Author Topic: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode  (Read 6478 times)

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Offline DJ Omnimaga

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #15 on: September 13, 2010, 12:57:36 pm »
Oh ok. About that, a few days ago I discovered from someone that Virtual Dub let me store gif files. I didn't know because I used an old version that didn't x.x
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Offline Hot_Dog

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #16 on: September 13, 2010, 11:16:15 pm »
Here's a mockup of part of the cutscene I plan to test this week.  This is inside a planetary HQ on the planet Synor, one of the planets where Tosonians are required to take a mortal form in order to survive.
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


Offline guy6020665

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #17 on: September 13, 2010, 11:18:15 pm »
Wow that looks amazing, are you sure this is on the crappy 63x94 TI 83/84+SE series screen?

Offline Hot_Dog

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #18 on: September 13, 2010, 11:24:38 pm »
Wow that looks amazing, are you sure this is on the crappy 63x94 TI 83/84+SE series screen?

Absolutely :)  Besides, in ASM, you can use row 64 ;D
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


Offline DJ Omnimaga

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #19 on: September 13, 2010, 11:27:11 pm »
Wow that looks amazing, are you sure this is on the crappy 63x94 TI 83/84+SE series screen?
It's very possible, even in BASIC.

Nice Hot Dog!
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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #20 on: September 13, 2010, 11:31:39 pm »
wow, this SAD is turning out to be extremely extensive, a whole game with heaps of modes. welldone Hot_Dog!
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Offline Hot_Dog

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #21 on: September 15, 2010, 02:29:36 pm »
Here's the first test cutscene.  Remember that more features will be available in the future.
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #22 on: September 15, 2010, 03:17:24 pm »
looks pretty nice ^^

I would make the knocking animation a bit faster, though
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Hot_Dog

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #23 on: September 15, 2010, 11:58:51 pm »
Well, it's only a test, so I'm not going to worry about the knocking for right now.

I forgot that I wanted you guys to see that this cutscene contains only data.  S.A.D. has some code that reads this data, letting the calculator know what to do.  Below is the data for those of you who are interested.  Right now, the engine only supports talking characters, putting an overwritten sprite on the screen, and pausing.  Eventually, campaign data will be compressed.
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #24 on: September 16, 2010, 03:40:20 am »
S.A.D. has some code that reads this data, letting the calculator know what to do.  Below is the data for those of you who are interested.
definitely a huge space-saver.
this thing just keeps getting more and more epic

Offline DJ Omnimaga

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #25 on: September 16, 2010, 04:53:46 am »
Darn that's a lot of data. Definitively a huge space-saver and makes executable code MUCH smaller. Nice job :)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline matthias1992

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #26 on: January 31, 2011, 07:25:04 pm »
Yup bumping again. This is epicness at its most epic. Ok weak punchline there but this is very, very cool. I think this is more of a cinematic then a cutscene though. Anyways. Maybe you could have like this library with all the required sprites in one package so you dont have to rebuild the sprite again and again??

I thinK compression is of later concern, how many pages does sad use by know? Also i assume sadce eventually needs to be able to produce this?
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #27 on: January 31, 2011, 11:46:40 pm »
Yup bumping again. This is epicness at its most epic. Ok weak punchline there but this is very, very cool. I think this is more of a cinematic then a cutscene though. Anyways. Maybe you could have like this library with all the required sprites in one package so you dont have to rebuild the sprite again and again??

I thinK compression is of later concern, how many pages does sad use by know? Also i assume sadce eventually needs to be able to produce this?

I don't know, I thought it was a sweet punchline! :P  Yeah, I agree that I'm certainly not Blizzard or Bungie or anything ;D

Yeah, sprites will be in one package.  This still has a lot of features to be added.
SAD will use at least 4 pages, 6-7 for more features
Yes, SADCE will need to produce this
« Last Edit: January 31, 2011, 11:49:19 pm by Hot_Dog »
There are people who can speak two languages, and they are called bilingual.  There are people who speak three languages and are therefore trilingual.  Then there are people who speak one language, and these people are called Americans.


Offline matthias1992

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #28 on: February 01, 2011, 03:22:11 am »
Ok cool. So i assume a sprite editor would be nice to have in sadce (maybe some sort of simple animator software?).

I dont VB will suffice anymore for this so I'll try to learn c# (i know some already plus, the community is better at c#). Ever heard of xna? I think it has some neat features we could use for sadce, plus i own a 700+ page book about it so yea...

Shall i start with a sprite editor class already then? I have exams in a few months so i will have less and less time to work on this. The more i can do in "advance" the better.
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

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Offline DJ Omnimaga

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Re: [S.A.D.] The Battle of Calsiah--Testing the Campaign Mode
« Reply #29 on: February 01, 2011, 03:25:42 am »
Oh hey Matthias1992 it's nice to see you again every now and then. I'm glad you still work on some SAD stuff from time to time. :D
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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