Omnimaga

General Discussion => Art => Topic started by: ACagliano on November 22, 2010, 06:35:17 pm

Title: Secret RPG Project
Post by: ACagliano on November 22, 2010, 06:35:17 pm
I am working on a secret project, in a title you guys should be familiar with. Here's what I'm asking for. I need a character sprite and two sword sprites, one sword looking normal, the other looking magical (in hex, please). On a calculator screen, what should the tile size be for an RPG? 8x8? The sprites will need to be that size.
Title: Re: Secret RPG Project
Post by: Munchor on November 22, 2010, 06:46:42 pm
I am working on a secret project, in a title you guys should be familiar with. Here's what I'm asking for. I need a character sprite and two sword sprites, one sword looking normal, the other looking magical (in hex, please). On a calculator screen, what should the tile size be for an RPG? 8x8? The sprites will need to be that size.

Pixel Art and Drawing forum maybe?
Title: Re: Secret RPG Project
Post by: squidgetx on November 22, 2010, 07:43:11 pm
Moved. :P

As for tile size, 8x8 (that Final Fantasy game) is usually the standard (and easy to work with in Axe), but imo it's a little cramped. I used 8x8 for a while, before I switched to 12x12. Some people like 16x16 (E:Sor and Dying Eyes, for example) but then sometimes the field of view is too narrow.

I have a sword sprite somewhere....*rummages around...

here:
Code: [Select]
03050A14A850E0D0
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 22, 2010, 07:45:43 pm
Sword 1: 03050A14A8706090
Sword 2 (magic): 070D1BB6EC78F0D8
Player: 183C247E665A3C7E

EDIT: holy crap squidgetx, ninja'd as your normal sword is almost the same as mine O.o

Mine >= Suidget's though jk :P
Title: Re: Secret RPG Project
Post by: squidgetx on November 22, 2010, 07:50:31 pm
btw this is what they look like (in order, my sword, ASHBAD's sword, the magic sword, and the character)
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 22, 2010, 08:02:33 pm
my magic sword and my character :P lol just kidding I know you mean they're mine :P

what's the deal with the fifth?
Title: Re: Secret RPG Project
Post by: squidgetx on November 22, 2010, 08:08:45 pm
it's random memory. I made this shot by quickly copying the hex into a program on wabbit and running a for loop to display them. I didn't feel like countng the sprites or thinking about indices that start at 0 so that's why there's a random sprite drawn there lol
Title: Re: Secret RPG Project
Post by: FinaleTI on November 22, 2010, 08:24:59 pm
Moved. :P

As for tile size, 8x8 (that Final Fantasy game) is usually the standard (and easy to work with in Axe), but imo it's a little cramped. I used 8x8 for a while, before I switched to 12x12. Some people like 16x16 (E:Sor and Dying Eyes, for example) but then sometimes the field of view is too narrow.

I have a sword sprite somewhere....*rummages around...

here:
Code: [Select]
03050A14A850E0D0
Some people also do a certain size for their tiles, then a slightly taller sprite for the characters. Examples: 8x8 tiles, 8x12 chars; 16x16 tiles, 16x24 chars.
8x8 is the easiest to work with in Axe, but the final decision is up to you.
Title: Re: Secret RPG Project
Post by: shmibs on November 22, 2010, 09:43:05 pm
/\taller, masked characters is definitely a good idea, as it gives some sense of 3-dimensionality to your sprites. otherwise, the characters all end up looking like flat pictures on the ground. it's also a bit easier to make a decent looking character when the proportions are slightly closer to human(as most people are not square shaped).
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 22, 2010, 11:14:19 pm
I generally go with 8x8 because they're easier to make (except characters) and you can fit more on the screen, but it doesn't look as great most of the time. Otherwise I generally go with 16x16. 12x12 is ok but since some tiles are unaligned it can run slightly slower.
/me hopes ACagliano finishes this :D
Title: Re: Secret RPG Project
Post by: ACagliano on November 23, 2010, 11:13:01 am
lol. Thank you for that little "pick-me-up", DJ, and I am now ready to go do some more coding.

For your info, the AntiVirus project is still in the works, just paused because I'm waiting on routines from Kerm Martian. And the PowerPoint project is on hiatus.

To tho others who posted sprites: thank you.

