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Staredit Network -> UMS Showcase -> Sorrows Of Elenniel
Report, edit, etc...Posted by phatdiddy on 2004-08-27 at 22:55:25
This looks awesome so far, I see you're really into this so go all out with a good story and battle system and everything.

Well good luck with this!

And a trailer/demo would be awesome. *hint hint*
Report, edit, etc...Posted by EruIluvatar on 2004-08-27 at 23:24:40
QUOTE
Screens look really great, but be careul about using sprites. There is a limit on them. Oh and, that trailer music I have for you is too big to put up here. If you want it, I'll have to e-mail you it. Either PM me or send me an email at Galaxy8602(Hatespam)@aol.com. Remove the (Hatespam) part of cource


Excellent, because I got Gmail from a friend yesterday! One gig all to myself. Now for anyone, what is the limit on sprites? I know I might have gone overboard on the ruins, but I want it to look totally old/deserted/"jungly". To counter that, some areas of Elenniel are quite barren, so the sprites might work out.

Now, about that demo, mentioned by kingra and phatdiddy....what kind of stuff goes into a demo? lol, excuse my newbishness, but what exactly would I include in it? I like the idea definetly.
Report, edit, etc...Posted by qPirateKing on 2004-08-28 at 00:07:54
The sprite limit is 256. The best way to see how many you've placed is to go into SCMDII and press ctrl-r; there's a little counter with that tells you how many out of 256 you've used.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 00:12:23
Only 256 sprites? Well yeah that's the doodad count isn't it? Can't you have alot more sprites because there is no terrain component or something?
Report, edit, etc...Posted by qPirateKing on 2004-08-28 at 00:30:29
Go ahead and try it if you don't believe me.

I'm telling you, 256 is the limit.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 01:11:10
I looked it up in SF it says Sprite limit is 1024. Sprites are different from a doodad cause they have terrain in those. Anyone else care to confirm/deny?

Ok I have worked for awhile on the Dwarf Kingdom, and here is the main floor/setup. It is divided into four screens, with a quick description of the contents. So, sorry for the I guess quadruple post I will pull off here, cause you can only have one file at a time.


So first you go through a massive doorway just above this picture, and then you enter into the Dwarf Kingdom. But even then your not into their city. They will test you at the gates to see if you are worthy. Then your into the massive halls. Note to the right there is a doodad that looks like cranes. This is the perfect sprite for Dwarf mining equipment. Above that, there are two temple doors. One will be fixed so that it is an open door, and will lead you down to a treasury and other areas.
Report, edit, etc...Posted by qPirateKing on 2004-08-28 at 01:38:20
Hehe, seems you were right, sorry. I just opened SF and played around a bit and apparently, you can get a lot more than 256. I just didn't know because I use SCMD2 instead of SF.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 01:48:29
That's ok Pirate. Better to have a second opinion on things then just me thinking I know everything. smile.gif.

Now for this, that wide open hall will be filled with something, I just haven't figured that part out yet. As you can see, there are numerous temple doors leading to other places in the city, and caves leading down to the mines.
Report, edit, etc...Posted by VoidArchon(MC) on 2004-08-28 at 01:49:09
this map seems pretty cool so far, can't wait till it's complete happy.gif

Edited: very nice use of sprites
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 01:52:02
A much more interesting part of the city. Here you enter the main chamber, where the Lord of the Dwarves resides, with a bodyguard. An underground spring emerges in the center, and small shrubs have grown. To the right are the forges. The Refineries are there for the added show and the gas which pops out. You'll just pop onto the beacon, talk to the blacksmith, and begin improving your armour and weapons (perhaps at a cost). Thanks void, I'm trying my best. smile.gif
Report, edit, etc...Posted by VoidArchon(MC) on 2004-08-28 at 02:03:09
hmm pretty good, i suggest using more buildings
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 02:18:30
And finally, the last quadrant of this level of the city. Doorways and mining tunnels abound, and you'll be able to enter alot of them. Little Dwarves (!) are living out their lives. You can see the mining equipment sprite again. I hope to include more of that, but its ackward shape (a full on rectangle) makes it look bad, requiring some cover-up work.

