Page 11 of 14

Re: Generic Egoboo revival thread

Posted: Fri Dec 28, 2012 12:57 pm
by Shade
We already have life and mana elixirs for permanent improvement of a character; I think that's good enough.
Requiring skill manuals to get skills your character used to gain automatically just seems like an unnecessary obstacle and/or a cheap excuse for a kinda-mandatory sidequest. I'm not even sure if we should have as many different skills as we currently do (especially because some of them are nigh-pointless), but I admit it makes classes a bit more unique beyond mere stats.


But here's something else I want opinions on... Playable characters originally used to have much higher movement speed than they do now. Even soldiers in freaking chainmail (Dunlar, in particular) were more agile than they are now. I understand that with better armor, you trade speed for defense, but in many instances I feel the loss of speed is a bit exaggerated, with the paladin being by far the worst offender. There's a difference between being able to dance around your enemies like a retarded ballerina (rogue, although even that is mostly because of the double jump) and taking an age and a half to get anywhere at all (adventurer in decent armor, soldier, paladin, g'nome, ...).
Would anyone object to a general buff to player movement speed? I feel that 50 should be the lowest movement speed even in heavy armor, with some exceptions like paladins in platemail at maybe 45, but no lower. So, in essence, this would mean increasing movement speed by about 10 on average. (Roughly a 20 to 25 percent increase overall for most characters)

Re: Generic Egoboo revival thread

Posted: Fri Dec 28, 2012 1:54 pm
by Cimeries
I agree, I think PCs could stand to be faster again.

Re: Generic Egoboo revival thread

Posted: Fri Dec 28, 2012 8:21 pm
by Zefz
All Egoboo icons should ideally be not hard coded with the dual colored background... One of the reasons is that it means the artists needs to add background to all his/her icons. Another reason is that it doesn't scale. We could have a 32x32 background and draw a scaled 128x128 icon on top of it.

As mentioned before there are multiple benefits from having icons with a alpha layer background.

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 5:41 pm
by bgbirdsey
I have experimented with removing the background from the existing icons. Not as easy as one might think...

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 5:50 pm
by Shade
Critical bug: Sometimes, Egoboo deletes your character upon exporting rather than saving it. My debug adventurer vanished after visiting the test module twice.

EDIT: How are experience requirements beyond level 6 calculated?

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 6:05 pm
by Cimeries
bgbirdsey wrote:I have experimented with removing the background from the existing icons. Not as easy as one might think...
Especially since they appear to have been converted at some point, resulting in more artifacts. I noticed a lot of mess when I was examining the icons up close, and I don't remember it being there. :P

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 7:23 pm
by bgbirdsey
Not artifacts, I believe. They were probably developed for a 256 color display with a certain palette and the "artifacts" is color dithering done by hand.

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 7:25 pm
by Zefz
bgbirdsey wrote:I have experimented with removing the background from the existing icons. Not as easy as one might think...
What was the problem? It should be a fairly simple operation using alpha layer channels.

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 7:35 pm
by woodmouse
Zefz wrote:
bgbirdsey wrote:I have experimented with removing the background from the existing icons. Not as easy as one might think...
What was the problem? It should be a fairly simple operation using alpha layer channels.
It's probably difficult to keep the lines smooth?

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 9:36 pm
by bgbirdsey
the edges of the objects are "alpha blended" with the background tile, and sometimes outlined, etc, So that there is no east way to make an automatic procedure for separating the icon from the background.

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 9:51 pm
by Cimeries
The icons that I made using the model viewer have a black outline and were scaled down and anti-aliased directly on top of the background, so it may be simpler to just recapture them with the model viewer and make larger, background-less versions.

Re: Generic Egoboo revival thread

Posted: Sat Dec 29, 2012 11:13 pm
by penguinflyer5234
Shade wrote:EDIT: How are experience requirements beyond level 6 calculated?

Code: Select all

for ( level = MAXBASELEVEL; level < MAXLEVEL; level++ )
    {
        Uint32 xpneeded = pcap->experience_forlevel[MAXBASELEVEL - 1];
        xpneeded += ( level * level * level * 15 );
        xpneeded -= (( MAXBASELEVEL - 1 ) * ( MAXBASELEVEL - 1 ) * ( MAXBASELEVEL - 1 ) * 15 );
        pcap->experience_forlevel[level] = xpneeded;
    }
where MAXBASELEVEL is 6 and MAXLEVEL is 20 and pcap->experience_forlevel is the xp needed for level i + 1

Re: Generic Egoboo revival thread

Posted: Sun Dec 30, 2012 12:03 am
by bgbirdsey
Sure, cime. Zefz's statement is true about all the icons in egoboo, which should be alpha blended in the same way he is suggesting.

Also, having the artwork for (say) a sword ocon could be used for any number of things including making a "sword book" or adding the icon to a flag or anything you can think of. Maybe the summon cards idea, etc.

Re: Generic Egoboo revival thread

Posted: Sun Dec 30, 2012 12:36 am
by Shade
@pf5234: I'm not good with non-Egoboo code. ^^"
So basically, it takes the Exp requirement for level 6 and then increases it by an exponential amount that is the same for all characters?
...it'd probably be best if you could explain it to me using an example. Say, the current Lv7 and Lv8 requirements for an adventurer or something. ^^"

Re: Generic Egoboo revival thread

Posted: Sun Dec 30, 2012 12:50 am
by penguinflyer5234
level 02: 00300
level 03: 00900
level 04: 02700
level 05: 05400
level 06: 07500
level 07: 08865 = 7500 - 5*5*5*15 + 6*6*6*15 = 7500 - 1875 + 3240
level 08: 10770 = 7500 - 5*5*5*15 + 7*7*7*15 = 7500 - 1875 + 5145
level 09: 13305
level 10: 16560
level 11: 20625

and so forth