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Author Topic: An idea for a Ti-Basic/Xlib Turn-Based Version of S.A.D. -  (Read 4606 times) Bookmark and Share
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Hot_Dog
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« Reply #15 on: 14 March, 2010, 07:32:53 »
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I needed a study break, so I posted a general list of what needs to be done (specifics to come), as well as the tasks I will be doing.

What I'll contribute
---------------------
 Graphics
 Maps
 AI
 Battle Code/Visuals
 Loading a Game/Saving a Game
 Displaying In-Game Menus
 Filling in the rest of the code around the game engine

What needs to be done
-----------------------
 Main Menu--Allow a player to load a game, play a new game, view the credits, or quit.  There will not be an options menu.
 Multiplayer Lobby--Help a player set up either a two-player game, or a game against a single AI.  Two-player games will be linked...if we feel like it, we can also add two-players-on-one-calculator support.
 Basic Game Engine:
  * Tilemap
  * Adding Buildings to the tilemap
  * Detecting Key Presses and acting accordingly
  * Moving Units
  * Making sure a player doesn't exceed the limit of moves per turn
 Optional: Maps.  If you guys want to make maps for this version of S.A.D., be my guest.  Assuming they're balanced, I'll include them in both the real-time and turn-based versions of S.A.D.  HOWEVER, be advised that the map formats will be different for this version of S.A.D., so even if cooliojazz is able to finish the map editor in time for this, we will not be able to use it for the turn-based version of S.A.D.

I understand you guys have other projects as well, so don't let me rush you unless you're eager to finish this as quickly as possible.  Thx for the help  Cool  
« Last Edit: 14 March, 2010, 19:24:49 by Hot_Dog » Logged

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« Reply #16 on: 14 March, 2010, 09:08:01 »
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Two players might be possible via link port, altough if we use the Asm( command it might be slow (since it searches the entire VAT for the program, and the higher the amount of program, the slower Asm() token is). I wonder if Celtic has linking support? It might come useful and be much faster.
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« Reply #17 on: 14 March, 2010, 16:59:52 »
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Main Menu--Allow a player to load a game, play a new game, view the credits, or quit.  There will not be an options menu.
 Multiplayer Lobby--Help a player set up either a two-player game, or a game against a single AI.  Two-player games will be linked...if we feel like it, we can also add two-players-on-one-calculator support.
Could I do these? Cheesy

For linking you either need to have the game Pause a lot or use an Asm program. =\
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« Reply #18 on: 14 March, 2010, 19:03:22 »
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Quote
For linking you either need to have the game Pause a lot or use an Asm program. =\

I'm not very familiar with the calculator's Ti-Basic link commands.  How slow are these in sending, say, 2 real numbers A and B?

EDIT: Never mind, I think I'll probably end up making this two-people-on-one-calculator
« Last Edit: 14 March, 2010, 19:17:28 by Hot_Dog » Logged

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« Reply #19 on: 14 March, 2010, 20:14:01 »
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For turn based, on a single calculator is fine, and sometimes even preffered. 
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« Reply #20 on: 18 March, 2010, 17:55:13 »
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Hey, ztrumpet, Prophets is hoping to be ready this Saturday, and I'm hoping to be ready sometime next week.  Is next week going to cause any issues for you?
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« Reply #21 on: 18 March, 2010, 22:39:47 »
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I don't think there would be any problems next week for me.  However, I will not have computer access the week after that. Smiley
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« Reply #22 on: 20 March, 2010, 16:17:58 »
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Looks like I'll be writing the AI as an asm program to be run as a ti-basic subprogram.  Not only will it mean I have the AI for the RTS AI almost completely finished, but it also means people can't fiddle with the AI to guess its secrets.
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« Reply #23 on: 20 March, 2010, 19:51:11 »
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Aw, so no TAS'ing? Big frown

j/k I guess it can be a good idea, since only hardcore ASM programmers will be able to cheat then (CalcSys)
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« Reply #24 on: 20 March, 2010, 20:51:18 »
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Looks like I'll be writing the AI as an asm program to be run as a ti-basic subprogram.  Not only will it mean I have the AI for the RTS AI almost completely finished, but it also means people can't fiddle with the AI to guess its secrets.
That sounds really cool! 
Let me know when/what you want me to work on. Smiley
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« Reply #25 on: 20 March, 2010, 22:03:34 »
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Quote
That sounds really cool!  
Let me know when/what you want me to work on.

Well, one person should work on the main menu/lobby, the other should work on the game engine (which, I feel, is only SLIGHTLY more complicated), and neither person should feel rushed Roll Eyes  Ztrumpet, I think you requested the main menu/lobby, so if ProphetsDementia is fine with working on the game engine, I don't see why you can't do the main menu/lobby.

Part of the reason we're waiting until next week is I need some major time to get the graphics together, as well as designing some new ones (such as tiles).  (Besides, I feel that you and Prophets should recieve some "payment"--aka a project build--in advance, and it will be done before we start.)

Sadly, the "space" tile set is not going to be used in the turn-based version.
« Last Edit: 20 March, 2010, 22:04:47 by Hot_Dog » Logged

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« Reply #26 on: 21 March, 2010, 05:31:01 »
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That reminds me, where did ProphetsDementia go? I haven't seen him post in a few days
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« Reply #27 on: 23 March, 2010, 04:47:56 »
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Seems like a lot of people (by a lot, I mean DJ) are looking for me.
All right, I'll start on the main engine.
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« Reply #28 on: 23 March, 2010, 04:48:50 »
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Seems like a lot of people (by a lot, I mean DJ) are looking for me.
All right, I'll start on the main engine.

I'll have some graphics and details for you sometime this week.  If you want to wait until then, be my guest.
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« Reply #29 on: 23 March, 2010, 04:51:03 »
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Thank you, sir.
I shall not fail you! Evil
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Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
Tesla: CASIO Prizm








Phantom Sanctuary: Sins of the Savior [==........] 20%
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