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Infinite Sky -Shooting Stars Fall Like Winter Snowflakes- A MegaZeux Sci-Fi Role-Playing RPG Game

#1 User is offline   Dr Lancer-X 

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Posted 01 April 2012 - 02:34 AM

What are you going to be doing this fall. Obviously playing some of the best promised games for MegaZeux. And what better way to kick off the fall season with what promises to be one of the hottest game on MZX. What game am I talking about? Obviously this one:

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-=<(BOOK ONE)>=-

Lancer-X, in collaboration with 妹SOFT and as part of a community service plea bargain with the Brisbane Magistrate's Court is proud to present Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game.

Why is it so hot? Imagine this: a game utilizing the 127 board limit, a game with over 3 megabytes of great music. Imagine the game with tons of digitalized sound effects and lots of game variety. Stop imaging. I'm describing Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game.

Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game follows the epic journey of the protagonist, one Alicis Serina Elise Amelia Raven-Way through space, time and antispace and antitime as she struggles to get over the messy breakup with her boyfriend, a calamitous event that divided her personality, shook the very fabric of reality and even threatens to undermine her presidential campaign.

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Aboard Alicis Serina Elise Amelia Raven-Way's synchrotron-powered reality scrambler and time shuffler vessel, you will visit an unlimited number of worlds, all different, across every possible frame of reference from the birth of the universe to its inevitable heat-death. Only by gathering clues from many solar systems across many different time periods will Alicis Serina Elise Amelia Raven-Way be able to piece together her shattered past and understand the true colour of indigo.

The synchrotron-powered reality scrambler and time shuffler vessel runs on a very valuable, highly-prized fuel that must be found and mined or bartered for on the various planets.

This fuel affects the distance through space and time the synchrotron-powered reality scrambler and time shuffler vessel is able to travel.

In the worst case, Alicis Serina Elise Amelia Raven-Way may be stuck on a planet, only able to use the synchrotron-powered reality scrambler and time shuffler vessel's limited time drive until she can find more fuel.

This will require a fair amount of planning and the game makes copious note-taking space available. This note-taking space will fill up with information both automatically gleaned from game events and as the player creates and edits custom notes.

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Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game sports a highly detailed, expansive story, great in depth, breadth, volume and atmospheric pressure.

The many highly detailed worlds and time periods you will visit are filled with colourful characters of many different species'.

These characters all have their own stories, relationships, motivations, allies and enemies and successful interactions with them are necessary to complete your quest.

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While many of the characters in Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game, including those most important to the storyline, have been elaborately created by hand and brought to life for the game, other characters are run with a highly realistic artificial intelligence system capable of producing extremely realistic characters that are just as in-depth and fulfilling to engage with as the hand-crafted characters.

These AI characters sport a powerful dialogue engine based on hundreds of thousands of lines of real-world text to produce the most natural sounding dialogue ever seen in a video game.

You won't believe you're not talking to a real person!

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You will make friends, form alliances, join rebel groups, infiltrate political systems and even take over entire worlds in your quest to discover the true motivations behind a shadowy band of space pirates that cast a blight upon the galaxy, attacking starships and entire civilisations alike.

Command forces in large-scale pitched battles, matching your wits and tactics against those of your enemies. It will be up to you which sacrifices to make, as while the fate of the universe may rest in your hands, so do the lives of your friends and comrades. Acting indecisively now may result in adverse consequences later in the story.

You will also need to manage supply chains, profit centres and manufacturing to supply weapons and starships for your troops. While most civilised planets already have a standing army and space defence force, they may not be sufficient to win the large space battles that must be won.

Of course, even in peace your leadership skills shall not rest. Establishing trade partnerships and military alliances with other civilisations across the galaxy is key to building your power. Pooling your resources and defeating strong enemies early is key to them not becoming problematic later on in the story.

Remember, every action you make may lead to many different consequences.

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On a smaller scale, you will also have to lead small tactical infiltration groups high-risk high-reward missions where every move could lead to disaster. Form and split up teams, summon eidolons to help you in battle and defeat your enemies.

