Search found 1271 matches

by Ghislain
Tue May 12, 2009 7:13 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

I was thinking the same thing since memory is becoming an issue now - you will need some form of compression on top of what you already have (I believe you're doubling the pixels to make a larger image at the expense of resolution right?) I'm certain there is a few routines floating around that you...
by Ghislain
Tue May 12, 2009 6:49 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

I had 192 bytes of empty space in BLK 5 left and I figured I should use them for the following graphic:

Image

When this game finally comes out, it's gonna be rated AAARRRRRRRR ;)
by Ghislain
Tue May 12, 2009 11:24 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

As well, I'll probably create an IRQ music player and I will use a single byte to store musical note information: bits 0-4 : values 0-31 for a 2 1/2 octave scale. I'll have a table that will have the proper POKEs for 36874-36876 bits 5-7 : 8 possible values for the length of the note. So a 150 note ...
by Ghislain
Tue May 12, 2009 11:07 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Ghislain, have you researched anything about runtime compression? I think some people here on the forum might help you get pointers, e.g. Macbeth, a1bert and others. Without studying how your images and other data is stored, it appears to me you might come up with a compression algorithm to fit eve...
by Ghislain
Tue May 12, 2009 4:50 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Mmh, this could be a close fight ;-) Heh, yeah. The encounter generator now makes sure that no sea monsters appear on land. Land monsters do appear on the sea if the encounter generator produces a pirate ship (pirates in the back, and xorns in the front line for example). I'm thinking of making a p...
by Ghislain
Tue May 12, 2009 4:25 am
Forum: Games
Topic: Text adventures
Replies: 117
Views: 45017

Z code for the VIC-20, that's pretty sweet.

All kinds of interesting stuff coming out for the VIC-20 this year :)
by Ghislain
Mon May 11, 2009 6:23 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Hey guys, do you think this is a fair encounter for a first level party? ;) http://img145.imageshack.us/img145/3420/rq3.jpg (I'm just playtesting the encounter generator -- I purposely rigged the program for testing 2-row encounter generation, these don't come until the party reaches an average char...
by Ghislain
Mon May 11, 2009 4:18 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Today I worked on the standard monster melee attack part of the combat engine. Now the monsters can damage and kill members of the party. And when the monsters attack, the image of the monster is flipped vertically to give combat a sense of animation. As well, if you kill more than half the monsters...
by Ghislain
Mon May 11, 2009 3:19 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Continuing to work on the combat engine. This is how the combat menu looks like for the individual character: http://img514.imageshack.us/img514/3420/rq3.jpg Basically, whoever is highlighted in the party list below you get to choose the action for. If you choose an action that is not available to t...
by Ghislain
Sun May 10, 2009 1:31 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Or perhaps GIANT MOUSE (x15) ? Yeah, but there are 2 rows for monsters, so something like this would look like: RED DRAGON (x4) KOBOLD (x11) I would rather have: (4) RED DRAGON (11) KOBOLD So that the numbers appear tighter on the left. I programmed about 800 bytes of assembly code today, which is ...
by Ghislain
Sun May 10, 2009 11:25 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Though you'll have to work on plurals for all the enemies too ;) (I hate those mouses to pieces... erm yeah!) Uhhh... no :) The text for the monsters is already using over 500 bytes, I don't want to have to use up another 500+ bytes for the plural versions of their names. A better compromise would ...
by Ghislain
Sun May 10, 2009 10:56 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

This is how the pre-fight round menu will look like: http://img413.imageshack.us/img413/3420/rq3.jpg The greet option is pretty useless against violent animals and after the first round of combat. Only 1 row of monsters was generated, so the third row in the middle text box is blank. During the pre-...
by Ghislain
Sun May 10, 2009 5:38 am
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

I think I'm going to start working on the combat engine. After mulling about this for some time, I've come up with the following: -2 rows of monsters. I wanted to make 4, but I think that 2 makes more simple to program as well as adding just enough complexity to make it interesting. -the front row c...
by Ghislain
Sat May 09, 2009 9:13 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

My progress report since the last one: 1. Party, character and inventory management Last time I said that I was 95% done. I'll revise that to 90% because I overestimated a bit how much I had done. The main thing that I've done since last the last report is level advancement. Things left to do: addin...
by Ghislain
Sat May 09, 2009 8:08 pm
Forum: Games
Topic: **New Release** REALMS OF QUEST 3 (available for order!)
Replies: 744
Views: 155526

Okay, but you're going to change the graphic for the healing temple, right? Even if it was just changing the flag to a cross or ankh or whatever. I wasn't planning on doing a graphic for the temple, I'm pretty much 99% finished with the graphics work and I've put in even more than I had originally ...