PS: I'll make this a little less secret. It will be a Zelda clone, but there will be differences in gameplay. That will remain secret.
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 23, 2010, 01:19:24 pm
Ah cool. *hopes it's like Zelda II: Adventure of Link, even though he is the only person to not hate this game :P*
Title: Re: Secret RPG Project
Post by: AngelFish on November 23, 2010, 01:23:00 pm
Sword 1: 03050A14A8706090
Sword 2 (magic): 070D1BB6EC78F0D8
Player: 183C247E665A3C7E

EDIT: holy crap squidgetx, ninja'd as your normal sword is almost the same as mine O.o

Only so many 8x8 sword sprites one can draw in 2 bit monochrome :P
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 23, 2010, 03:04:53 pm
very true ;)

I hate drawing players in 8x8 though, it's just too hard. :P
Title: Re: Secret RPG Project
Post by: ztrumpet on November 23, 2010, 04:34:12 pm
This sounds neat!  Good luck ACagliano! ;D
Title: Re: Secret RPG Project
Post by: ACagliano on November 23, 2010, 05:35:32 pm
Thanks all. I will post screenies as I progress.

There will be two program, a game engine that can read Zelda map files. One will be my custom release, with a built-in map (two of them, and several dungeons to be exact).

Then there will be a standard map-playing engine, that may run custom made maps. I will hopefully soon release a custom map-creation program that will allow you to make your own Zelda maps.
Title: Re: Secret RPG Project
Post by: tloz128 on November 23, 2010, 07:12:31 pm
Ah cool. *hopes it's like Zelda II: Adventure of Link, even though he is the only person to not hate this game :P*
Zelda 2 is actually one of my favorite Zelda games, if not my absolute favorite (Ocarina of Time and Twilight Princess may come before it).
Title: Re: Secret RPG Project
Post by: ACagliano on November 23, 2010, 07:26:20 pm
One of the differences will be in magic usage. Whereas, in Zelda, you need items to use magic and those items control that element, in my version, there are three power levels of magic, depending on the item you have (3 items you can collect). Then, as you progress through the game, you gain control over different elements (defeating bosses allows you to learn spells), and can cast a spell in that element. Sometimes, a dungeon will be set apart from land by a body of water and is inaccessible...that is until you gain ice power. Then, you can freeze the water and create an ice bridge. Often, that is the only way to advance.

I hope noone has an issue with the new magic system. I just didn't want to code in like 25 items.


Also, when you get up to the "dark world", you will find that the final dungeon cannot be reached. That is perfectly fine. Just whip out your mirror and warp back to the "light world". I will set up the maps to compliment each other. By warping back and forth in the right places, you can collect otherwise unreachable stuff, and get to the final dungeon.
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 24, 2010, 02:45:59 am
That's cool. Each Zelda game got unique stuff, which is nice. I'm glad you're going that direction. Just one thing: start small with a few maps (like Dark Link Quest overworld map size, for example), the entire engine and maybe practice coding a boss fight or something so you won't get stuck later if you planned to take on a massive game. Good luck!
Title: Re: Secret RPG Project
Post by: ACagliano on November 24, 2010, 05:34:46 pm
The main world map is currently under development. It will be 90x70 tiles (10 screens x 10 screens, each screen 9x7 tiles) . That makes the map size 6300 kb. There will another map of equal size. Both maps, as well as the dungeon maps, will be held as data in the main program, which makes the main program:

executable size+6300 for light world+6300 for dark world+1575 per dungeon for 6 dungeons(9450)

executable+22050 data bytes.

During runtime, an external "map" appvar will be used. It will never become more than 6300 bytes large.

Will this much data be a problem? Any ideas?
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 05:39:44 pm
one problem - that leaves you ? 2k executable size,a typical rpg requires 10k for the really good ones, 5k minimum.  I'm making an RPG, so heres a tip from me: use appvars to hold your data.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 05:48:06 pm
this amount of data will be bad for a normal TI-84+, which would have about enough archive space for this and 2-3 apps.
This is a major problem, as I have 3 apps that I don't want to get rid of(e.g. xLib), but I'm still looking forward to this. Is there any way to make this a bit smaller
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 05:49:28 pm
??? it has enough room for like 20 apps