Different characters all have different skills which find their use in different situations. Certain characters have skills in manipulating computer terminals to open and close doors, disable or reprogram defensive turrets, raise and lower energy barriers and photon fields and change the targeting mechanisms of security robots and assault drones.

Other characters are particularly combat-inclined, able to use a vast range of weapons and ordinance to dispatch foes quickly. There are also stealth characters, able to sneak by guards and other hostiles without raising the alarm.

Micromanaging these different characters is essential to success in this high-stakes game, where a bit of low-profile wetwork can accomplish what even an all-out war can not.

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There are a huge variety of different locations to explore across the many galaxies, solar systems and planets in Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game, from the ruins of ancient civilisations to futuristic alien labs created by advanced beings to enigmatic structures that do not seem to obey even the rules of Euclidean space in their design.

Everything, from fearsome mutated monsters to valuable treasures and high technologies can be found in the many caves, dungeons, alien factories, labs and underground cities spread across the vast expanses of space. Places to explore are not just found on planets, either- discover vast starships, long abandoned, sitting dormant in the depths of space, filled with untold riches or great danger.

Some of these locations will be out in the open, some hidden so well that even once you know exactly where they are, just getting in will be an effort. Ship- and hand-portable scanners will allow you to survey vast areas from a distance and people, ancient data records and alien archives provide clues to the locations of other areas of note but some particularly enigmatic places may even be hidden even from that.

Exploring these places will allow you to find valuables to trade, technology to research and equipment to use and help you on your mission. Some even contain information and clues to expand your knowledge of the universe.

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The many areas to explore in the game feature a combination of hand-created and procedurally generated layouts, based on actual architectural designs used by humanity throughout history, with subtle and not-so-subtle modifications for the architecture of alien races.

Some places are small enough that they can be cleared in half an hour; others are so expansive it may take weeks to explore them entirely. The automated in-game note-taking system will produce maps as you explore, so you'll always be able to find your way back.

Beware; while many of the abandoned labs throughout the game may simply have fallen into natural disuse, others may have been abandoned for less pleasant reasons. Extreme caution is necessary when you risk unleashing unknown horrors upon the universe.

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Explore rich 3D environments from a first-person perspective that throws you right in the action. These photorealistic and perspective-correct environments will immerse you in the action like nothing else in video games, allowing you to truly become lost in the experience as you gaze upon the world through Alicis Serina Elise Amelia Raven-Way's eyes. Don't worry about system requirements! The game's highly optimised rendering engine scales to many platforms, allowing you to play the game at full speed on anything from a 16384-core i7 cluster to a 486DX and you'll barely notice the difference.

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Gaze upon beautiful vistas in Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG Game's viewport system, representing majestic oceans, radiant waterfalls and ominous mountains through a window roughly the size of a postage stamp.

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Explore not only billions and billions of richly detailed planets that make up the universe in Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG, but also the many time periods available as well. Actions you undertake on a particular planet in one time frame may affect the universe far into the future, even as far away as other planets and solar systems. As such you will have to carefully determine which course of action to take.

Other beings in the galaxy have their own synchrotron-powered reality scrambler and time shuffler vessels and your actions in the past may affect them in the future, giving them a reason to travel to the past and make changes themselves. Thus your actions in one time period may even affect earlier time periods. Unravelling this complex web of causality is necessary for the completion of your quest. While Alicis Serina Elise Amelia Raven-Way has a hand-held computer that is able to predict many of the likely outcomes from a particular, time-changing course of action, it is not perfect and events may arise that even it cannot predict.

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Explore the many planets both on foot and in a variety of vehicles. Certain planets may have particular atmospheric conditions that require additional precautions to be make. Ensure you check your ship's computer before making a landing and sure you have what you need to survive.

While some planets can be interacted with entirely from orbit, to gain all the information, resources and technology necessary, Alicis Serina Elise Amelia Raven-Way will have to land on the planets to explore them fully.

Ensure that your vehicles do not get too damaged - while Alicis Serina Elise Amelia Raven-Way has the equipment to make basic field repairs, if this is insufficient it may be a long walk back to the ship.

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Powerful alien technology will allow Alicis Serina Elise Amelia Raven-Way to raise her physical and mental attributes in addition to expertise gained through exploration, fighting and tactical warfare.

