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Minnek
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Joined: 03 Jun 2003
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PostPosted: Thu Oct 30, 2003 2:48 pm    Post subject: Reply with quote

I know. I was just noting that for PH. Rather unrealistic if you do it for every armor piece. Wink
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madhatter
Best procrastinator in all of North America




Joined: 30 Sep 2003
Posts: 322
Location: A boonie town, Ontario, Canada.

PostPosted: Thu Oct 30, 2003 2:58 pm    Post subject: Reply with quote

Oopsie. My bad. I havta stop thinking the universe revolves around me Big grin
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Thu Oct 30, 2003 3:11 pm    Post subject: Reply with quote

I'm going to use global variables for money, instead of the actual money stat. This will require a custom shop system, but I have a lot of not-plotscripting to make up for. XD
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Minnek
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Joined: 03 Jun 2003
Posts: 430
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PostPosted: Thu Oct 30, 2003 3:50 pm    Post subject: Reply with quote

I'll be very interested in seeing that, Uncommon. I look forward to the release of this game, if you decide to release it (which I hope you do.) Keep up the good job Big grin
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Thu Oct 30, 2003 4:08 pm    Post subject: Reply with quote

Speaking of Uncommon's game, WHEN DO WE GET SCREENSHOTS?! Happy
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Thu Oct 30, 2003 4:35 pm    Post subject: Reply with quote

Whenever I get a computer and can actually start working on it, Shadow. Meanwhile, go play Genesis until your eyes fall out. It's a good game (then again, it's also the only OHR game I've really played since March... no, it's still good).
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Thu Oct 30, 2003 6:00 pm    Post subject: Reply with quote

good on you uncommon, i'll be looking forward on how you get the game going.
custom clothing?? i thought zelda and Lufia:ROL did this. only difference between the two games was that. Lufia:ROL was just a simple palette switch while Zelda also includes an ability switch
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Me
HI.




Joined: 30 Mar 2003
Posts: 870
Location: MY CUSTOM TITLE CAME BACK

PostPosted: Thu Oct 30, 2003 6:12 pm    Post subject: Reply with quote

The OHR can only handle 32767 hero, enemy, and walkabout graphics total, so the changing-picture-depending-on-equipment thing needs to be carefully thought out. I just have the armor and weapons change, as accessories and all are generally pretty small.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Thu Oct 30, 2003 6:19 pm    Post subject: Reply with quote

Only? Thats a lot of hero graphcis.

For Lacrymosa, only the weapons will change. Characters do different motions when fighting with different weapons...
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Thu Oct 30, 2003 6:24 pm    Post subject: Reply with quote

I was going to do that for Knights of the Realm back when that was going to be a game, except that I was going to make the armor all basically look the same. So, it would really just show that they were wearing armor.

Speaking of Knights of the Realm, I need to start scripting that again...
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Thu Oct 30, 2003 11:22 pm    Post subject: Reply with quote

32767 is very much. 32767 hero gfx would be 20 megabytes in size.

I've actually had this idea for half a year now. I'm just much to lazy to make a game. Rolling Eyes Palettes are definitly the way to go. I was only going to change weapons myself too...
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planethunter
Lost In Emotion




Joined: 07 Jul 2003
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Location: Éire

PostPosted: Fri Oct 31, 2003 1:43 pm    Post subject: Reply with quote

For the record I did mention palettes, and certainly with an additional *32767 combinations, that would be one large number of combinations.
And simple colour changes work best for weapon upgrades, well it does for me Raspberry!.
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Minnek
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Joined: 03 Jun 2003
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PostPosted: Fri Oct 31, 2003 2:05 pm    Post subject: Reply with quote

Heh, now take into consideration the 250 or so colors you have to work with, so that's *250. So...

1956240 * 32767 * 250 = 324085290200000 combinations XD
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri Oct 31, 2003 7:57 pm    Post subject: Reply with quote

Actually, 256 colours. Choosing any 16 different ones, we have
256C16 = 1.00787 x 10^25 possible palatte combinations.

But this is for a fixed master palette. We can change the master palette with Plotscripting, with 64 different shades of every colour. Choosing 256 of these we get

(64^3)C256.
At this point my calculator overflows (gos up to 10^99), but pen and paper I work it out to be (yes it can be done, if you know the formula *grabs advanced mathematics formula booklet*). Ok screw that. Looking back, I see we only need to pick 16 anyway, sooo...
(64^3)C16 = 2.3758 x 10^73

times 32768 (you can use hero pic 0, no?) times 16! possible orders
is 1.62888 x 10^91.
If every colour is different.
That's not that big. Right now on my P4 I'm testing 2 ^ 19995879 to see if its prime, which has nearly 6,019,400 digits.

Anyway, this is stupid. Yeah palette shifts would actually work very well switching from, say, a wooden sword to a metal one.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Wed Nov 05, 2003 9:40 pm    Post subject: Reply with quote

I dont know if this is even on topic, but I wanted to make it so that when you equipped different armor on TTLQ, your hero grafics changed, and then back if the stuff is unequipped... I realize this may be extraordinarily difficult (more so that spelling extraordinary out with making a spelling mistake) I would like to know if that is possible, and how it could be done.

Changing palets is good for npcs that dont start out basically naked, but Tumans dont start out wearing any clothes, so they must be added. That is why i asked this question... Big grin
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