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Messages - Iambian

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46
Shops sorta work now, for both buying magic and items. What isn't done is the ability to sell items, or to display descriptions for consumables instead of nonexistent stats sourced from overrunning the equipment table.

Demonstrated in the screenshot attached is buying (free) items from the primary weapon shop in Ragnoth, then walking across town to the primary magic shop, then buying things (also for free) there too.



I thought about entering the Pub to get to the shops in the Resistance base, but it's too long of a walk. Also, you can catch a glimpse of McTesty as he runs off at warp 10.

47
So I was working on flag implementations (both permanent and temporary) and setting up what is needed to run cutscene scripts.

Also, Urist McTesty drank far too many 5 Hour Energy drinks...

Geekboy suggested I shared this. It's his fault McTesty achieved Warp 10.

48
Work was done trying to get the NPC to move on their own power, which wasn't a trivial fix due to how much of it wasn't yet implemented (and how much of what I did was hacked in). Here's a couple screenshots of some of the tests that were done.

Test #2: Catching the speeding (bugged) Dwarf.
Yes, this is running at actual speed. I just reduced delays since I hadn't figured out what was causing NPCs to move that way at the time



Test #3: Test Dwarf runs around in circles.
The code used to move the NPC in that manner is larger than I want to admit. Will need to address that.



Also, I forgot about last update's TODO list. None of the tasks that were mentioned last time were added as I wanted to delegate some cutscene programming off to Geekboy1011 as soon as possible... which still isn't doable since I don't have flags ready to be used.

49
Additional work on the menu system was done. The routines that went into the equip/status screens involve stat calculations that border on battle system territory. Hopefully, all the really hard work with regards to battle system stat calculations have been done by extension. There's a few holes in the menu logic at this time, especially when equipping things, but what we have down works well enough for now and can be fixed later.


Proper camera panning and scripted camera motion (same thing!) is now in. An example of a cutscene I couldn't show earlier because this routine wasn't in place is demonstrated below:


Not shown is the fact that a few maps were updated and added, and more sprites were added too. I was recently told that the opening cutscenes are long, and are designed to really set the mood for immersive (or about as immersive as it gets on this platform) gameplay. That may take a while to hash out, but when it comes, it'll be a mad dash to throw together enough for a first chapter playable demo... or something akin to that.

TODO: Shops and loads of buying stuff, and a method of tracking flags. And maybe a script system for scripted events. Oh dear. That'll be two script systems so far if I go that route...

50
NPC chat logic (and position-aware box drawing for chatting) now supported, along with scriptable events for each. "Treasure chest" logic is now usable, though it's implemented as hotspots so just about any square that you can talk to can contain a treasure. Demonstrated is gold and item getting, and a very early version of an inventory menu (it supports scrolling). Also sped up warp points that don't require a map reload by not reloading the map (and all that it implies, unless forced to via script).



TODO: Make the rest of the menus usable. Also. Shops.

51
Added a complete spriteset and put in dialog boxes. The following was the original test. Don't mind the debug info on the top-left.

Zera said that the text looked a bit cramped, and I was inclined to agree, though we haven't exactly changed the font yet to use the one specified in the project docs. Something about being unable to edit the font set as-is.
So what we did was changed the margins a bit for the textbox, increased line height by one pixel (to 7), and increased the amount of space a single space takes to 2px. Not shown was the menus I had to fix to cope with those changes, since these were global. Results appear much better:

Todo: Real NPCs and logic. And getting the whole village to say stuff.

52
TI Z80 / Re: Tunnel Game: MetroSiberia
« on: May 14, 2015, 09:53:08 pm »
Welcome to Omnimaga! Nice game you've got going there

53
Test/demonstration of: External save file loading (with debug save slot preloaded), main menu (base), saving, and reloading to ensure that save files stick and load properly.



Not shown: Choosing to load from a new game will dump you off at the game's starting point.
TODO: Either adding more menus, or put more work into NPCs and how to show their dialogue when you "talk" to them. After that, adding in cutscene support, since I want to tell a story, not have an overglorified tilemap demo.