Phew gotta take a break. My next terraining work will be a few small settlements, peopled by men. That will be started tonight, but not much more. Yeah I was thinking of that voide, but it would just look cluttered and unpretty. But if you have a good specific idea, tell me, I wanna hear!
Report, edit, etc...Posted by phatdiddy on 2004-08-28 at 08:07:28
THis is coming along great! Nice work!

For a demo, I was thinking something with a small cinematic trailer type thing, then you get throw into the action and the little part you paly out is actually like a prelude to teh story, so we understand it better.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 13:58:48
Thanks! This doesn't look as good (to me) as the ruins, so I will be improving it a bit, just as I improved the ruins a tad. Now for that demo. The way I am going to plan the series is to have a first map, which is essentially a movie, in that it will tell the story without having much user participation. However, you will control the battles (very large), and you will also be instroduced to the battle system, by fighting a boss (you'll be able to take 'em). So ok this is gonna be good. Maybe I should start that right now. I jsut wanted to figure out some terrain before I actually started making "the story". I'll start that today then!

Starforge has stolen my soul...amen!
Report, edit, etc...Posted by Mpstark on 2004-08-28 at 14:08:11
Heh. Well, if you haven't checked your email or your private messages, I sent that music to you.

The movie thing sounds... interesting. I don't think that anyone has actually done that. It does sound plausible and if you pull it off, it could be really cool. Maybe instead, you should put that in the beginning of the map instead of having it in a whole new map.
Report, edit, etc...Posted by FaZ- on 2004-08-28 at 15:31:29
Just as a suggestion, don't bother with a demo. Finish the real map. The movie idea may work, but a pure demo just won't unless you can get the quality of it equal or higher then Tuxedo-Templar's demo/trailer, which I highly doubt anyone is possible of. As a suggestion, dont overuse that closed door doodad, perhaps make some with open doors. Nice cover on the mining equip, but on that first SS of the 4 posted I'd recommend finding an alternative to the high tech door, and getting rid of the tri-rock doodad in the middle. Keep up the good work however.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 15:40:55
Hehe thanks Stark I checked both cause I got the notification sent to my inbox. I love that music. I'm 99 prent sure I'm going to use it, I just need to trim off the end of it. The problem is that I might be using alot of strings. So having to have a story told through text, and then have an RpG take place (even part 1 of an RPG), might be kind of tough. We will see though.
Report, edit, etc...Posted by Kingra on 2004-08-28 at 17:08:39
Sometimes it's much easier to think of the story bfore you start on the map. wink.gif

It much easier to do terrain when you know the story. tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2004-08-28 at 19:32:37
Whorehouses eh? this sounds good already.
Report, edit, etc...Posted by EruIluvatar on 2004-08-28 at 20:37:59
Hehe well as far as I know, there won't be any action (if anyone comes up with something smile.gif, kudos to you). But yeah that will represent choice between the whore and the healer for my "alignment" system. How do you think this looks Tux?

And now in response to Faz. I looked at Tux's Trailer, and I thought it was up to his usual standard (read: practically perfect). Now, no offense to Tux or anything, but the only really complicated thing I saw (at least, to me) was keeping that massive platform of sci buildings together. There were lots of cool effects, but I think I could replicate those if I tired hard. I just haven't messed around with S as much as Tux and other people like Deathknighthave. We'll see. I wanna get this terrain done and try to work on my storyline a bit more. But the good thing abot making a trailer/demo/prologue is that it doesn't require full terrain. Only parts need to be done. Onwards! (Hope I didn't offend you or anything Tux: I've sort of forgotten some of the stuff in your trailer cause I can't go on SC right now, so maybe I'm just having delusions of grandeur).
Report, edit, etc...Posted by x BakaPeter x on 2004-08-29 at 21:17:03
QUOTE(Mpstark @ Aug 11 2004, 05:55 PM)
Shadow Paladins map isn't out, but the trailer is. He has been dropping hints about the content and I figured that you had read the 15 page thread about it. If you haven't seen his trailer, here is some linkage.

The Trailer

As to the save system, mine is just a little more complex then yours, but they are the same really.

Instructions-

A player "saves" by going to a save beacon. It gives him a code, something like: "A010-0101-D010-F111" Each character is a bit of information about what he did in the game. That player enters that code by stepping on beacons in the right order. Then he goes on with his quest.

