frame, but that does the job, even with larger text:

(https://img.ourl.ca/rpgdmg2.gif)

0:Asm(prgmSETTINGS
0:Asm(prgmCLSCREEN
⁻16→E:150→A
For(Z,1,10
{120,A-16,64,16,0,120,A+16,64,16,0
Asm(prgmCLSCREEN
{120,A,255,0,2,2
Asm(prgmPRINT
9999:Asm(prgmPRINT
A+E→A:E+8→E
If A≥150:⁻int(.5E→E
End
For(Z,0,1000:End
Asm(prgmBACKHOME



Of course the For loop at the end would be removed entirely, though, because in my RPGs I generally just use no delay during damage display anymore and instead use the load times as the delay to speed the game pace. :P
Title: Re: First Fantasy II ideas vault
Post by: Dream of Omnimaga on December 07, 2023, 10:56:43 PM
(https://i.imgur.com/u5MoD5Y.gif)