54
TI Z80 / Re: To: (Asm programmes AND Notepad++ users)
« on: May 10, 2015, 02:49:14 pm »
Wow, thanks for the quick reply.
I don't see what can be folded, though.

Modules. See your assembler's documentation for more info. TASM and Brass support 'em. I dunno if Spasm does as well.

Quote
Numbers are properly highlighted (including A-F and a-f being only included when using a $ prefix or h suffix), however there are two bugs that I'm not able to correct due to UDL not allowing me to do so :
First, binary numbers aren't correctly highlighted : %10010110 is colored as intended, but %12345678 is too (whereas it shouldn't)
Not much can be done on that front, or at least until they update UDL.

Quote
The other bug is that is a comma follows a number, it won't be highlighted (.db $FD , $CB colors both numbers, but .db $FD,$CB highlights none).
I remember fighting that problem, but it seems solved on my end. Not sure what I did specifically, but I make sure that $ and , are listed as operators (Operators 1). This is also what I have for the Comment & Number section:

55
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 11, 2015, 11:33:55 am »
Is there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.

Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!
We're doing that because we wanted an engine now and an RPG is so much more than just its tilemapper. I promise I'll work on smoother scrolling later but we're trying to pull together all of what makes an RPG and RPG in a fairly quick manner. The extra bells and whistles can come later.

56
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 09, 2015, 11:40:59 am »
[...]
What sort of limits should we have in regard to inventories? For instance, how many spells each character can learn, how many unique items can exist in the game's database, the number of total enemies, the number of enemy parties that can be formed, etc. I'll break down some of the figures (and estimates) I have at the moment:
[...]

Inventory max limit can be decided later. We're coding this such that if it needs to be changed, it can be done trivially (tho this might make save files incompatible between versions if we do it that way). Same for number of spells. For that, I'd just go with whatever would help make the game play the way you want it to.

Maximum number of unique items is generally agreed upon to be 256, but if you need 512, we can pull shenanigans for it (Lufia II for the SNES did that).

Up to 256 different encounter types per encounter zones, up to 256 encounter zones... well. 255. We're lumping monsters-in-a-box as an "encounter zone" for ease of implementation. An "encounter type" is defined here as a preselected sequence of monsters that can be encountered in an encounter zone. An "encounter zone" is an index to encounter types and is triggered via the hotspot detector in some manner.

A total of 256 different types of enemies or things that can be lumped together as an enemy object.

If we consider a spell to be similar to enemy special attacks with regards to implementation, this may make things easier. Regardless, up to 256 of them too. If you need more, shenanigans can be done.

----
As far as menu design is concerned, there are some unintuitive limits to such things as box sizes, since the menu frames are being dynamically generated via a real box routine and a pixel plotter for the white frame. The limits are mostly common-sense and probably won't be infringed upon. Either way...
Boxes must be wider than 8 pixels. Boxes must be taller than 6 pixels. All boxes must be created and contained fully on-screen.


57
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 07, 2015, 03:51:52 pm »
Given the images shown, I think the tileset looks nice. I'll wait for a third opinion (geekboy) and see what he's got to say. I personally like the dithering on the background tiles.

The engine allows up to 64 unique tiles per tilemap, but may have up to 256 different tiles to a tileset. It's entirely possible to support more than that (so long as we don't back-reference a previous 256 tile chunk, duplicates allowed to help avoid back-referencing) but then we'll be doing shenanigans. The engine supports shenanigans. Note that things such as NPC's and sprites don't count as tiles. Our engine supports completely separate sprite entities, so if you absolutely need to exceed that 64 uniques per map, you can shore up the remaining with positioned sprites. Up to 256 different sprites, tho we can do shenanigans with that limit too.

Tilemaps (at the moment) are only 32x32, but may be allowed up to 64x64. We'll have to drop all pretenses of support for the original 83+ to have 128x128 maps (not that we intended on supporting those calculators anyhow). Maps larger than that will require an addition to the map abstraction module in the engine. Totally doable, tho definitely not general-purpose.

As far as shops go, it's perfectly fine to try to allow shops to have counter space and a shopkeeper behind it. While we haven't yet shown it, We have hotspot-based camera panning and offset to let you see both at the same time. I'll have to whip up something to demonstrate this.

