Omnimaga
Omnimaga => Discontinued => Our Projects => Gateways: Portals of Time => Topic started by: yunhua98 on January 08, 2011, 05:30:38 pm
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I've been working on this on and off for a week and have started over a couple of times due to an VERY stupid error I didn't notice until the third time I started over. :P
anyway, I have a demo of my movement engine, which I'm going to add the storyline to as a kind of intro program, and here's the story so far and a screenie.
His Story and Your Story so far (I love bad puns. :P):
Seven generations ago, a devastating plague hit the Earth. It was from the Alpha, the benevolent Creator. However, he is not in the right mind, having been possessed by an evil spirit spawning from one of The Alpha's experiments gone wrong. Fortunately, the Alpha regained his senses for a short time due to the immensity of the devastation. He summoned his last reserves of energy and put himself into a deep sleep. This the evil spirit will be stuck in him, yet unable to use the Alpha's massive power for 200 years. The plague caused the rich nobles to escape into the heavens, and built structures in the skies. Meanwhile the middle class struggled to survive on Earth. Due to an alarming lack of natural resources, they forced the Peasants and poorer families underground, where they live to this day, little more than beasts. Sadly, the 200 years are almost up, and signs of the Alpha's reawakening are emerging.
You come from a the noble family of Regulus. You have been chosen to descend from the heavens and extract the evil spirit from the Alpha without harming him. The stars will guide you and your sword from the heavens will defend you. There are five Time Portals hidden where none but the bravest men on the Earth will dare journey to. These Portals will be crucial to your success. Good luck, Traveler...
EDIT: the greyscale is horrible in the screenie...
Don't worry, its flickerless on-calc, except for the house, which I update every frame just because I need to slow it down, even so, its still a little too fast. :P
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This looks awesome!
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This looks awesome!
Agreed! It looks so good! The greyscale seems beautiful and fast, the movement engine too!
What language is this?
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Thanks guys!
I'll have to say, it seems a bit too fast, but I doubt that'll happen when the game gets more maps, lol. For now, though, the game is about ~2200 bytes, i think. ;)
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Hum... I also suggest to find another way of slowing down the house, the flashy floor hurts my eyes :w00t:
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yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down. ;)
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yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down. ;)
I'm glad so, :D Also, are the walls completed in the house? It looks like the black line of the walls doesn't cover all of it, check the corners.
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yeah, I know, I was designing tiles on an 8x8 editor, and I was lazy, so I didn't edit it after the tiles didn't fit right, same with the completely disproportionate house as viewed from the out side: look at the line the door. XD
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yeah, I know, I was designing tiles on an 8x8 editor, and I was lazy, so I didn't edit it after the tiles didn't fit right, same with the completely disproportionate house as viewed from the out side: look at the line the door. XD
How are you handling sprites? 8*8?
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yeah, so the bigger are just multiple 8x8 sprites.
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yeah, so the bigger are just multiple 8x8 sprites.
Hum... There are only pic vars from 0 to 9. You can only have 9 sprites in the whole game?
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those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1-
add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too... ;)
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those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1-
add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too... ;)
You have saved my life.
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those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1-
add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too... ;)
You have saved my life.
No problem. ;)
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those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1-
add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too... ;)
You can actually add 2 letters/numbers to each Pic, Str, or GDB.
So that would be... 1110 possibilities?
Did I do my math right? 'Cuz that seems a bit off...
I like the plot for the game! It seems like an interesting story.
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Axe has a maximum allowance of 150 labels and static pointers by the way.
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thanks, and also, its 12960. :P
EDIT: aww... :(
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thanks, and also, its 12960. :P
lol, I knew I did something wrong.
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Axe has a maximum allowance of 150 labels and static pointers by the way.
also, is it 150 static pointers and labels together or each?
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Together. After that, it's the MAX SYMBOLS error.
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darn... What if you displayed the pic without a pointer? like Pt-on(0,0,[FFFFFFFFFFFFFFFF])?
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That doesn't count as a symbol. :)
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Yep, that's the way around the MAX SYMBOL error.
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I hate that error. You think, oh, 150 is a pretty big number. It's not lol, especially with a large game like an rpg. Good luck yunhua; I can't wait to see what comes of this :)
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It's 153 now, but still.
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darn... What if you displayed the pic without a pointer? like Pt-on(0,0,[FFFFFFFFFFFFFFFF])?
It doesn't count as a symbol, but you still might want to avoid that (it's a lot easier to optimize if you don't use inline data). Having contiguous blocks of data is the easiest way to get around the MAX SYMBOLS error, since Str0+8 is exactly the same size as Str08 and is only one more keypress :D
yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down. ;)
Set the number of grays in Wabbit to six. It usually works out the best for me. And why nnot Pause NUM to slow it down?
Anyway, this looks great! How far are you into the engine?
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Well, I'm probably going to make a separate program for each world, and paurse number messes up grey