Author Topic: r/p/s, a port  (Read 6447 times)

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Liazon

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r/p/s, a port
« on: April 12, 2006, 02:54:00 pm »
Put simply, this is a very simple greyscale game.  Pretty quick, and minimal RPGishness.

This is not a recent screen, but ya, just a general battle screen.

user posted image

The contrast settings were bad when I took the screenshot with calccapture :(sad.gif

edit: why do I continue to work on this project? because I'm still a noob at programming :(sad.gif

Offline Spellshaper

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r/p/s, a port
« Reply #1 on: April 13, 2006, 12:01:00 am »
QuoteBegin-Liazon+Apr 13 2006, 01:54 AM-->
QUOTE (Liazon @ Apr 13 2006, 01:54 AM)
Put simply, this is a very simple greyscale game.  

 meh, GS games are never easy to make (at least to me)

So, keep it up and if u have problems, feel free to ask around :)smile.gif

Offline DJ Omnimaga

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r/p/s, a port
« Reply #2 on: April 13, 2006, 12:38:00 am »
glad to see you are still working on it, I hope you finish it :)smile.gif
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r/p/s, a port
« Reply #3 on: April 26, 2006, 01:52:00 pm »
moving this to N Game forum
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Liazon

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r/p/s, a port
« Reply #4 on: April 26, 2006, 02:16:00 pm »
the only reason why this game is tenatively coded r/p/s (rock-paper-scissors) is because it's a part of a port to a strategy game that uses r/p/s.  Right now some bugs with greyscale data storage, which is why I still haven't finished the battle engine.  But since I've found out about C structures, I think I might be able to simplify my tile storage problem.

Nevertheless, there is a lot more I have to learn about C to write elegant, organized, and efficient code.

Offline kalan_vod

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r/p/s, a port
« Reply #5 on: April 26, 2006, 02:30:00 pm »
Wow, that will be a great game being gs!

Liazon

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r/p/s, a port
« Reply #6 on: April 26, 2006, 02:35:00 pm »
The sprites were made by MegaSasquatch, who is amazing at pixel art.  I'll upload them later.  along with more details.

Offline kalan_vod

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r/p/s, a port
« Reply #7 on: April 26, 2006, 02:45:00 pm »
Cool, how big is a 89 screen?

Liazon

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r/p/s, a port
« Reply #8 on: April 26, 2006, 03:52:00 pm »
160w x 100h in pixels.

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r/p/s, a port
« Reply #9 on: April 27, 2006, 01:23:00 am »
I should get one ^^
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Offline kalan_vod

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r/p/s, a port
« Reply #10 on: April 27, 2006, 04:01:00 am »
QuoteBegin-Liazon+Apr 26 2006, 09:52 PM-->
QUOTE (Liazon @ Apr 26 2006, 09:52 PM)
160w x 100h in pixels.  

 That's alot of pixels..

Offline Radical Pi

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r/p/s, a port
« Reply #11 on: April 27, 2006, 10:16:00 am »
That's like...9856 more than the 83+...
One of these days I'll get a sig I'm really proud of.

Liazon

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r/p/s, a port
« Reply #12 on: June 14, 2006, 10:13:00 am »
Well, not much of an update, but although I was reluctant at first, I had to cut down all the sprites to 48x48, partially dwarfing some of the figures.

Now I just have to start building the battle engine, which I'll start from scratch.  This old code is really messed up in terms of organization imho.

Eh, I probably won't release any sprites yet only because I haven't finalized them.  So far, I don't think they look good, but at least I've defined a standard size for all the sprites.

Megasasquatch: I'm still expecting some sprites, but don't trouble yourself to start until I've finished a beta for the battle engine.  

And, oh ya, I'm reluctant to use tilemap engine, only because I don't want to waste space.  And I haven't used it before.  Downside is some flickering in but, I'll have to see.  I think I can figure out a way to optimize my screen refresh method.  Still, I expect the game will be bigger than it should be, but hey, it's my first project.  I don't know how long before more progress, because I'm going to be busy this summer, but I'll try  my best to finish as much as possible.

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r/p/s, a port
« Reply #13 on: June 14, 2006, 11:00:00 am »
that sound cool, actually did you resised the sprites? Sometimes it might be the problem. Maybe post them so maybe we can help out resizing them. That's up to you though.
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Liazon

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r/p/s, a port
« Reply #14 on: June 14, 2006, 11:17:00 am »
Well, MegaSasquatch made the sprites with all sorts of dimensions, which was part of the reason why I couldn't get the engine to originally work.  I didn't know any of the preprocessor capabilities of TIGCC, so I couldn't take advantage of that, or structures to organize my data.  Fortunately, all of them were smaller than 48 pixels in width, which worked pretty well.  I wanted them all to have the same height to make my life easier, though it probably wasn't necessary.  What I ended up doing was cutting out rows of pixels and hoping that it wouldn't look like a bad cut and paste job XDsmiley.gif