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Phantasie series

elky68

Literate
Joined
Jan 29, 2025
Messages
21
I wonder if I also start a discord channel just for this purpose - along with installing the version on a server.

And I hope all you Apple / Atari / Amiga... freaks dont hate me for trying to bring this onto a platform where people can use their mobile to play it in the tram.
I would find it disgusting to see someone play an RPG while not being at home with the right drinks, accessories ;)
But web development is my thing anyway. I was also considering the Wizardry series and Bards Tale, and I even had a thought like_ why cant we transfer characters BETWEEN ALL?
There was a tool for just that back then? I forgot!

I just wateched a video about reverse engeneering a crappy shooter game on Atari on youtube and it made me feel very sick lol
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Oh hell! Mobile phantasie would be a dream. I mean the game is pure TB. I have tried to play ARPG or action on phone and it sucks unless you use a gamepad and that still sucks imho.

There was another guy who started out on a project that reminded me a lot of phantasie but he changed up his combat engine so it resembles Shard of Spring or Goldbox. Yeah, sprites and all graphics is something that wasn't cataloged online to my satisfaction. Before my living conditions went to shit I was starting with Ultimas of different platforms creating sprite-sheets with visible dividers. I also started on Questron, Wizard's Crown, Dunjonquest, and even Xyphus & Sword of Kadash. For some things it is a process.

I used to try to take detailed notes of games including bad decisions before restoring saves or in some games replacing .sav with copies via dos (when i had a dos machine). I miss my destroyed work of the DOS Pool of Radiance. I had pages and pages of dialogue typed out and descriptions of walls and such since I didn't have print screen and screenthief wasn't working too well.

I can check to see if there are some spritersresource sheets but I have my doubts.

One thing about the first game's outdoor map is the orientation differences between appleii, c64, japanese and other versions; they are orientated differently in a few versions. I can't find a full apple map so I'll screenshot something in youtube. A few of my links show the maps and it is plain to see.

 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Lol, I knew i mentioned maps before:

You own a msx & phantasie IV? I'd love to see an avid fan with a full collection of every port of the phantasie series.

Something that isn't talk about much is box art and the original work. Posters of those laminated or this awesom metal/magnetic ones would be awesome. I'm unaware of a site that has all vintage game box art in the original full glory.


Something you should also ponder is overland navigation and map orientation. APPLEII is different than some. Here are some examples:

fvznTh4.png

C64, dos, and maybe some others like atari.

OPLOUY5.png

PC-88 and probably 97, 68000, MSX, f7

One of the views for AppleII (only i could safely identify as the point of origin start:
ratCqPY.jpg

AppleII

Now, this is damn interesting and makes me ponder differences between each of the games. While minimal, there might be things to take note on. Each section needs a remapping imho and I suppose fully (non-blacked) is ok though I'd feel deprived not opening up each fog of war.

I have to ponder if mocagh has all manuals.

And... if you are really interested (and assuming I didn't already mention it)
Kroah has an atariSt viewer
Phantasie%20-%20Dungeon%20Viewer%20-%20Screenshot%201.png

Phantasie%20-%20Dungeon%20Viewer%20-%20Screenshot%202.png

Phantasie%203%20-%20Scandor%20Map.png

Phantasie%20-%20Sprite%20Viewer%20-%20Screenshot%201.png

Phantasie%20-%20Sprite%20Viewer%20-%20Screenshot%202.png


LOOK! A DUCKRA!
Phantasie%20-%20Sprite%20Viewer%20-%20GIANT2.png

Even though those are pretty good maps (except the japanese script in that japanese one) they didn't put segment dividers for each section. I'd probably consider adding what randoms & set encounters are in each area/terrain which means a lot of grinding and data recording per platform per game.

The dungeons might have randoms in different zones so best to check the info on the AtariST deconstruction program and glean what you can. Pity Kroah didn't engineer similar programs for other platforms.

I tried begging him for such a program for Gateway to Apshai on the colecovision. I tried mapping that back in the 80s to failure. 8 levels & 99 dungeons per level.
http://bringerp.free.fr/RE/Phantasie/spriteViewerAllPng.php5

Fucking Duckdra the multiheaded menace of the pond in the park! WTF?!!

