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Topics - 123outerme

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1
Computer Projects and Ideas / Gateway to Legend
« on: October 15, 2017, 07:06:11 pm »
Gateway to Legend is a conceptual open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:



In this video, I show off the concept of scripts; here, I'm using a "use portal" script to demonstrate the concept. Scripts define the functionality of a given map, so for example, I can use this "use portal" script to tell the game to warp me to a certain map, placing me at certain coordinates. There are also scripts for many different game functions, like dialogue (meaning a text box), gaining exp, etc.

There's also a map creator and a map-pack wizard that helps user-generated content, as far as the programs go. I haven't implemented any of the gameplay yet, unfortunately. I have ideas and graphics all drawn up, tools for integrating the puzzles, and the basics in puzzle design and game design.

I need some help drumming up some ideas for many different sections of the game, so I have my Github repository over here, and I would very much appreciate any help from the community, from suggestions, to offering to help with code. This project will be pretty big and pretty complex, so I'm expecting it to take more time than my port of Sorcery of Uvutu. I intend to follow up as much as I can on all my promises, making it as good as I have been designing it to be.

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Computer Projects and Ideas / Sorcery of Uvutu PC Port
« on: August 18, 2017, 06:08:21 pm »
I'm learning C; primarily for computer usage, although I would love to figure out CE development. I figured that a good way to progress my skills, as always with hobbyist programmers, is to make a game. However, I love Sorcery's sprites too much (especially @LDStudios ' great main character sprite that I have yet to give a name), so I can't just make a new game in a new genre. I have to stick to my roots and create a port! I plan to make this version another fully-fledged port of the CSE original.

It's built in C using SDL. SDL can also combine with OpenGL for all of you OpenGL beasts, although I'm not gonna be using that for this project. Here's the Github repo if you want it. Here's the list of stuff I have to get done for me to call the engine complete, and then the stuff for me to call the game complete:
Spoiler For Engine Checklist - DONE!:
* Turn rendering from individual PNGs to spritesheet rendering
* Reading from a different line for a different map
* Collision detection
* Make user movement locked during text box stuff
* Menu screen
* Help menu
* Save file
* Random battles
* Map transitions
Spoiler For Game Checklist - DONE!:
* Make all maps
* Add all enemies
* Add all attacks
* Add all boss quips and NPC text
* Add menus
* Add item pickups
* Add overworld HUD
Spoiler For Video:
(go here for all screenshots)
In this new screenshot, I show off the general flow of the game, the intro text, etc., and provide a full-res, full-speed glimpse into Sorcery!

I've released SoU in Release Candidate form now. You can download it below this text. If you wish to build it, download SorceryOfUvtutuPCbin.zip and run a_makeWindows.bat in the build subfolder. Linux currently compiles as well, but you'll have to run the commands by following the instructions in a_makeLinux.txt, which I explain why in there. Note that the Linux version (at least for me on my Linux VM) currently doesn't work; specifically, it segfaults trying to draw the map. If you can get it to run without crashing, let me know. If you are on Windows and you want to download the .exe without having to build it (especially if you don't have GCC), then download SorceryOfUvutuPC.zip. It'll have all the tools you need to run a pre-built version of Sorcery.

Download the newest release of Sorcery of Uvutu PC here:
https://github.com/123outerme/Sorcery-of-SDL/releases

3
TI Z80 / Hybrid TI-Basic DIY Library Creator
« on: January 16, 2017, 09:53:32 am »
I'm going to rework the code I had for the "TI-Basic Library" into a DIY-Library maker! Got some code that repeats over-and-over, and you want to save space? Easy! You can create your own customly-named AppVar, holding all the information, from the name of the function, to the subroutines they execute! The interpreter only takes up 170 bytes of RAM, so provided you can save that much with whatever algorithms you use with DIYLIB, it could potentially be helpful to you!
Unfortunately, there are some drawbacks so far:
*Can only handle one input after the (. You can technically have more than one input, you just have to make sure it isn't destroyed by any variable used by prgmDIYLIB
*Can only handle number inputs
*Only technically works on the CSE. It would be pretty easy to port to monochrome calcs (and possibly the CE), so if you're interested, contact me!
*Running it is most likely slower than just typing out the equation normally

(note: This is not a serious project. I finished this in like 4 hours and felt like it was cool to mess around with)


Running this set of code to determine speed. Here you can see how many times the loop repeats and the command/equates I used.
Code: [Select]
"rowSwap(LIBNEW00→Str0
startTmr→T
For(F,1,150
"DIGIT(F
prgmDIYLIB
End
checkTmr(T-I
Ans/150→G
startTmr→T
For(F,1,150
int(1+log(real(F+(0=real(F
End
checkTmr(T)→J
Ans150→H
Disp G,H," ",I,J
Pause
Now here's the results.
[loops] = 150: DIYLIB took an average of .16 seconds to process each request, and the straight command took .013333.... seconds.
DIYLIB, in 150 loops, took ~24 seconds, while the straight command only took ~2.