EDIT: The screenshot below demonstrates a modified version of geekboy's text engine, along with scriptable hotspots. These hotspot can (though not explicitly demonstrated) distinguish between activation via walk-on versus talked-to (2nd key interaction). Talked-to was demonstrated with the statue, and walk-on was demonstrated both by the black-square-on-walking-on-a-certain-path and the shop camera panning hotspots.


58
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 06, 2015, 10:45:13 pm »
Just a quick note, we're not limited to a 4x4 pixel grid anymore. We've got a real font routine going on and since this is a black/white game, speed isn't really that much of an issue.

That should make it easier to design stuff.

59
Well... Aegis-Rin didn't pan out. Got bogged down by the details and tbh, was created to be a bit too general without any real knowledge on automating the build procedures that would be necessary to make using the system easier. So instead we started over again. With further in-depth understanding of Brass' macro system, we've got the whole thing eaiser to code and compile.

Oh. And we have an actual plan. A real. Plan. On a piece of paper. Showing what needs to be happening.

CURRENT STATUS
Update
* Most magic animations are now complete.
* Additional content added to Underdeep. It's now its own story arc.
* User and script-adjustable typewriter effect.
* Other things.

Demonstration of typewriter effect and some of the magic.
We have more down but I don't want to spoil too much.



Notes
Battle animations would've/should've been done sooner, but some of these things take a while to animate in a way that satisfies the whole team. There's still a few things left to animate, but it won't be long now before it's all done. After that and a few visual/bug fixes we get to do...

Cutscenes! Geekboy1011 is hard at work at the moment putting all the cutscenes together between the time you choose the "New Game" option to the time you gain control of your character for the first time. When I finish the battle animations and find myself satisfied with the system as a whole, I'm going to be jumping in somewhere in the middle to get the game's story stitched together. Zera/Escheron mentioned that the cutscenes he's been working on as of late are encroaching into Golden Sun-length territory. This could be a good thing.

There's also now no way in hell we'll be able to fit this game onto a normal TI-83 Plus without modifications. There's just too much content we want to add and compression we have isn't doing a good enough job. I mean, it's doing a fantastic job so far, but we just have so much to put in. I'm entertaining the idea of creating a miniature OS that contains just the basic calc functions so I can reasonably distribute this game as an OS update instead of an app. Something that would, on the surface, look just like the TI-OS until you try digging into the menus and realize they're all empty. While I do want people to play this game, I also want their calculator be usable as ... a calculator. This is planned after a release for the TI-83+SE / 84+(SE) monochrome calcs.

The Underdeep will have static floors interspersed between randomly generated floors which will also be randomly, but not repeatably, chosen where fun events can trigger and backstory can be told. Yes. The Underdeep now has its own story to it which further enriches the world of Escheron. I'm not privy to all the details for the same reason I'm not looking too deeply into the scripts for the game: I want to be able to enjoy playing this thing without too many spoilers once we finish coding the game.

TODO
* Remaining skill/magic animations
* Cutscenes
* Specialized transitions
* Update the Underdeep mapgen scripts

Quick update on my end...

The game is now fully scripted. All of the character dialogs and cutscenes are written, but their actual incorporation into the project make take some time, since working with the cutscene engine is a nightmare in itself. (And luckily, that task falls upon Iambian and Geekboy1011 instead of me, since I'm not as technically oriented with the systems)


Planned builds
  • 83+: on hold Project got to large. :(
  • 84+: Current supported platform.
  • 84+CSE: A compatability layer is included. Support for this platform will be limited.
  • 84+CE: Never due to needing to rewrite everything for it to function on this platform.

Current code is available here.
https://bitbucket.org/CFD_LLC/esor_bw/
as well as updates and stuff cause commits and things. ~ geekboy

60
No. The OS's font table is embedded in the OS itself and its address varies depending on what version it is since it's compiled with the OS as part of a single file.

To get this information, you'll need some disassembly tools and an eye to search the romcall tables (located at the top of page 0x7B) for where PutC is, then disassemble the routine to find out where the font table is.

For the Ti-84 Plus (SE), you'll want to load Calcsys. If you're using the CSE, you'll need Micros.

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