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Messages - Insorak

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46
Introduce Yourself! / Re: Bonjour!
« on: December 11, 2009, 05:04:07 pm »
Uhh yeah... let's not get into what fun animations happen before a RAM clear... or worse... *cough grouping archived programs cough*

47
Introduce Yourself! / Re: Bonjour!
« on: December 11, 2009, 03:05:44 pm »
I have to try those RAM clears when I get my RPG files out of my calculator!

Thanks for the peanuts, yum yum. Peanut butter jelly time!

48
Miscellaneous / Re: What's a lobster?
« on: December 11, 2009, 03:04:34 pm »
Lol, okay. Thanks, guys. It makes... sense... ish... now. :P

49
TI Z80 / Re: text based adventure engine
« on: December 11, 2009, 03:03:16 pm »
I love text-based games! :)

But unfortunately, for the reasons mentioned above I don't think it will work very well for the TI. (It will also be hard to have it gramatically correct without taking up a ton of memory.)

50
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 11, 2009, 02:57:22 pm »
Wow. I really didn't intend to cause such an enormous debate about ASM in RAM or xlib. For me, it's just a matter of convenience and efficiency; if I use xlib, the contrast changing takes at most 7 bytes for real(5,0,39. If I use an ASM program, it might be more than that, depending on the syntax the ASM program takes. Other than that, I see no real benefit either way.

If you guys are so against my using xlib, I'll gladly switch it with a contrast-changing program and xcopy. I'm not that lazy. (Even if I have to redo all my For(X,0,600:End loops ;) ) I think the largest program I'll be using is about 10kb, and my core programs will probably be about 5kb, so I won't mind that ~1kb difference from xcopy and another ASM program.

Calm down please, guys. This isn't an American election. ;) We don't need to attack each other because we're expressing our opinions.

DJ, was that 15kb program you were referring to some code for shopping/inventory management? I remember reading how you said that that code was enormous and took forever to make properly.

--

Okay, after all that, time for some updates on the program. Instead of working on the fighting code, I actually decided to work on the skills menu instead (since I've never done anything like that and I thought it was less likely to be buggy, haha yeah right). So now that's done. And in the process of doing that, I've made up all twenty-four skills as well. I still haven't decided what level each skill should be obtained at. Most of the stunning skills, poison moves, and self-improvement skills as well as some others (e.g. Necromancer's Cripple), can only be used once per fight.

Defiler
Vicious Hit - Has a 50% chance of doing double damage and a 50% chance of bypassing monster defense completely. (Will probably be super overpowered against monsters with super defense but no health. :P)
Wound - Makes the monster bleed for some damage each turn, and reduces defense. After some skill level, the wound is infected and poisoned, so there is significantly more damage per turn as well as strength reduction.
Regenerate - regains some health.
Knockout - stuns the enemy for one or several turns.
Avenger - attacks enemy for some amount of damage based on how much health you lost. Quite situational, but it's also going to be quite powerful.
Berserk - you go berserk. Increases your stats to insane amounts. (once per fight, obviously.)

Necromancer
Corruption - using ordinary melee damage formula, but damage based on intelligence instead of strength. Bonus to damage depending on skill level.
Sleep - stuns the enemy.
Drain Life - relatively weak attack which also steals some health.
Nightmare - can only be used while enemy is asleep. Does massive amount of damage (and wakes him up). But due to the adrenaline coursing through his body, the enemy's strength is increased.
Cripple - reduce strength, defense, and speed
Touch of Decay - a super version of poison, takes away lots of health and stats per turn

Thief
Backstab - sneaky move which does many times normal damage. Once per fight.
Poison Blade - slashes enemy with a poisoned blade. Enemy loses strength and health every turn.
Regenerate - heals.
Disable - kinda like defiler's Knockout.
Ambush - sneaky move that does lots of damage, but less than backstab. But it can be used more than once per fight.
Bloodblade - like Avenger, but the less health your enemy has, the more damage you do.