To save quest info-
You need to have a switch for each quest. When that player completes that quest, you set the switch. Pretty easy.

To save character info-
You need to have a place to store stats and alignment. When the player gets more stats/alignment changes, you add/subtract from this.

To make it all fit together
You make a trigger something like this.

Conditions-
- Player brings 1 unit to location 'Save'

Actions-
- Set 1 deaths of 'Save' (an unused unit) by current player
- Display text message to current player, Get a pencil and paper, and write the code in the EXACT way.


Then you have more triggers.

FOR QUESTS

Conditions-
- There is exactly 1 death of 'Save' by current player
- 'Quest1' is set

Actions-
- Display text message to current player, 1


Conditions-
- There is exactly 1 death of 'Save' by current player
- 'Quest1' is clear

Actions-
- Display text message to current player, 0
- Add 1 death for 'Save' to current player


Conditions-
- There is exactly 2 death of 'Save' by current player
- 'Quest2' is set

Actions-
- Display text message to current player, 1


Conditions-
- There is exactly 2 death of 'Save' by current player
- 'Quest2' is clear

Actions-
- Display text message to current player, 0
- Add 1 death for 'Save' to current player

And so and so forth. Add some waits in there too.

CHARACTER SAVING

This is a little harder.

You have a code for each character, and you repeat the following trigger for each one.

Conditions-
- There is exactly 16 (assuming that there were 15 quests) death of 'Save' by current player
- Current player owns 1 'Hero'

Actions-
- Display text message to current player, 010 (That hero's code)
- Add 1 death for 'Save' to current player


Now... stats alignment and levels are the hardest part. Personally, I think that you should just save alignment and levels, and have them redo the stats in the beginning of the next map.

Conditions-
- There is exactly 17 (assuming that there were 15 quests) death of 'Save' by current player
- Current player owns 15 'Level Markers' (Or whatever)

Actions-
- Display text message to current player, 01001 (That level's code)
- Add 1 death for 'Save' to current player


Alignment is the hardest part. You can either have 100 triggers or have 10. Having 100 saves it to the 1's place, having 10 saves it to the 10's place.

Conditions-
- There is exactly 18 (assuming that there were 15 quests) death of 'Save' by current player
- Current player's custom score (alignment) is at least 0
- Current player's custom score (alignment) is at most 10

Actions-
- Display text message to current player, 0000 (That alignment's code)
- Add 1 death for 'Save' to current player

Now the easy part is the loading trigggers. All you have to do is to react to each of the code's pieces.

That's it on the saving system that I half made up. I got the idea from some maps in WC3. As for that music, I have it embedded in a map with the timing already done for you. When you get back from Italy, I can e-mail the map to you and you can tell me if you are going to use it. This RPG has quite intriged me, if you need any more help, PM me or email me at Galaxy8602@aol.com.

is there really such a thing? it doesnt really save your stats weapons everything right? it just saves the levels for you. is it possible if someone passed the whole game and a newb comes along and uses the password for level 15 to skip everything?
Report, edit, etc...Posted by Mpstark on 2004-08-30 at 03:20:31
Yes, some noob could skip ahead but that's why you use certain combinations at the beginning and end of the 'code'. As for saving weapons and junk, you just have to copy the triggers for weapons. But, that would make loading hugely complicated, so I didn't think that anyone would want to do that.
Report, edit, etc...Posted by VoidArchon(MC) on 2004-08-31 at 00:53:08
Wow this map has alot of details... GL
Report, edit, etc...Posted by EruIluvatar on 2004-09-02 at 21:52:51
Ok I just had a few questions and updates for the map. K question wise:

1. Do RPGS generally use buildings for buildins (academ=house), or do they use terrain tocreate walls? Im sure its the former just checking though.

Do you feel rpgs absolutely need to have level ups? Or do you prefer just having a character who gains spells/armour/etc, without having a level to tell you how good your characer is?

more in awhile,,bro needs pc.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-02 at 22:04:04
1- Yea i really love When you get level-Up gaining such: "Skills" (armor, weapon)
But for the spell, i want to see something new like: Ultima Online: you got an pentagram with a scroll and you need some "ingredients" to aquiere the skill!

2- Building are okay... But using terrain is fine too! closedeyes.gif


I'm sure it's not: pentagram or ingredient... sorry for my bad english!
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