Omnimaga

Calculator Community => TI Calculators => TI-BASIC => Topic started by: FinaleTI on July 19, 2010, 02:10:00 pm

Title: Multi-Layer Spiffyness
Post by: FinaleTI on July 19, 2010, 02:10:00 pm
I know dual and multi layer text sprites in BASIC have been covered before; I just wanted to showcase a way of layering characters that can create some cool effects for RPGs and the like, in a way I hadn't seen used before.

The program shown is a reworking of some of the work I had done on a very old project of mine that didn't make it very far.
Title: Re: Multi-Layer Spiffyness
Post by: DJ Omnimaga on July 19, 2010, 02:27:37 pm
Mhmm interesting, could you explain a bit how you did it?

Also wow that's a lot of chars o.o, you were making a FFIV clone, right?
Title: Re: Multi-Layer Spiffyness
Post by: yunhua98 on July 19, 2010, 02:28:26 pm
Nice^^
Are you using Pixel-on with Text(?

EDIT: 111st post!  I wish DJ and SirCmpwn still had 11111 and 1111
Title: Re: Multi-Layer Spiffyness
Post by: FinaleTI on July 19, 2010, 02:31:25 pm
@DJ: Yeah, it was supposed to be an FFIV clone. I might finish it one day, though.
@yunhua: Nope, all the sprites shown, as well as the background are formed from text chars only. The background is actually the only thing that uses the StorePic command as well. The only things I formed with point commands were the ATB bars, which used Line( and Pt-On(.

For how I generated the background, I made the string a line of "^^^^^^^^^^^^^^^^ / / / / / / / /\ \ \ \ \ \ \ \  →Str9
Then I drew the first 16 chars with an x value of 0, stored Pic9, drew the second line of 16 chars, with an x value of 3, recalled and stored pic9, and finally drew the third line of 16 chars with an x value of 3, recalled and stored pic9.

For the characters, I drew the 'weapon' four pixels behind where the character would stand, then drew the character where it would normally be.
Title: Re: Multi-Layer Spiffyness
Post by: DJ Omnimaga on July 19, 2010, 11:07:41 pm
Oh nice, I didn't thought about using those slash chars that way. Nice :D
Title: Re: Multi-Layer Spiffyness
Post by: meishe91 on July 21, 2010, 01:06:06 am
So basically you displayed the weapon token first then displayed the character to erase part of the other token to create the weapon's final look?
Title: Re: Multi-Layer Spiffyness
Post by: FinaleTI on July 21, 2010, 09:13:20 am
Pretty much, yeah.
Title: Re: Multi-Layer Spiffyness
Post by: meishe91 on July 27, 2010, 08:08:06 pm
Ah ok. Cool :)