Psion
Psi Bolt - similar to corruption.
Blindness - reduces enemy's defense and makes him miss some percentage of the time (based on skill level). Lasts the whole fight.
Seal Wounds - heals.
Mind Crush - does some damage and reduces enemy's defense slightly. However, can be re-used.
Accelerate - augments your (dismal, as a Psion) speed greatly.
Mindflay - you suck your enemys' brains/lifeforce/whatever, doing large amounts of damage and healing yourself. (Anyone remember mindflayers from DnD? Anyone?)

I plan for speed to have a significantly greater influence on battles than in Illusiat. Here, you're going to get hit two or three times in a row quite often, and if your speed is high (or you're a thief) you can probably hit two or three times in a row quite often. Your melee attacks have a base accuracy of 95%, modified by your speed vs. the monster's.

Phew, that was a lot. Now to get to actually coding it... *wince* :P

51
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 10, 2009, 10:57:54 pm »
It is a lot during empty For( loops, though. For(Z,0,1000:End will take about 50% longer with xLIB installed and twice longer with Omnicalc installed.

Also, remember that if you use a big ASM lib that is stored in RAM, you can run out of RAM very fast
Jesus Christ! WHAT!? Well, if that's the only thing that runs slower, I can get it to the timing I want with xlib, and everything will be fine (since I won't be removing xlib and having it run much faster).

Codex and xcopy aren't that big. I'm still pondering what to do about this one.

I'm really tired tonight (was practicing for a concert with others for a couple of hours, cramming for tests, taking notes on history now and it's 11pm) so I'll post some updates later. If I find my cable, maybe even programs/screenshots. :D

52
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 10, 2009, 06:35:01 pm »
That's true. Xlib could probably be replaced with codex and xcopy. But then it takes up RAM. It's sort of a trade-off, really... but I think I can spare that 900ish bytes of RAM. I'm not THAT inefficient. :P

So what's the proper syntax for xcopy? (I don't happen to have a copy of I13 on my calc right now, and have no idea where my link cable is. x.x)

53
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 09, 2009, 11:25:03 pm »
Thanks DJ. From you that's quite a compliment. :)

Cool! That sounds really awesome! How long have you been planing this?
The ideas have been in my head vaguely for quite a while. I'm now just refining them somewhat and trying to figure out which ones are completely impractical and which ones are salvageable.

Today, I programmed "darkness" for some of the maps. (And programmed some more maps than the nine I had been using to test movement and magic portals, lol.) The game will usually run at a contrast of 23. When a room is "dark", the contrast will be turned up to 35. (The first portion of the game has a dark forest and a dark cave. I'll post the program later, so you can see what I mean.) Of course, xlib is used for this, making it marginally more useful in this game ;)

That also gave me the idea for blindness - a status ailment. While blind, your strength/intelligence could be reduced or something like that, and on the map your contrast would be turned down to 0 until the blindness counter wears off. An interesting idea. Maybe poison as well - reduces your health each turn in battle and each step you walk outside of battle. (I probably got THAT idea from playing too much Pokemon when I was 10.)

Next up: fighting system! Always the buggiest part of whatever I try to make. x.x And then 24 different skills. aargh - that might take a while.

When I finish an appreciable part of the game, I'll post it here (sans fighting, probably) and you guys can take a peek at it.

54
Miscellaneous / Re: What's a lobster?
« on: December 09, 2009, 11:17:50 pm »
LOL. Well, thanks guys. This has been very... uhh, informative. :P

55
Miscellaneous / What's a lobster?
« on: December 09, 2009, 05:44:15 pm »
In the member groups section, there's a pink entry that says "Lobster". What's a lobster?  ???

56
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 09, 2009, 05:43:07 pm »
I'm thinking I'll have a "Nostalgia" area that makes some references to Illusiat. ("You enter the magic portal. This place looks oddly familiar...") But no, on the whole the game will be its own thing.

Movement will definitely feel like the Illusiat series - you're a pi (instead an omega) moving across an ASCII map. I might make an RPG with graphical tiles someday, but not now. The skills will be completely different from those of Illusiat (no more elemental weaknesses/resists; every class has a set of different skills), and fighting will be changed somewhat with status ailments.

