Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mdjenkins86

Pages: 1 ... 14 15 [16]
226
TI 68K / The Sword of Darkness
« on: June 01, 2005, 09:56:00 am »
That sounds like a good idea as well.,, I don't have an event for changing of a tile, but I will work on that tonight. Event programming with matricies is much easier on the 89 because you can store litterels to cells and what not.  With that you can store inderection in cells and therefore have actual code in a matrix.

Maybe I should post something about the story line...Are teasers/spoilers allowed.

227
TI 68K / The Sword of Darkness
« on: June 01, 2005, 05:07:00 am »
How to event logger works...
The heart and soul of TSOD is a program called chapter1.  It is a program that is passed a matrix within a matrix and with that it produces events.

For example:
chapter1(1)//this means that an event has been detected on map one (the actually argument ('con') is global and thus not needed)

the amount of cols in the var con (ColDim(con)) determins the maximum index of the events.  By storing the  events in the matrix con, an endless amount of events can be declared.

So you want the following things to happen when you step on tile:
1. Display "I am going the wrong way"
2. Transport the person to another location
3. Display "What just happened?"
4. Disable the tile sequence in the future

with the event tile matrix 'hey' the matrix [9001,"I am going the wrong way",2,3000, 4,5,6,9001,"What just happened?",6000]// the event 9001 relates to text2 which was just recently built in C.  Chapter1 also will interpet my older BASIC routine which does the same thing

these 10 elements or columns means that the event loop will stop after element 10 is processed.

That a simple explination of my BASIC event logger.
BTW these event are created with my Basic programming tool bm2

228
News / The Sword of Darkness project page added
« on: June 01, 2005, 01:11:00 am »
Sure no problem I actually worked on it some more yesterday and will post something after class. Expect something around noon...I will also try to explain my event logger program, which is the heart and soul of TSOD

229
News / TiEmu 2.00 RC1
« on: May 31, 2005, 12:07:00 pm »
Finally!!! TIEMU a godsend

230
News / The Sword of Darkness project page added
« on: May 31, 2005, 12:02:00 pm »
QuoteBegin-tifreak8x+May 31, 2005, 17:48-->
QUOTE (tifreak8x @ May 31, 2005, 17:48)
QuoteBegin-mdjenkins86+May 31, 2005, 17:21-->
QUOTE (mdjenkins86 @ May 31, 2005, 17:21)
QuoteBegin-tifreak8x+May 31, 2005, 17:12-->
QUOTE (tifreak8x @ May 31, 2005, 17:12)
If you take a look at either TI-City or Age of Darkness Revenge (both 83+), they use only stuff that I built, with the exception of Codex, since I have yet to master asm...

But I try to do the best with what limitations I have.


Yes! thats it.  I took a look at Age of Darkness and yes I see what you mean.  And I must say that is pretty damn impressive for a basic 83+ progam.  You should try 89 Basic.  You obviously have skill.

And Kevin, you could be an even bigger legend on the 89.

lol, thanks. I am going to port TI-City to the 89 once I get caught up with my other projects (Website included).

yeah I really admire what you guys have done with Basic.  A true programmer taps the full potential of their syntax and you guys have clearly done that.  Now please allow me to take this a step further and, with your input make the best BASIC game ever.

231
News / The Sword of Darkness project page added
« on: May 31, 2005, 11:54:00 am »
Yeah its because of the sprites.  There are hundreds of them.  You might not notice by some of the structures are composed out of many sprites.  Not to mention there 32 sprites just for the character animations (as unoticible as they are.)  Over 75 programs and I haven't even written the battle system.  Most of those programs will be eraticated as they are just useless or will become useless.  Expect about 50 programs tops when all is said and done.

232
News / The Sword of Darkness project page added
« on: May 31, 2005, 11:41:00 am »
I will do the best I can...but I still need to make a battle system...however, the rest of the app is pretty much intact. Minor issues like orginzation.
By the way, at its worst this app contains over 530 vars! Don't worry, I will fight like hell to shrink that down to about five vars.