Sadly every sprite resource or database I looked at had nothing for phantasie. Go figure.
 
Last edited:

elky68

Literate
Joined
Jan 29, 2025
Messages
21
From the developper perspective...those ASCII maps are the best that can happen. I can read them, derive some funcitonality from the symbols, and then display totally differently. Right now I use tiles from some ultima 5 image selection as I had those available. But then, replacing these by Phantasie-ish images will have to happen.
Just taking screenshots, cutting them out would be one way. But I think it would be better to take these as a base and establish our own look instead which could base on one of the platform versions. I really hate the images that come with the PC version. For atari, we would be able to use the gifs for monsters as a start but they would have to be worked on as well!

The only thing that is missing for undgeons right now is:
Which items are in the treasures. ($).
To find that out I had to distribute items in the original, just get 1 treasure and distribute again, which is quite a boring task that we need to do for more dungeons later.

I really want to neglect Phantasie III completely. I didnt enjoy the story very much, the graphics are more advanced but not nice. New scenes seem to load a lot faster (if you are using turbo modes on emulator it wont matter so much). The online version would have 0 delay and im considering to add something artificial like "Loading..."
One thing I would like to use from P3 is selecting Menu items by first Letter (in some places, like town, maybe also for the character selection as alternative to scrolling / clicking). Im still working on these interactive pieces right now, trying to improve them and be as unique as possible (the solo mode sitll has html selects)
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Doesn't Kroah's dungeon editor tell what items are what?

Oh, I'd love to be cutting you a tileset for outside & dungeons. Btw, c64 and such also had special pictures. It is funny each version changed up the town a lot.

At least ALL mobs and players only have two basic images
1. Standing still
2. Attack image

But oh boy! Each platform displays them differently. The death fly for example on c64 is HUGE! These size difference mentally give you a different impression. I'd really like to show a bestiary image of each for comparison. But, I like doing that for any game and these special wikis never complete this. Even the ultima one is incomplete.
 

Francois424

Educated
Joined
Jul 24, 2022
Messages
75
Location
Montréal, Québec, Canada
Ealier in this thread (maybe from page 25? it's been a while) I redid the Phantasie 1 map with the AtariST/Amiga tileset which looks amazing.
The only thing I did not have was a deep desert tile - so I borrowed one, but it looks fake-ish).

Graphics to consider for a future, non-ascii version.
And yeah mobs have 2 animation. Still and attacking, which is pure genius and saves enormous time/money on graphics. Also having the characters all displayed as their race as opposed to class is pretty nice (only missing gender but would add nothing for a game like this).
I miss games like Phantasie. Simple monster basher / treasure & Dungeon hunting, with satisfying challenges and rewards time investment/levels/item hunting to gain strength.
No need for an elaborate story, just plain exploration/fighting game.

Everyone wants to be Morrowind or Baldur's Gate these days. Those are fun dont get me wrong, but sometime I'd like newer Phantasie games that plays quickly (see keyboard + mouse controls of Phantasie 3 on atariST/amiga - those are perfection... only missing item assignment in the pub with 1-6 number press or "s" for sell).
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Ealier in this thread (maybe from page 25? it's been a while) I redid the Phantasie 1 map with the AtariST/Amiga tileset which looks amazing.
The only thing I did not have was a deep desert tile - so I borrowed one, but it looks fake-ish).

Graphics to consider for a future, non-ascii version.
And yeah mobs have 2 animation. Still and attacking, which is pure genius and saves enormous time/money on graphics. Also having the characters all displayed as their race as opposed to class is pretty nice (only missing gender but would add nothing for a game like this).
I miss games like Phantasie. Simple monster basher / treasure & Dungeon hunting, with satisfying challenges and rewards time investment/levels/item hunting to gain strength.
No need for an elaborate story, just plain exploration/fighting game.