Her own professional and emotional development is essential to successful completion of the quest, so neglect these aspects of the game at your own peril.

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Fight frantic, active time battles against fierce foes across the many galaxies in Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG. Equipment, abilities and strategy alike are all necessary in these high-stakes battles as Alicis Serina Elise Amelia Raven-Way does not have allies to call on when stranded on an alien planet!

Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG uses a highly complex active time battle system requiring you to make tradeoffs between attacks that connect immediately and those that require preparation, abilities that are free to use and those that use up energy etc.

Mutant aliens have no concept of fairness and will happily team up against you. Be careful and make sure you don't get backed into a corner!

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While it is not the principal purpose of the ship, Alicis Serina Elise Amelia Raven-Way's synchrotron-powered reality scrambler and time shuffler vessel is equipped for combat and in certain circumstances she will have no choice but to use it in that way. Fight high-octane pitched battles against powerful enemy fleets both in the depths of space and against the shattered skies of war-torn planets.

Your ship's weapons, armour, shields, generators and batteries are all upgradeable and replaceable and throughout the game it is necessary to keep your armaments up to date to ensure that Alicis Serina Elise Amelia Raven-Way comes away from these encounters with a working ship, because otherwise your game will be over if you are unable to acquire a new one. Weapons are a tradeoff, with laser beams and fighter drones capable of attacking from a long range while the more limited missiles and cannons do far more damage.

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Save at any point in the game with Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG's innovative and completely unique save slot system, where you are given a limited number of slots and saving into a particular slot will overwrite any save game already present in that slot. This will reduce the stress involved with coming up with a name for a saved game every time you want to save.

Keeping a number of save slots will allow you to go back and reverse decisions made earlier that may cause the game to become unwinnable later. Careful use of the save slot system will allow you to recover from any mistakes you make, regardless of how catastrophic.

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The behind-the-scenes coding powering Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG is just as expansive and detailed as the game itself. With every loop unrolled, you'll never have to wait that eternity between the 'loop for #' and 'loop start' statements ever again. Three gigabytes of the game's filesize goes towards program code alone and you can feel the difference as the game runs just as smoothly on the poorest calculator-watch as it does on the fastest Cray.

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Sophisticated random number generation algorithms are present, producing unpredictable results across a variety of ranges. With everything down to the universe's entropy in the game simulated, high quality random numbers provide the smoothest possible experience for players.

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In addition to everything else, Infinite Sky -Shooting Stars Fall Like Winter Snowflakes-, a MegaZeux Sci-Fi Role-Playing RPG is also extremely configurable. You can make the palette as garish as you like and set the game difficulty to anything from 'plays the game for you' to 'starts on the Game Over screen'.

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However, while focusing on the external aspects of the game and universe, neglect Alicis Serina Elise Amelia Raven-Way's mental state to your own peril. Her mental condition is key to gaining the best possible ending in the game and you will need to pay attention to her mental health. Based on input from a noted psychologist, this game features the most realistic depiction of a dissociative-identity-disorder-afflicted bipolar schizophrenic sociopathic tranny housewife in any video game ever.

Interactions with different characters will have various effects on Alicis Serina Elise Amelia Raven-Way's psychological state and paying attention to the triggers that affect her in a positive way and the triggers that affect her in a negative way are key to understanding her mental condition and eventually helping her to rehabilitate. The fate of the universe depends on it.

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However, even with my vast ability, I can't complete this game by myself. I need your help. These are some of the various positions I need people to fill for me to have this game completed by the deadline. I need:

  • a skilled Robotic programmer or programmers, capable of programming the many detailed engines described here and others necessary for the game to be completed
  • talent MegaZeux artist or artists, able to work with a variety of graphical modes and styles, creating the rich, detailed artwork behind the game
  • a script and story writer to write the game's story
  • level designers to create the many levels behind the game

Interested applicants should collaborate amongst eachother and work to complete the game. On completion, the game should be sent to me. I will then put my name on it and release it for all to enjoy. Note that, due to complexities with intellectual property laws and trademark legislation I will be unable to give you credit for your work on this game- you will, however, have my heartfelt thanks as well as a unique, personally hand-archived ZIP of the game for your trouble.