I also decided to add a skill point system. When you use a skill enough, you can upgrade it to a higher level with a number of skill points equal to the skill's current level. You'll get one skill point to upgrade with every other level up. So that's 25 skill points for 7 skills (6 class-unique and the attack skill). So obviously, skill distribution is important. Just so you don't get screwed over by your abysmal choice of skill point use, I'll probably also add a Re-Spec option at the cost of some gold (dependent on your level).

57
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 08, 2009, 07:04:11 pm »
There’s no harm in storing monster generation information, the name of the map, and the map itself all in the same string. :P

OMG THAT ZIPLOC BAG IS THE BEST IDEA EVER I CANNOT BELIEVE I HAVE NEVER THOUGHT OF THAT!!! I just try to hold it out of the water beam, and wipe it with the towel if it gets wet, LOL.

58
Other Calc-Related Projects and Ideas / Re: Anti-RPG RPG
« on: December 08, 2009, 06:37:59 pm »
Uhh... occasionally, when I really want that extra shower time to program, yeah. I was working on a complicated program to calculate exact values of trigonometric expressions (give exact answers, like pi/4 or sqrt2/3, mostly to test my skill, but also for the utility for it. Lots of interesting expressions with strings, and I do believe I learned a bit when I actually finished it). I had hit a particularly difficult impasse when in the shower, put the calc on the towel rack to think (and shampoo), and it fell. Bam – instant RAM clear. (And if anyone knows of a more efficient number to string routine than LinReg(ax+b) Y0:Eqtn>String, please speak up now!)

Ohyeah. I seem to have forgotten about xcopy. Stupid me. I’ll have to look into the syntax for the proper usage for that (read: I want to avoid a RAM clear because of sheer stupidity).

After that program I mentioned above, I’m now addicted to strings. Half of my program’s functionality has to do with strings :P

59
Other Calc-Related Projects and Ideas / Anti-RPG RPG
« on: December 08, 2009, 06:20:37 pm »
Inspired by Illusiat, powered by TI, and running on glucose, I have decided to program a sort of anti-RPG, in which you seek to help your master destroy the world, instead of rescuing it! Hence, it will be called Anti-RPG, due to the role reversal here.

I’ve just started coding this, and hope to finish within a reasonable span of time (three months, give or take a while) barring catastrophic RAM clear, etc. (It happens. I was programming in the shower once, dropped the calculator, and got a RAM clear. That’s NEVER fun.) Like Illusiat, it’s going to be written in pure BASIC, with a little bit of xlib for flavor (i.e. unarchiving). Of course, I’m not completely vapid, uninteresting, and derivative (pardon the math pun), so I don’t intend for this to be an exact clone. Where’s the fun in that?

I’m planning on making four character classes: Defiler (warrior type), Necromancer (mage type), Thief (think speed), and Psion (super mage type, but also super weak physically). Each will come equipped with its own set of skills; advancing to higher levels unlocks more powerful and useful skills (max level is 50). Thus, replay value will be increased somewhat, as hopefully each class will be played sort of differently. (I’d be surprised if you could melee your way through the Psion class, the way I’ve planned it.)

Possible ideas (if not too difficult/bulky to implement): status ailments on both you and monsters, a “pillage” feature for towns where you raid the town, gaining massive amounts of loot but no longer being able to use it (you are evil, after all), an equipment system (gotta use L3 for something), and whatever random delightful ideas you guys suggest.

I don’t believe I’ll be needing any help with this, so bring in the suggestions and I’ll see what I can do! :P

Random note (more for me not to forget than for your informative pleasure): [A] is very important. Do not modify or delete [A]. (It’s the world map. No, not your screen map. The WORLD map.)

60
Introduce Yourself! / Re: Bonjour!
« on: December 07, 2009, 11:00:12 pm »
Ahh! Okay. I'll have to try that tomorrow. :P

Have you tried things like {4,20,20,0,0:Asm(prgmCODEX? Whenever I do something like that my screen turns upside down and the contrast fades to zero, and it won't go up to a point where math is actually doable. The only way to get rid of it is a battery pull!

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