Everyone wants to be Morrowind or Baldur's Gate these days. Those are fun dont get me wrong, but sometime I'd like newer Phantasie games that plays quickly (see keyboard + mouse controls of Phantasie 3 on atariST/amiga - those are perfection... only missing item assignment in the pub with 1-6 number press or "s" for sell).
Did you try Hall of Light Amiga site and save the map images from there to create a tile?
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Phantasie I Gelnor
badd51a7-fa33-4097-a3b9-8246dc7d27bf.png


Phantasie I Astral Plane
323e7cb3-bd6d-48aa-9d48-2fb500a7f451.png


Phantasie III World Map
Phantasie%203%20-%20Scandor%20Map.png


Phantasie III Netherworld
Phantasie%203%20-%20Netherworld%20Map.png


Phantasie III Plane of Dark
Phantasie%203%20-%20Dark%20Plane%20Map.png


Phantasie III Plane of Light
Phantasie%203%20-%20Light%20Plane%20Map.png


Maybe that helps. They might be poor pixel quality though. The amiga/st versions don't have perfectly straight blocks for simple map making. You actually get some definition in the coastlines being irregular along with terrain transitions esp in Phantasie 3. P3 is a nice tileset for a more modern look. I can't recall if I liked the dungeons. Phantasie 4 has a more isometric view which I really do not like. I couldn't find any outdoor map except this small ugly one which I think is a minimap. I recall playing a small bit and it was odd. Phantasie 5 tiles; they're ok. The dungeon gfx aren't enthralling tbh.
 
Last edited:

Francois424

Educated
Joined
Jul 24, 2022
Messages
75
Location
Montréal, Québec, Canada
Ealier in this thread (maybe from page 25? it's been a while) I redid the Phantasie 1 map with the AtariST/Amiga tileset which looks amazing.
The only thing I did not have was a deep desert tile - so I borrowed one, but it looks fake-ish).

Graphics to consider for a future, non-ascii version.
And yeah mobs have 2 animation. Still and attacking, which is pure genius and saves enormous time/money on graphics. Also having the characters all displayed as their race as opposed to class is pretty nice (only missing gender but would add nothing for a game like this).
I miss games like Phantasie. Simple monster basher / treasure & Dungeon hunting, with satisfying challenges and rewards time investment/levels/item hunting to gain strength.
No need for an elaborate story, just plain exploration/fighting game.

Everyone wants to be Morrowind or Baldur's Gate these days. Those are fun dont get me wrong, but sometime I'd like newer Phantasie games that plays quickly (see keyboard + mouse controls of Phantasie 3 on atariST/amiga - those are perfection... only missing item assignment in the pub with 1-6 number press or "s" for sell).
Did you try Hall of Light Amiga site and save the map images from there to create a tile?
yeah that's what I did with a software called "Tiled". You can also flip, rotate pieces, which I used to make rivers/forests/costlines more beautiful.
Let me dig the file down to post it again...

[ EDIT: Got it. Also between your post and mine, you can compare the two right here on the same page. That's pretty neat ! ]
[ There are 2 mistakes on mine, missing a water tile near that southern pool, and also the coastline was not completed south of "Splitwater", both issues fixed on my local copy but not on this image I uploaded ages ago ]

BY0VhQy.png
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
Doesn't Kroah's dungeon editor tell what items are what?

Oh, I'd love to be cutting you a tileset for outside & dungeons. Btw, c64 and such also had special pictures. It is funny each version changed up the town a lot.

At least ALL mobs and players only have two basic images
1. Standing still
2. Attack image

But oh boy! Each platform displays them differently. The death fly for example on c64 is HUGE! These size difference mentally give you a different impression. I'd really like to show a bestiary image of each for comparison. But, I like doing that for any game and these special wikis never complete this. Even the ultima one is incomplete.
I did have a look at the Atari Tile tools on Kroah. One might take such a collection as default set - just to have something displayable during development phase.
As I limited the resolution to 640 x 480, we can only really use 16x16 (or I display them with lower res, as in case of my Icon for "Party". As I said, I just use something that I have at this point.

Batlte looks pretty poor atm as I have no images for Bantirs etc to use. I often rely on creative people when I develop games, as most of my time flows into the logics / some frontend layout.
If nothing shows up for monsters, we have to use one of the existing sets.
It is a good idea to start with a set of low quality, and impvoce them one by one as time allows.