233
News / The Sword of Darkness project page added
« on: May 31, 2005, 11:21:00 am »
QuoteBegin-tifreak8x+May 31, 2005, 17:12-->
QUOTE (tifreak8x @ May 31, 2005, 17:12)
If you take a look at either TI-City or Age of Darkness Revenge (both 83+), they use only stuff that I built, with the exception of Codex, since I have yet to master asm...

But I try to do the best with what limitations I have.


Yes! thats it.  I took a look at Age of Darkness and yes I see what you mean.  And I must say that is pretty damn impressive for a basic 83+ progam.  You should try 89 Basic.  You obviously have skill.

And Kevin, you could be an even bigger legend on the 89.

234
News / The Sword of Darkness project page added
« on: May 31, 2005, 11:06:00 am »
your application of Omnicalc in basic is pure brilliance.  I am trully impressed.  What a good idea.

235
News / The Sword of Darkness project page added
« on: May 31, 2005, 11:04:00 am »
QuoteBegin-tifreak8x+May 31, 2005, 15:02-->
QUOTE (tifreak8x @ May 31, 2005, 15:02)
And all this BASIC? ( I saw the asm libs) That is cool. I need to learn 89 BASIC so I can write up some tutorials for it for my site...



...hope i did this right.

Yes it is all done in Basic.  I recently went back a wrote the mapping program and RPG text program in C to make them faster...BUT...

I originally wrote both routines in basic and they worked Exactly the same, just a little slower.  I have the source code to prove it.

The key to writing good programs with such limited resources is to make your own resources.  My mapping program  mapit  /*now mapit2 in C*/ and my job03 RPG text program /*now text2 in C*/ were FULLY formatible.  I could call them at any time and make them do EXACTLY what I wanted to. Even outside of the App.  When you have reliable tools, you can then start making the game. Your basic libraries should be universial tools that are not proprietory (sp) to the App as a whole.

For example absolutely anyone could use my text2 library because it is configured at runtime to the arguments supplied by the user.

Libraries with arguments is the key.

236
News / The Sword of Darkness project page added
« on: May 31, 2005, 10:49:00 am »
Adding Grayscale is quite beyond basic but is quite possible.  All you woud have to do is have a motion detector loop (Test for arrow keys in low level fashion) that also constantly refreshed the planes.  The problem with this is that you would have to make your own program that could preform low level detection of other key presses besides the arrow keys (Sucy as ESC).  Othewise you would only be able to detect 2nd, Diamond and alpha.  Such a function doen't exist in flib so you would have to write it yourself.  In basic, this would produce a very slow framerate and reduce keyresponsiveness. It would only be standable in VTI on superfast speed (Then you might not notice the flicker as much).  This program would only be truely viable in C.

237
News / The Sword of Darkness project page added
« on: May 31, 2005, 08:37:00 am »
It hard to say because so may of my files are programs that help me program such as map creators and event makers.   I would estimate around 200K when all the maps are done.  Maps are stored as data withen matricies to save space...so I have a lot of maps when I said three continents, that was a understatement.  Thats why the Titanium is the calc of choice for people playing this game.  Just to run, the program need about 100,000 free ram and archive! I will work to make this more acceptable.

There are over 50 different monster sprites with more than one monster for each sprite equealing over 200... and that doesn't even cover the super bosses (there are about 10)

238
News / The Sword of Darkness project page added
« on: May 31, 2005, 07:57:00 am »
Thing done:
Map Drawer (Instantly fast)
RPG style Texter (Perfect and fast)
Menu Library (Flawless but average speed)
Sprites (Did I mention you play as three different characters!)
Intro (Complete)

THings to do:
Finish the Maps (50% done...spans three fully graphical continents+)
Battle System (!)
Monster Dictionary (nearing 200 monsters)
Loader and Saver + compression (cant be done until game is 100% complete)



239
News / The Sword of Darkness project page added
« on: May 31, 2005, 07:41:00 am »
yeah, i don't have a demo yet.  Perhaps in the near future.  I could make one to show off the maping system that is 100% funtional.  I could finish the game in two weeks if I could just sit down and write a battle routine.  The program is a bit of a challange for me.  I guess it is just on huge loop.  Still just the thought...

Pages: 1 ... 14 15 [16]