4
TI Z80 / Tourn II
« on: August 28, 2016, 04:34:39 pm »

Coming soon to an online download near you...
(I think)

For those who don't remember what Tourn was (and I'm glad for that), it was a TI-84+CSE fighting game using ASCII characters and the Celtic II text-color-altering commands. I'm glad to be remaking it with proper sprites. Instead of bland characters represented by the shape of their head (an O, Q, G, 0, A, or θ), I plan to use characters from my old games. Of course, most of my old games used ASCII characters, so there will definitely be a fake-ASCII character as well. More info about the planned fighters, stages, and more coming soon.


The white tiles displayed after the initial "punch" animation are combo attacks. I haven't yet added the sprites for them yet. No collision has been implemented as of yet.

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TI Z80 / [TI-84+ Series] Sorcery of Uvutu
« on: October 16, 2015, 11:45:50 am »
 I have decided to update the graphics and gameplay of one of my old titles, Dragonsglid! In Dragonsglid, you went around  dungeons fighting randomly spawning enemies. At the end of each dungeon, a boss enemy with a clever pun would test your strength.

 Unfortunately, every dungeon was really linear and easy, with plain, open rooms, there was no backtracking in rooms or dungeons, and there were no secrets. I'm here to change all of that. Along with that, I'm introducing:
*A new extensive story (Done)
*Customizable moveset (Done)
*Interesting battle graphics (Done)

15 years after the events of Dragonsglid, the nameless One of the Prophesy made a choice that would change the future forever. Unfortunately, that change didn't last long, as his kingdom, taken first by the Dragonsglid, fell into disorder and crumbled. The One of the Prophesy lived on and had a child, who had immense potential to save those left of the Uvutians.


Spoiler For Screenshots:
v1.4 uploaded. You could also find the GitHub here:
https://github.com/TildaCubed/SorceryofUvutu

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TI Z80 / [CSE Hybrid Basic] Aqua Wars
« on: August 09, 2015, 09:16:20 pm »
Spoiler For Side Note:
I haven't been online here at Omnimaga for quite a while, but I've come back to post my largest project in a long time!
Have you ever been staring out your classroom window, wanting to go on an epic adventure on the 7 Seas? No? Yeah, me neither. I had no better ideas, so you should take what you can get.

Anyways, I'm starting a new whale of a project. Yeah, I'll go now.
Aqu-Wars is for the TI-84+CSE ONLY. It is an action adventure game with a hint of RPG in it, if that suits your fancy.

You could sail the high seas, take up either Navy, mercenary, or pirate jobs, pirate and take other ships' cargo, and upgrade your own ship in this swashbucklin' adventure!

Screenshots, activate!
v0.1a, not distributed:

Sneak peek:

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TI Z80 / TI-Basic Homescreen RPG [APRIL FOOL'S DAY]
« on: April 01, 2015, 12:41:54 pm »
I'm making a Homescreen RPG on the side, when I'm bored of programming Solius. I don't really have a name for it yet, but I assure you, it's coming! To play, run the tech demo prgmANRPG. It's compatible with both monochrome and color calcs (and doesn't require any shells), but I will make it fit to the CSE's screen eventually. For now, it looks a little squished. Enjoy! Download is attached.


In the screenshot, you can see a few glitches. I've already fixed them. Happy April Fool's Day, suckas!

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TI Z80 / [CSE Hybrid Basic] Solius
« on: March 30, 2015, 06:04:07 pm »
I've begun work on a roguelike for the CSE using XLibC and Celtic 2 CSE, with a color scheme similar to (read: the same as) the DOS Command Prompt. Therefore, it requires Doors CSE 8.0 or greater to run! It will (eventually) include a turn-based battle system, open world with randomly generated features (towns, treasure chests, etc.) and much more. If you want to see the complete Todo (there's a lot), visit the GitHub repo.