I will post some screenshots later, so that you know what im talking about when I say "poor look"

At this point im mostly concerned about getting my menus look right and the dungeon to work (a lot of slippy javascript is involved).
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
Okay, just folllow the links I post to see some examples...

http://www.shilla.club/Resources/Phantasie/Untitled1.png
http://www.shilla.club/Resources/Phantasie/Untitled2.png
http://www.shilla.club/Resources/Phantasie/Untitled3.png
http://www.shilla.club/Resources/Phantasie/Untitled4.png
http://www.shilla.club/Resources/Phantasie/Untitled5.png
http://www.shilla.club/Resources/Phantasie/Untitled6.png
http://www.shilla.club/Resources/Phantasie/Untitled7.png

The last images display parts of the "Solo Mode" which I had worked on first, to get some basic battle going.
Sadly, I had not decided which way to present links etc at that point. But in the c64 version of P1, character menus are also not looking the same all the time.



As you see im quite lazy about presenting media ;)
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
The c64 was very limited with sprites. only one particular size, and also only like 12 total...but there were tricks, of course.
So the data from the d64 images do have nformation about monster size, and that would determine how many sprites had to be combined for 1 monster, I guess.
In order to make something similar with web technology, we should divide the monster display area by using some table-like structure. If we want to allow 3 rows, the base height can be at most about 100 pixel. But then, 6 tiles next to each other are already 600 width - no more room for a menu. So I would try to go for 64x64 tiles as base. We can still use gifs, pngs of different width/height but they should all be the same ratio: 1x1 for small monsters, 2x1 for the tall guys? Or we just use quadratic sized images (can pad them up) and we scale them to 2x2 or 3x3 (128x128 / 192x192).

The data from .d64 has size=4 for these monsters:

Hill Giant52688214000072109949027601600111015811810001
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 47Python3231015403000077555447059001620018501
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 78Black Knight123112789200008517004120-10020250021400010021
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 77Fire Elemental22510153540000771000490040111120013501
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 67Zeus25663613716764020242866624004100009999999991120409874031
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 54Storm Giant63512325600000115130049040-1018001113176818531
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 55Titan7361244614331683122151544907700200031052610910511
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 76Dragon King6341253091703737361331711114

 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
So they use 12x21 (eg skeletons:silver+grey color) multicolored and 24x21 single colored sprites, big monsters composed of 24x21 (dragon king = 2x2, demons 1x2 etc)
Vice scales that up by about 4x.....
We should definitely not try to immitate such restrictions. We could use 64x64 base size (I might scale down to 50x50).
Vice used like 435 x 350 for total battle area, I have planned 420 x 300 for it. And there is always some padding between monsters / party and a lot of room to the left and right.

Like 6 monsters x 50 width = 300, maybe 6x20 padding = 420 total
Character images were same width, possible higher, and there was a lot of padding between party and monsters, also more padding between monster rows and individual ones...
For height we could spend 300 pixels between party = 100 + 3 x 50, leaveing 2*25 pixels for padding between monster rows 1-3

So for small monsters we could use 50x50 images, maybe including anymated gifs. can also be 64x64 or even higher but I think we stick quadratic.
Big monsters I would either have use 50x100 or 100x100 of screens (only black knights used 3 sprits in height I think).
If some big monster images have a lot of padding, that would not be too bad, I think. Just the small ones should fill out the aimage size with maybe 5-10% padding at top and bottom and left,right as desired.
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
Someone might prefer graphics from different platforms, im just used to the c64 game series...We can have several image sets in the end, and a user option. More options for things like time delay... We just have to agree on the image ratio and 1:1 seems easier than 24:21. Then we only need material in 1:1 , 1:2, maybe 1:3
(2:2 = 1:1) with at least 50x50 pixels and padding in the images can be any as we add some anyway, but default maybe 0 padding for grown-up creatures (like a humanoid, then you can have smaller thigns like insects with most padding at top?) Oh, I forgot about those cobras in some version, so also 2:1, 3:1
 
Last edited:

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
The c64 was my bread & butter and imho it had the best sound & feel in the phantasie series but, I never played the other versions to completion. I can certainly understand using 16x16 tiles. Lord knows I fawned over hundreds in my euo days. Some I tried to improve, some I tried to modify. Oh, my workshop pages were a mess of pixels and sprites.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
Sadly, none of those monster pics showed up. It says invalid url/link.

