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Author Topic: Sorcery of Uvutu - Screenshots  (Read 11754 times)

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Re: Sorcery of Uvutu - Screenshots
« Reply #105 on: February 08, 2017, 12:10:25 am »
My grayscale idea was more to make the entire map gray and white and the character black. But during loading you would need one grayscale update command after every command so the file size would increase drastically (I think 49% of the Reuben Quest BASIC code is grayscale update commands and the other 51% is either map data or the rest of the code)
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Offline 123outerme

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Re: Sorcery of Uvutu - Screenshots
« Reply #106 on: February 08, 2017, 12:52:11 am »
My grayscale idea was more to make the entire map gray and white and the character black. But during loading you would need one grayscale update command after every command so the file size would increase drastically (I think 49% of the Reuben Quest BASIC code is grayscale update commands and the other 51% is either map data or the rest of the code)
I don't know if that would quite fit. The walking speed could already be borderline CSE version, which I'm trying to avoid (since there's no reason to make the walking speed that slow on a system without color), and having greyscale updates wouldn't help. That plus the file size increase means that I'd probably have to cram a lot more than I'd like. Not a bad suggestion, but I think I'll try the inverted sprite first, and then perhaps the greyscale character if that doesn't work.
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Re: Sorcery of Uvutu - Screenshots
« Reply #107 on: February 08, 2017, 02:23:57 am »
Considering Reuben 1 xLIB ran at 4 FPS on 15 MHz calcs, I am sure that speed would not be a serious problem :P (sadly the xLIB version of Reuben never got completed), but again it depends of how well the game is programmed and the map engine features. Grayscale would require a complete rewrite of the map/event engine most likely (which we probably don't want at this point).
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Re: Sorcery of Uvutu - Screenshots
« Reply #108 on: February 12, 2017, 04:35:31 am »
Considering Reuben 1 xLIB ran at 4 FPS on 15 MHz calcs, I am sure that speed would not be a serious problem :P (sadly the xLIB version of Reuben never got completed), but again it depends of how well the game is programmed and the map engine features. Grayscale would require a complete rewrite of the map/event engine most likely (which we probably don't want at this point).
That's true, it'd likely need to be specially designed for greyscale, something I'm quite frankly not sure I could do.
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Re: Sorcery of Uvutu - Screenshots
« Reply #109 on: February 12, 2017, 06:24:19 pm »
One day I need to try doing another hybrid Basic grayscale game just for kicks :P
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Re: Sorcery of Uvutu - Screenshots
« Reply #110 on: June 22, 2017, 07:47:54 pm »
Added some monochrome world screenshots! But be warned before looking at them: They are spoilers of the battles yet to come for you! If you like looking up walkthroughs for games right away, though, this is the same sort of spoiler.
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Re: Sorcery of Uvutu - Screenshots
« Reply #111 on: July 01, 2017, 03:14:29 am »
For the monochrome port's release, I've added all 8 of the monochrome world screenshots!
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Re: Sorcery of Uvutu - Screenshots
« Reply #112 on: July 01, 2017, 02:10:41 pm »
Those new maps look very great and true to the original. The only downside is that the monochrome version is much shorter than the original since the maps are 12*8 instead of 20*15
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Re: Sorcery of Uvutu - Screenshots
« Reply #113 on: July 01, 2017, 05:38:01 pm »
Those new maps look very great and true to the original. The only downside is that the monochrome version is much shorter than the original since the maps are 12*8 instead of 20*15
That's true, the game does last less longer because maps are shorter. I tried to counterbalance that with slightly increasing encounter rates (so you'd get the same encounter rate per map screen) but the walk speed is also a lot faster, and there's diagonal movement, throwing everything I could use to compare play time out the window.
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Re: Sorcery of Uvutu - Screenshots
« Reply #114 on: July 02, 2017, 04:15:11 pm »
Ah I see. Increasing the map size would have required changing some things in the middle due to being half of a screen
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Re: Sorcery of Uvutu - Screenshots
« Reply #115 on: July 02, 2017, 05:17:39 pm »
Ah I see. Increasing the map size would have required changing some things in the middle due to being half of a screen
Yeah. I feel like keeping the world map dimensions the same would've been a little awkward playing in-game, as well as being a lot of data to store, which is why I ultimately opted to just remake each map by itself into a smaller world map overall.
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