With your help, this will undoubtably be the definitive MegaZeux release, and likely one of the most powerful gaming experiences of all time. After its 2012 release, design work will begin on the sequel, likely to be even greater in scope than this game! Look forward to it.
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<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
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#2 User is offline   Lachesis 

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Posted 01 April 2012 - 02:39 AM

I'LL JOIN!

This post has been edited by Lachesis: 01 April 2012 - 02:43 AM

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
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#3 User is offline   Baby Bonnie Hood 

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Posted 01 April 2012 - 02:53 AM

GAME OF THE MILLENNIUM, ALL MILLENNIUMS

And it's not even out yet.

Forget Cans 4, forget Renee the Rogue, and forget J.G.'s Neatsome Magical Teamup With Nancy Breakfast To Save POOP ROAD >:( From The Wrath Of 9*(10^9), this is THE upcoming Megazeux game to watch out for!

This post has been edited by Baby Bonnie Hood: 01 April 2012 - 02:54 AM

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#4 User is offline   NoahSoft 

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Posted 23 April 2012 - 06:40 AM

go to your room

:(
<=D I AM A ROCKER. I ROCK OUT.<=D
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#5 User is offline   Baby Bonnie Hood 

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Posted 23 April 2012 - 06:59 AM

No.

You can't make me!
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#6 User is offline   Lachesis 

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Posted 02 May 2012 - 07:24 PM

Wait, this game was a joke, wasn't it :( and I was really looking forward to it
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#7 User is offline   Exophase 

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Posted 02 May 2012 - 08:12 PM

View PostLachesis, on 02 May 2012 - 03:24 PM, said:

Wait, this game was a joke, wasn't it :( and I was really looking forward to it


Maybe you didn't notice, but the screenshots came from old projects Lancer worked on.. Or at least some of them did, I can't confirm for all of them.

A followup annotation describing what everything is/where it came from would be pretty cool.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

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#8 User is offline   Dr Lancer-X 

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Posted 02 May 2012 - 10:05 PM

View PostExophase, on 03 May 2012 - 06:12 AM, said:

A followup annotation describing what everything is/where it came from would be pretty cool.

Your wish is my command.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Actual title screen (although it doesn't feature the menu, which is reused elsewhere) for an in-progress project.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Mecnar Orihon, this is the (nonfunctioning) space vessel the protagonist wakes from stasis containment on before travelling to the planet below. The plan was that the player would need to revisit it only a few times in the game.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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This project was codenamed 'arcology' (typically I have codenames for projects just so I can assign them a working directory before I come up with a title. End Sky was 'indigo'. Eden was 'dream'. & was 'mq' etc.) and was designed to be an SRPG- I never got very far with this one, although I created art for all the characters. The only thing I coded was this char-wasting textbox. I did reuse some interface ideas in Pandora's Gate though.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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I was playing Daggerfall or something and wanted to create aa game with a huge world, sort of 'Legend of Rhovanion'-esque. I made a bunch of attempts at terrain generation and dungeon generation, some of which were later reused for Mecnar Orihon. There was never any story in mind and I'm not sure I even planned to include one.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Screenshot from 'siminsid', one of a few shots at creating efficient markov chain text generators in MZX.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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I think this was 'Estrela Memoria' or something similarly pretentious. This was a DoZ game with Mr Apol and asterisk. It was to be a sort of SRPG thing, with forming and splitting parties, summoning eidolons (Apol picked that term) to fill spaces in your groups and battling. asterisk was in charge of the actual battle engine thing, for which he managed to make variable-width text but didn't manage to make a battle engine and then he left before the end of the DoZ and it took Apol and I a while to realise that he hadn't actually left us with anything usable. In the end we didn't submit anything and I don't know if any of this game exists anywhere anymore. Pandora's Gate was probably a lot better than anything we would have finished though. =P