I am really curious exactly how many pixel each character is. Damn me and my current situation. This type of content always interests me. Easiest to run with a hacked party to screen each mob & attack animation and go from there. If going with 16x16 it could be feasible to fit them. The odd think in c64 is if say you cast fireflash I think some mobs are hit for each section. I could be wrong. It has been a while since tooling around on the game. Maybe it is just one huge red fireball animation.
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
For the party, we definitely need 50x50 or higher. I tried to capture some monsters and creatures by just screenshotting the VICE output which might not be the best method,
but graphics are not my speciality anyway, I need to get functionality going - just took examples to play with these.

So for the creatures, i can usually put a 50x50 frame around the small ones, 50x100 , 100x100 or even bigger around large ones. Remember that we can scale them as needed in html very easily. Party members in c64 version stadm so close next to each other, there is no padding at all, it appearls like 48x48 is possible (21 * 4 = 84 - 21 was the sürite width in c64).

If you try to make images yourself, best work with a 64x 64 area. slim persons can have padding to the sides, the halfling can have it at the top, the troll has no padding at all. thats actually how the c64 sprites were designed, too - as it seems.

For map I can render 16x16 ourside and 14x14 in dungeons. Again squares. One can use 32x32 for exception things like the PARTY and scale down to 20x20 making it overlap neighbour tiles slightly. I wonder what image we can use for party - must b e terrible job to draw more than 1 character in 16x16 lol - something like 24 x 16 or 32x16 would get us something useful maybe.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
The party icon overland is best looked at on the road. If I recall, it seems a little stretched overlapping terrain on each side. I found that a tad confusing in the original tbh. In dungeons, it is just a white block or something.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
16,484
The c64 was very limited with sprites. only one particular size, and also only like 12 total...but there were tricks, of course.
So the data from the d64 images do have nformation about monster size, and that would determine how many sprites had to be combined for 1 monster, I guess.
In order to make something similar with web technology, we should divide the monster display area by using some table-like structure. If we want to allow 3 rows, the base height can be at most about 100 pixel. But then, 6 tiles next to each other are already 600 width - no more room for a menu. So I would try to go for 64x64 tiles as base. We can still use gifs, pngs of different width/height but they should all be the same ratio: 1x1 for small monsters, 2x1 for the tall guys? Or we just use quadratic sized images (can pad them up) and we scale them to 2x2 or 3x3 (128x128 / 192x192).

The data from .d64 has size=4 for these monsters:

Hill Giant52688214000072109949027601600111015811810001
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 47Python3231015403000077555447059001620018501
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 78Black Knight123112789200008517004120-10020250021400010021
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 77Fire Elemental22510153540000771000490040111120013501
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 67Zeus25663613716764020242866624004100009999999991120409874031
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 54Storm Giant63512325600000115130049040-1018001113176818531
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 55Titan7361244614331683122151544907700200031052610910511
Bearbeiten Bearbeiten Kopieren Kopieren Löschen Löschen 76Dragon King6341253091703737361331711114

Size = 3: (but I think size might not be used just for displaying the monster but rather determines how many monster rows in battle there can be. I have to do some tests in the emulator to tell later


Pity the pictures didn't post. I don't think the links worked either. Can this be fixed?


Anyway, I was thinking first about that phantasie 3 tileset used to make phantasie I. I hope you do the netherworld and Phantasie 2 as well. It is pretty nice.

I was also thinking about x,y coordinates not only for each overland map sector/entire map for each version but also the dungeon maps. I was really starting to get onto this from Ultima, Might & Magic, Wizardry and other old maps. Hell, I started to attempt to map the boxed poster maps for Ruins of Undermountain with an x,y grid. And I wanted to expand it.

Hell, you could technically map phantasie in excel. There was an awesome dude who did this eith a few games and I tried it on Ultima 3 and it was/is fucking awesome. You can put notes where you wish and links and more if you are very familiar how to use excel.

Still, I like messing around in paint and I curse my current situation and fucked up laptop. I'd have to save and buy a new laptop as the envy I don't believe can be fixed.