EDIT: i see you're new here, boy. welcome!!! :)
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 05:54:25 pm
OK, I'll check that, but I seem to remember having less than 22000 RAM left
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 05:55:22 pm
apps are stored in Archive, the 84+ has 480k of that
Title: Re: Secret RPG Project
Post by: ACagliano on November 24, 2010, 05:56:07 pm
Yes. The data held in a program does not change the executable size. I'm allowed to have an assembly program being 16000 kb, just as long as the executable part is less than 8000 bytes. The data part of my program will feed data to the appvar holding map data. So, when playing in the world, the appvar holds a 6300 byte chunk of data that has the map in it. Then, I enter a dungeon. This calls a subroutine that gets the map data for that dungeon, then deletes the old appvar for map data and writes the dungeon map into it. Then, the subroutine returns to the main program. Except, now, the map being read is the dungeon, not the world. Once you clear the dungeon, a subroutine runs, and the world map is written back to the appvar and then we return to the game again.

There are two world maps held within the main program as data:

The light world- 6300 bytes (90x70 tiles)
The dark world- 6300 bytes (90x70 tiles)

There are six dungeon maps:

each will be 1575 bytes (45x35 tiles)

all of this will be saved as data within the main program, and used to dynamically change the "map data" appvar. The executable itself will be actually pretty small, if my thoughts are correct, and still work great.

What my question is is, will the size of the executable + data be too large for the calc? Should I make it an app?

A small request: Can someone out there who programs with Axe help me out with programming AI subroutines. I need enemies on the map to move toward the player and attempt to bump into him, unless the invisibility spell is active (in which case, the enemies movements are random). Once I get all the data written, I will send out what variables hold active spells, as well as what marks an enemy on the map.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 05:56:24 pm
OK, you're right, I made a huge mistake. I read 21840 instead of 218400. oops
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 05:58:30 pm
srry can't read all that from my ps3 on my crappy tv, BUT to copy that data to the appvar you must have it in the app itself 1st
Title: Re: Secret RPG Project
Post by: ACagliano on November 24, 2010, 05:58:45 pm
And, turiq, if you keep this program in Archive and just use a shell like CalcUtil, or DSC7, then it can stay in Archive and not be an issue.

srry can't read all that from my ps3 on my crappy tv, BUT to copy that data to the appvar you must have it in the app itself 1st

Yes. It will be held after the executable and copied to the appvar.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 06:03:22 pm
Anyway, I'm working on my own RPG. right now, it's pretty crappy, but I have a basic battle system ~80% done. do any of you have any hints on a world map(e.g. tilemaps, general theme)?
Title: Re: Secret RPG Project
Post by: ACagliano on November 24, 2010, 06:05:06 pm
Hints? For me or for you? Cuz, I'd need to know the title.

And as for you, what language?
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 06:05:22 pm
in what sense? ( i suggest making a new thread about it)
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 06:13:44 pm
for me, and in TI-BASIC(maybe also with xLIB). It's pretty heavily inspired on Mardek series, from pseudolonewolf. you can find it on any normal online games site(e.g. Kongregate)
and ASHBAD_ALVIN, you're absolutely right. I'll start a new thread
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 24, 2010, 06:20:44 pm
For large project data storage here is what I recommend:

BASIC:
-As many data as possible pre-stored in strings and some lists, stored into archive and unarchived when needed. AS less code as possible, otherwise I recommend splitting the game in chapters.

BASIC+Libs:
-Store the data in archived programs. Copy them to RAM when needed for execution, using XCOPY, Celtic III, Doors CS or xLIB real(10 command.

ASM:
-Multiple flash pages APPs

Axe:
-Data stored in archived appvars. Game as an app if possible.

Anyway welcome here turiqwalrus. I can't wait to hear more about your projects. :)
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 06:31:19 pm
problem: whenever I use the real(10 command, I get an error, even though after the program breaks, you can see the temp program.
my test code:

:"SNAKEESC
:real(10,0,0
:prgmXTEMP000
:real(10,1,0

when I get to the real(10,0,0  I get a syntax error
however, the program XTEMP000 appears on my program list
is there any way to fix this or is it a bug in xLib?
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 06:33:21 pm
I would go hardcore and start doing it on the floor and make it in pure asm.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 06:35:16 pm
I have no idea how ASM works. anyway, as far as I know, there is no Z80 assembler available for Linux, so I haven't really bothered much to learn it.
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 06:36:05 pm
i was talking to Acagliano ;)
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 24, 2010, 06:38:23 pm
oh. sry
Title: Re: Secret RPG Project
Post by: ASHBAD_ALVIN on November 24, 2010, 06:39:35 pm
that's fine, asm is ahard language to learn though you are indeed right good sir
Title: Re: Secret RPG Project
Post by: ACagliano on November 24, 2010, 06:52:45 pm
I would go hardcore and start doing it on the floor and make it in pure asm.