No download yet!
Spoiler For Some of the Todo:
*maybe add ability to name character
Spoiler For Images:
v0.3b:

Spoiler For Old Images:
v0.2b:

v0.1b:


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TI Z80 / [CSE Basic] Flatforme
« on: January 09, 2015, 06:53:01 pm »
Flatforme is a 2D, single-screen based platformer in development for the TI-84+CSE. Platform your way to the Goal Coin and collect it! Fend off enemies who will happily stop your progress.



Spoiler For Todo:
*Level design
*More enemy AI (?)
*More puzzles than just "grab the thing" (?)
*More abilities (?)

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TI Z80 / First-Person Camera Test
« on: November 23, 2014, 09:59:24 pm »
I have been working on a sort of first-person camera. I've got the camera rotating down, where it rotates in place, displaying two differently-colored boxes. The rendering engine is modular, meaning just edit the line with {numbers->L1 to add more objects. The format is really easy, just the x-values are present, and it can be any number between 140 and 670, I believe.
If you add too many, the engine might lag, or even throw an error as it's trying to look for potential colors to make the boxes. This has been done in pure TI-Basic, and is a very small program (219 bytes in total, including the size of the name, etc).

This is just a preliminary test. I plan to add things such as differing depth, or anything else anyone suggests. I might even do backrounds as well.

11
Music Showcase / Luigi's Mansion Sax Cover
« on: November 02, 2014, 12:33:34 pm »
Audio only, sorry!
http://goo.gl/N8fNtp
Also, I think I missed a part of the main theme, but it took me FOREVER to record it without screwing up, so I care not. I recorded it on my iPod, so don't blame me for my iPod's poor audio quality.

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TI Z80 / TImpire Earth
« on: October 28, 2014, 10:58:04 pm »
Preface: I played Empire Earth when I was around 8, when I was first starting that stage where I could create simple strategies, it was my training ground for that skill. The one we had was Empire Earth: The Art of Conquest, which had the Space Age.

Now, for the game I'm making:
I'm starting TImpire Earth (tentative title). I don't have much done yet, but here's what I plan:

*An overworld screen and map screen for viewing enemy cities
*Create your own city (plot-based)
*"Ages" (Stone Age, Bronze Age, etc.)
*Battle against CPUs and conquer them
*Download another player's town data and add them to your world
So far, I've done some basic overworld stuff and set up a lot of the map screen navigation.

If you are more familiar with Empire Earth than I am and you have a suggestion, feel free to suggest!

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TI Z80 / [CSE BASIC] PainTI
« on: October 01, 2014, 04:38:36 pm »
Just for the lulz, I decided to make a paint program in TI-Basic. It only draws in lines and boxes, currently, but you can choose your color and swap colors in the middle of your paint session, or even save and come back to your picture at another time! I plan to add more features like advanced drawing methods.
In my latest version, I have freeform drawing and saving your work. I plan to add even more, though!

Here's what I have so far:

I did implement saving, but either Wabbit doesn't support Pic saving or it got corrupted a bit when I transferred it.

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TI Z80 / [CSE BASIC] Dragonsglid
« on: September 12, 2014, 07:50:14 pm »
I'm starting work on a turn-based, graphscreen RPG for the CSE. You will wander around the overworld, fighting monsters and bosses. Defeat the Dragonsglid army, and free Uvutu!
Spoiler For Story:
10 years after the events of Source Seekers, the Dragonsglid army invaded the nation of Uvutu, starting with the town of Taoweh. You, a young kid, fight in the battle to save your people. The forces of Taoweh manage to deter the attackers, but it's only a matter of time before they strike again.
Spoiler For Images:


The download is below.

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TI Z80 / [BASIC] TI-Thrash (Color) (8x Calcs)
« on: September 02, 2014, 05:14:22 pm »
TI-Thrash (Color) is a homescreen arcade-style fighting game. It includes multiple characters, who beat up on a CPU. (By the way, it is possible to block counterattacks)
P.S.: Thanks to Imgur for glitching out and deleting all my beta screenshots! I hate you Imgur.

Here's my screenshot (V1.1):

And in color (2.0B):

The "jump" at the end was the Super Thrash attack. Also, if you see me use strange moves, that's because I implemented combos, and the two are called Uppercut and Jab.
There's a secret character ;) See if you can find it!

Spoiler For Changelog V1.1:
*Now, the 0 has a different Super Thrash attack
*Fixed/improved a few things

Spoiler For Changelog V2.1 (Color version):
*Optimized size/speed
*Fixed issue with blocking a counterattack timing

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