I'd like to post an example of x,y mapping for phantasie but it just isn't possible atm. I hope I can remedy this as that type of mapping interests me.
 

elky68

Literate
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Jan 29, 2025
Messages
21
I have been caring about older browser RPGs for decades and from the developper side, it always seemed the most convenient method to store maps as plain textr files,
each line representing a row or the map, using symbols like letters representing TERRAIN.
Even if the whole map is huge and not split up in some game, editing only parts and composing it for the game makes sense.
I wrote editors in PHP so that you can edit such maps having a GUI that is similar to PAINT (even mark areas, drag and drop).

Besides these maps you store special objects in a database with coords, type, data.

If I were evil, I could even transfer maps from one game to another one this way, translating terrain types.

So for this project, the ASCII maps from the walkthroughs can directly be put into files that the game reads to display a map.
This was kinda the easiest piece of work. You just have to make sure they cant move West from Sector 0 etc ;)

Right now, im wondering if we should artificially mimic the old platform behaviour where client=server where you could SAVE games because saving the game was cruicial.
It normally makes no sense on a platform where data is saved permanently anyway - also its hard to explain from an RPGing perspective...how can a party save itself?
But it is humans who play games, wake up and load a game in some state (maybe) in the evening.
Another difference is the User Account. We just do not have physical devices around representing those disks and it would be too weird to ask the user to insert a disk while they are using a browser to play a game. So what we can do is associate our user accounts with a c-64 game-state, physical device. Possibly making it possible to duplicate them.
But I also would like to have something like a TOP LIST (of characters). Duplicates would be no good there.

We will have to find out by Playing if the game is much fun without SAVING states. If necessary we could invent a feature where you can save snapshots of parties that can be restored
(and suddenly all the high scores change?)

I planned to be very flexible with versions. For now, I prefixed all maps with 1_ meaning our WORLD1 = Phantasie 1
We can assign the world number to user account (when we create one) and we can easily transfer characters this way later.
I might even add a function to IMPORT characters from emulator snapshots, it seems doable

Right now it takes me about one day to make all the things of 1 undgeon work. I made a tool where I can walk a dungeon map and click one of 10 buttons to define:
"This is the right spot to add a PICKLOCK test of difficulty 90". So future dungeons / worlds might be editable also by other users.

I even planned that each user can have one game world /sandbox) on their own by default where they design their maps.

When I test and compare the online verison versus emulator...we do not have that awsome SOUND. Nowadays, everyone I talk to says they immediately disable sounds in any game they play even if it has modern type music / sound effects. So I wonder whats the point. But if we are so much into tryiing to dive into the old times, we should as well offer an option for the old sounds. I think for browser, the MIDI format was the easierst one to use. Maybe someone comes by to provide such samples later.

As you were worrying about the Netherworld maps...
For the P1 world I only needed the 16 main maps and the 2 additional ones and they are all playable now. you have to cross that river styx using the boatman etc all works fine.
You can walk through all dungeons but only the first two do have functionality right now. Making one dungeon in detail takes me a weekend so it will take quite some time and its more important to make the other parts work more properly.

What I like about this version right now is that you dont have to run to town and hit SAVE to stop playing (or take a snapshot). CLosing browser means you resume just inm that dungeon again next time. You can also log out with that user and log in your other user to play a different party...such things.

Combat: I finally got some images for the party members and monsters. but only 1 image per so I had a rough time because they should somehow move when its their turn in the swquence. Gladly, CSS allows us to create transformations like rotate, and transitions can make such effects appear to be smooth, so I think we do it like this (they would have used such methods back then if these had existed - isnt the party jumping up and down after a victory, too?) Maybe I find the time to optimize the animations later...


I hope I can get a version stable soon so that we can test Phantasie Online. Discussing something you have not seen yet must be pretty hard ;)
And I hope we have some occasional testers/contributors
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
Creature Editor: (images from clipboard dont work here for obvious reasons, but HTML tables display OK except for the values in the input fields ;)
IDversionname
sizemaxquickness



armorevadehp
dam_mindam_maxcth



spell1spell2spell3
%Castsres_fireres_mind



Res T?Res F?Res G?
drop1drop2+Attacks


Beastiary
goldexp
 

elky68

Literate
Joined
Jan 29, 2025
Messages
21
All these dungeon details really take a lot of time to add and test.
And I decided to have a world designer tool where every user can design one version on their own.
 

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