I don't know asm either. That's why I'm using Axe.

@ DJ. Is there any thing i should know about special ways to code things, like text or sprites, if i compile to an app?
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 24, 2010, 10:59:57 pm
problem: whenever I use the real(10 command, I get an error, even though after the program breaks, you can see the temp program.
my test code:

:"SNAKEESC
:real(10,0,0
:prgmXTEMP000
:real(10,1,0

when I get to the real(10,0,0  I get a syntax error
however, the program XTEMP000 appears on my program list
is there any way to fix this or is it a bug in xLib?

Strange, this is a symptom of xLIB not being installed. Do you have OS 2.53/2.54MP by any chance? xLIB doesn't work properly on it. You need to use Doors CS7 (or Celtic III, but it has backward xLIB compatibility problems, unlike Doors CS7)

I remember back in the days sometimes xLIB did not copy the program properly, though, but it was when it used the letter theta in the file name.

Has anyone else got ideas?
I would go hardcore and start doing it on the floor and make it in pure asm.

I don't know asm either. That's why I'm using Axe.

@ DJ. Is there any thing i should know about special ways to code things, like text or sprites, if i compile to an app?
Not too sure, I never made such Axe project, sadly. :(

Make sure to check this topic, though: http://ourl.ca/6546
Title: Re: Secret RPG Project
Post by: ACagliano on November 25, 2010, 09:06:16 am
Thanks for that DJ.

PS: @ DJ; At some point, you recommended I start small. However, I seem to actually know how to code this project in its entirety, and make it a large one. I think that I will actually finish this (*checks to see if apocalypse is coming*).

However, I am bumping something from earlier: I think I will need some help with AI programming. I need enemies to move toward the player (unless invisible spell is active), while not moving through solid objects.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 25, 2010, 10:05:15 am
problem: whenever I use the real(10 command, I get an error, even though after the program breaks, you can see the temp program.
my test code:

:"SNAKEESC
:real(10,0,0
:prgmXTEMP000
:real(10,1,0

when I get to the real(10,0,0  I get a syntax error
however, the program XTEMP000 appears on my program list
is there any way to fix this or is it a bug in xLib?

Strange, this is a symptom of xLIB not being installed. Do you have OS 2.53/2.54MP by any chance? xLIB doesn't work properly on it. You need to use Doors CS7 (or Celtic III, but it has backward xLIB compatibility problems, unlike Doors CS7)

yup, I do have 2.53MP, but I'll try to get DoorsCS7 then. thanks
Title: Re: Secret RPG Project
Post by: ACagliano on November 25, 2010, 10:53:32 am
In an ideal world, you should be using DCS 7 anyway. It is only one of the best calculator shells ever made, if not the best.
Title: Re: Secret RPG Project
Post by: turiqwalrus on November 25, 2010, 12:28:01 pm
yup. All I have right now is a Mirage 1.2 and an old buggy Ion. it kind-of sucks
Title: Re: Secret RPG Project
Post by: ACagliano on November 25, 2010, 08:13:52 pm
On my game:

How much would I slow down the game, if I had some Zelda music running throughout?

Or if not throughout, at least in the title screen.
Title: Re: Secret RPG Project
Post by: FinaleTI on November 25, 2010, 08:26:15 pm
On my game:

How much would I slow down the game, if I had some Zelda music running throughout?

Or if not throughout, at least in the title screen.
At the right interrupt speed, it'd probably not affect it too badly, but that depends on how CPU intensive the game engine is.
Title: Re: Secret RPG Project
Post by: DJ Omnimaga on November 25, 2010, 08:48:46 pm
If you decide to compose the music yourself and make the beeps longer, this leaves less time between notes to process stuff. This would slow the game down, but I don't know how much.