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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This was Raison D'être, a collaboration project between Maxim and I - I worked on the engine and Maxim did the character + enemy graphics, the music, the sound effects etc. Wrote a lot of code for this, including a tokenised, interpreted scripting language for enemy code which had expression parsing and a heap of other fancy shit and meant the game required me to run an external C tool whenever I changed anything to do with the enemies. The first level of the game (the one screenshotted) was manually created- subsequent levels were randomly generated. The main clever thing I had set up was that a level would be generated while you were playing the previous level. Because the level generation was pretty slow, this minimised forced delays.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Early bad random dungeon generation from the earlier screenshotted project and it sort of crept into Mecnar Orihon until I replaced it.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Early & screenshot, when I was first creating the renderer. Was originally full screen like this, I just shrunk it into a viewport so I'd have room for interface and because it was more efficient to render that way.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Old SMZX image converter test image. Too small to be used for anything, given that it uses all the chars so you can't even put text around it.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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This was going to be my latest project- I played around with a few visual styles after seeing this 'oldmovie' effect used in an eroge quite well and it seemed simple enough to replicate in MZX. Using the default char set I had just enough blank chars to reproduce the effect pretty accurately. I was interested in making something a bit like those games Noahsoft and bramble like to make, just with distinct Lancer-X touches. Nothing came from it other than this effect.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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More Mecnar Orihon. I created the world in an image editor as large areas of solid colour and created a tool to generate the world based on that. I was very happy with the results. It was actually harder to get the (very large) world to scroll smoothly without any pauses- I don't know WHY this was hard, it just was at the time =P

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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This is from Eden. The idea was that phi crystals were both experience and currency- you'd get active crystals from defeating enemies. You'd then spend the phi in these crystals to raise the stats of your party at phi fountains. You could then use the depleted crystals at phi forges to smelt into items and weapons you had blueprints for. Actually got a decent amount done on this- the only reason this project died is that it was replaced with another project I wanted to work on more. I won't come back to it though- the parts of the story that weren't reused in & are being reused in another project anyway.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Final Fantasy 12 Ascention[sic], also known as eww.mzx and I think Exo had another moniker for it. My most advanced pre-2000 RPG. The game was actually finished, although I can't promise it can be played to the end because I don't think I ever tested it.

I made another RPG around the same time, 'Ice Pyramid', but I think it's lost forever.

Still better than the actual Final Fantasy 12.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Marionette Sunrise. "Collaboration Project" between myself and Mr Apol. I don't think I was skilled enough at the time to create this game and I really feel bad for Apol because he did so much amazing work for it and I did very little. It STILL looks beautiful and this is barely scratching the iceberg of all the content he created for it. God damn.

I think I still have the stuff. Sometime I should go and make it into a game =P

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Save/load screen for Raison D'être. This was one of three attempts at creating a save/load system that used thumbnails. Since in MZX you can't really scale images all that well and you probably have different charsets and palettes for each screen of your game, thumbnails for your save/load screen are far from trivial. I did bad scaled ones in End Sky. & has scaled thumbnails that are actually good, thanks to the visual design making this somewhat possible. I just had to code a cheap quantiser and I was fine. Raison D'être instead opted to just capture an area around the character and pray there would be enough colours. I think I worked out that there would always be just enough colours or I had some sort of fallback to use a nearest colour if I ran out or something. This worked rather well thanks to the stages having fairly distinct and repeating visual design. Probably wouldn't work so well in other projects, which is why I tried scaled thumbnails in End Sky.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Excerpt from &'s framebuffer-to-board code. In &, the renderer first renders the board representation (the layout and any sprites on it) onto a 16-col framebuffer, then this code uses a lookup table to convert it to col/char pairs. It's not perfect because there is no perfect way to represent 16-col 2x2 tiles in SMZX mode. You can at best do 8. This is pretty good, though, and I needed more than 8 colours.

