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>> No.5261493 [View]
File: 154 KB, 991x806, randi_tries_to_handle_it_by_tickletorturefever-d6pthb9.jpg [View same] [iqdb] [saucenao] [google]
5261493

>>5259931
Once I figured out that you could burn overworld trees down, it transformed the game because I realized I missed so many secrets. I think it's a fine design choice

>> No.3035403 [View]
File: 154 KB, 991x806, randi_tries_to_handle_it_by_tickletorturefever-d6pthb9.jpg [View same] [iqdb] [saucenao] [google]
3035403

>>3035389
that, and the translation lacked variable width font, so sentences read like a pop-up book's

Was the tree Randi's mom? Like, was she always a tree? Or did she become one?

>> No.2906151 [View]
File: 154 KB, 991x806, randi_tries_to_handle_it_by_tickletorturefever-d6pthb9.jpg [View same] [iqdb] [saucenao] [google]
2906151

>>2906113
All these -est threads are fucking stupid. There is no -est game of any adjective you can think of, because video games (like any media) form an unorderable set, or at best, a partially ordered set. It's not like numbers where you can say 1<2<3. All games have strengths and weaknesses, SoM included, and their is no single metric to measure a game by that can distinguish treasure from trash.

For instance, this game has a lot going for it but also some problems.

+great vibrant graphics, animation, and music
+fun battle system with a variety weapons (though weapons could have been slightly more unique)
+lots of impressive boss battles

-magic is too OP, especially chain-casting
-charge system is too slow to be useful/fun
-story was been butchered to fit fixed-width font
-few and overly simplistic puzzles
-extremely linear

All in all a fun game I'd recommend to anyone who likes the SNES, but not GOAT, if such a thing even existed.

>> No.2467426 [View]
File: 154 KB, 991x806, randi_tries_to_handle_it_by_tickletorturefever-d6pthb9.jpg [View same] [iqdb] [saucenao] [google]
2467426

>>2467424

The first byte specifies how many OBJs there are minus one (sorry, weird convention, no need to draw a sprite with 0 OBJs).

The following lines specify the OBJ parameters. Reading one line goes like this:

XXXXXXX YYYYYYY VHPPCCCNNNNNNNNN ------SX

where the only new things are S=OBJ size and the ninth X bit on the far right.

The next abstraction I have made are scripts, which are simply a frame count followed by a list of sprite pointers with timers specifying how long to display the associated sprite. For instance, look at vrtan.body.idle.r.script:

;#Data w vrtan.body.idle.r.script {
$0004
vrtan.body.idle.r.0 $0008
vrtan.body.idle.r.1 $0004
vrtan.body.idle.r.2 $001C
vrtan.body.idle.r.1 $0004
}

4 sprites in the script, followed by the pointer to the sprite, and finally a duration. Calling AnimateSprite passing a pointer to a structure that keeps tabs on the current script, frame, and timer updates the script.

When I add state to vrtan, when he's, say, idling, I simply invoke the idle script. To do something like sync his legs and body while walking, I'll have to tweak the frames for both the body and leg scripts, but that's a minor complication.

Thus, if you guys want to make animated sprites, follow this format and I can drop your sprite in instantaneously.

Of course there's room for improvement, but for such a small game, I'm not going to take the time to improve this code.

And that's about all there is to Sprites. Sexy, no?

>> No.2444141 [View]
File: 154 KB, 991x806, randi_tries_to_handle_it_by_tickletorturefever-d6pthb9.jpg [View same] [iqdb] [saucenao] [google]
2444141

>>2444135
>you can blow a sprite?

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