Talk:Ultima II monster data

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The guard has the same picture of the Daemon. Oh. I could have sworn that I saw the hit points of the guard in the hex editor. Edit: Thanks for reminding me that I really should get going with Ultima I monster Data and not ten things at once. --Arthgon (talk) 02:40, 14 March 2013 (PDT)

Just a suggestion, but why not making a seperate article about the Brass Buttons? Blue Tassles has this as well. --Arthgon (talk) 03:23, 14 March 2013 (PDT)

A new article for Brass Buttons, and Green Idols would probably be ideal. You up for it? Dungy (talk) 03:51, 14 March 2013 (PDT)
I started an article for the Brass Buttons. How is it so far? --Arthgon (talk) 06:34, 14 March 2013 (PDT)
I start to really appreciate the EGA graphics after seeing how butt-ugly the CGA ones are.--Tribun (talk) 13:46, 18 March 2013 (PDT)
The thing is, the original CGA graphics weren't quite that ugly. Old CGA monitors had composite modes, that looked a lot better. The newest VGA patch for Ultima III is capable of emulating this. It's a nice half-way point between CGA and EGA. Still, pretty much all the non-PC ports of Ultima II were superior. Dungy (talk) 14:39, 18 March 2013 (PDT)
I still can remember those CGA monitors. That was not that bad. It always better than Hercules! Can someone remember that? Sickly green was the main and only colour.--Arthgon (talk) 15:27, 18 March 2013 (PDT)
Arthgon, I created all my dungeon monster images with an aspect of 2:1. Specifically, I got as close as I could to a monster, and then used the single dungeon frame to make a 512x256 image. I kept the black background. Please do the same, so that the pictures are consistent. Dungy (talk) 03:54, 19 March 2013 (PDT)
512x256? Is not that a bit big? --Arthgon (talk) 04:22, 19 March 2013 (PDT)
It is a tad big, but that's how dosbox resizes them (for me). They're still tiny screenshots, though. 1kb or less. I then just resize them on the wiki. I guess it doesn't matter when we resize them, as long as the aspect ratio stays the same. Dungy (talk) 04:39, 19 March 2013 (PDT)

But they are really wide that w/all those (empty) columns in between, it really pushes the boundaries of small screens. I think I'm going to crop them.--The Ultra-Mind (talk) 07:26, 8 July 2022 (MDT)

Minotaur[edit]

Dungy, Is the monster you listed as a "minotaur" definitely NOT a daemon?? All other sources I can find list the pictured creature as such.
--polygoncount (Polygon Dragon -==(UDIC)==-) (talk) 10:43, 19 March 2013 (PDT)

Hmm... i just went by a walkthrough that called it a minotaur. It seems the dungeon monsters are not named in-game. It probably is a daemon. Really, it's hard to tell WHAT it is. Dungy (talk) 11:53, 19 March 2013 (PDT)
Mmm. Named in-game? You mean in the game or seeing it with the hex editor? --Arthgon (talk) 12:43, 19 March 2013 (PDT)
Is it named in the hex editor? It's sure never named in combat when you encounter one. Dungy (talk) 13:04, 19 March 2013 (PDT)
I am sure that I saw those names in there, but I cannot remember at this moment. Sorry. Perhaps I (or if someone beats me to it) should take a look again.--Arthgon (talk) 13:26, 19 March 2013 (PDT)
If you take a look at the manual, minotaurs are mentioned nowhere, yet daemons are listed in the "everywhere" category (that is, they can be encountered in dungeons and overworld). --polygoncount (Polygon Dragon -==(UDIC)==-) (talk) 23:36, 19 March 2013 (PDT)

Reminder to myself[edit]

Need to start putting those other versions (Apple II, Atari 8 bit, C64, MSX, etc.) of the monsters, NPC's and their years of Ultima II. --Arthgon (talk) 09:23, 8 March 2017 (MST)--Arthgon (talk) 09:23, 8 March 2017 (MST)

Started. --Arthgon (talk) 12:41, 8 March 2017 (MST)