I found out a few DoZs ago that I could save a heap of time by taking advantage of the huge disconnect between processing power and memory use in MZX- the former is extremely expensive and the latter extremely cheap, so wasting a ridiculous amount of the latter to save a bit of the former actually makes sense. I'd already been doing this for ages with large lookup tables, but that was when I started doing it with code. & uses several megabytes of robotic mem just for stuff like this.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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I made a bunch of charts showing what different random distributions look like. It's useful to have a few of these around because you don't always just want randomness with a linear distribution.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Configuration screen from End Sky. I don't think I ever implemented the keyboard/joystick bindings, although admittedly I didn't implement the difficulty level either because the game didn't get that far. My current project only lets you configure key bindings, battle speed and whether to show hints or not- I decided difficulty settings were overrated. & let you configure a bunch of things and had a much nicer looking config screen as well.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Another 'Eden' screen- I was going to have portraits for each of the characters but this is the only one I did. It doesn't look too great, but I can blame that on the converter even though the converter actually works to smooth over the flaws in my drawing style. I still can't draw.

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Random level from Raison D'être. Not one of the better looking ones- this was an 'in progress'.
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#9 User is offline   Lachesis 

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Posted 03 May 2012 - 03:21 AM

View PostExophase, on 02 May 2012 - 01:12 PM, said:

Maybe you didn't notice, but the screenshots came from old projects Lancer worked on.. Or at least some of them did, I can't confirm for all of them.

Yeah, I was just trying to get a reaction from Lancer. :(

On that note, can I cameo Alicis Serina Elise Amelia Raven-Way in my next game????

It's cool to know what everything's from, the only ones I recognized were the End Sky, Eden, and & ones, and the random distribution screenshot as I was around on IRC when you were doing that.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#10 User is offline   Baby Bonnie Hood 

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Posted 03 May 2012 - 03:37 AM

That old movie effect looks neatsome. I'm sure somebody here can make use of it eventually...

Lancer-X said:

I still can't draw.


Neither can I.

It's kinda frustrating to have an original character yet have no artistic skills whatsoever to give her a visual appearance.
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#11 User is offline   Exophase 

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Posted 03 May 2012 - 03:02 PM

Thanks for the overview, very interesting stuff.

View PostLancer-X, on 02 May 2012 - 06:05 PM, said:

Final Fantasy 12 Ascention[sic], also known as eww.mzx and I think Exo had another moniker for it. My most advanced pre-2000 RPG. The game was actually finished, although I can't promise it can be played to the end because I don't think I ever tested it.


The Adventures of Blockman :( I wish I had a completed pre-2000 MZX RPG. That'd be pretty sweet. I've always admired your talents for game design and ability to crank out so much content, even if a lot of it didn't end up used.
~ ex0 has a kickass battle engine, without it you sux0rz! without it you sux0rz! ~

"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay

Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
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#12 User is offline   Baby Bonnie Hood 

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Posted 07 May 2012 - 04:01 AM

This is the best I could do with "drawing" J.G.:
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Much like editing Nikki from Engine, I just spliced together a bunch of sprites from Fire Emblem. At least the result closely resembles what I imagine she'd look like.

This post has been edited by Baby Bonnie Hood: 07 May 2012 - 04:02 AM

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#13 User is offline   Kuddy 

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Posted 07 May 2012 - 04:13 AM

View PostLancer-X, on 02 May 2012 - 06:05 PM, said:

View PostLancer-X, on 01 April 2012 - 12:34 PM, said:

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Final Fantasy 12 Ascention[sic], also known as eww.mzx and I think Exo had another moniker for it. My most advanced pre-2000 RPG. The game was actually finished, although I can't promise it can be played to the end because I don't think I ever tested it.

I made another RPG around the same time, 'Ice Pyramid', but I think it's lost forever.

Still better than the actual Final Fantasy 12.

I recall this being in the Vault once, or on Zeuxworld, but it doesn't seem to be available for download anywhere now. Any chance we'll see it again?
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#14 User is offline   djtiesto 

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Posted 10 May 2012 - 11:49 PM

View PostBaby Bonnie Hood, on 07 May 2012 - 05:01 AM, said:

This is the best I could do with "drawing" J.G.:
Posted Image

Much like editing Nikki from Engine, I just spliced together a bunch of sprites from Fire Emblem. At least the result closely resembles what I imagine she'd look like.


Yeah, I think that's a pretty accurate portrait, perhaps she'd be a bit older...

I love this projectdump, Lancer. Wish all these got released :(
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