Author Topic: [2012 Apocalypse Contest] Battle 4000  (Read 36188 times)

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Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #45 on: December 01, 2012, 08:08:05 am »
No, I just use two Line( commands (and two Pt-On( commands for the tips).

Offline willrandship

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #46 on: December 01, 2012, 08:11:35 am »
but how do you get it to decrease?

Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #47 on: December 01, 2012, 08:28:47 am »
Oh, I just use Line(x1,y1,x2,y2,0) to erase part of the line.

Offline willrandship

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #48 on: December 01, 2012, 08:31:50 am »
Yet another hidden BASIC command I didn't know :D

Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #49 on: December 01, 2012, 08:34:39 am »
Hehe, it's really useful! Before I learned about it, I used Pxl-Off() in a While loop (but that was years ago when I made the first version of this game).

Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #50 on: December 03, 2012, 08:02:35 am »
I was going to post a screenie, but I found a bug that I accidentally made yesterday >.> If you go into battle with no health, you automatically win :P Anyways, I also rewrote the saving routine yesterday, so now it takes about 10 seconds to save a game. I created an all BASIC routine to convert L1 to Str1 (appending the data), and so I now store the save file internally. The save file is about 200 to 300 bytes this way, and the code for converting the list is about 300 bytes, so the net savings for this is 1112-300-225=512 bytes (I added in a progress bar and some other things). I am also working on adding in the player sprite (it is currently all zeroes), and the editor for it. Size is looking like it will start to be a problem since I have about 5000 more bytes that I will probably add for all of the weapons, armor, and spells, but all the programs combined are >9000 bytes, now D: I am probably going to need to use more assembly to handle memory troubles like this o.o Probably TPROG or COPYPROG (the old version) should do the trick. I will do something like this:

Create a launcher program, keep the main program and battle engine (and probably a few other subprograms) in archive.
Copy the main program to a tempvar, execute it. When a battle or some other event occurs, exit the program, passing a value to Ans
Convert the value to figure out which program needs to be loaded, then load that program from archive and run it.
When it is finished, copy the main program back to RAM and relaunch.

The only issue that I see with this is that I will need to devise some method of entering a program in an appropriate place (If I just enter the main program, it will reload from the last save state, so I will need to edit one of the first lines of code to jump to a different label) o_O This is making my brain get loopy.


Oh, in other news, I have a story that I am still working on:

It is the eve of December 21st, 2012. You know the whole Mayan calendar thing and you know the details, so you are quite sure that nothing is going to happen--it is a laughable matter, actually. You close your eyes and you fall asleep into a deep dream. You find yourself in a different world, but you see a path, so you go to step on it. You hear a sound behind you, though, so you turn and you see it a house. There is an old lady standing in the doorway and she says, "You be careful now, child, lest one of the Twisted find you." She turns around and walks through the door-- you realise she was a ghost. You are a bit shocked, but you walk down the path-- you can see a fence in the distance. Before you can get there, though, you are attacked. You know this is a dream, so you fight back-- you instinctively know what this creature is and you know what your strengths and weaknesses are. You know you can use some magic and you know you are trained in fighting. After defeating your attacker, you take some of their stuff that you need-- you have a long journey ahead and they won't be needing it. You then get the feeling that you are surrounded by assailants, they hinder you, but do not stop you. You find another house, this time you see that it is a store, so you enter and purchase some items to help you recover from your injuries and feed yourself. When you exit the shop, there is a person in a mask, waiting. The person speaks a simple phrase, with no introduction, then fades away: "When Samocal wins, you will never wake up and Earth will fall."

Does this sound like a good story?

Offline Sorunome

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #51 on: December 03, 2012, 06:43:50 pm »
</walloftext>
Well, the story is ok, i like it kinda
And yeah, i would go with archiving and unarchiving progs to achieve more space :D

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Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #52 on: December 03, 2012, 06:45:30 pm »
Cool, thanks! I was worried about the whole program archiving thing. If I can still figure out a better method, though, I would like to.

Offline Sorunome

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #53 on: December 03, 2012, 06:47:49 pm »
Maybe some data compression or re-write as a app?

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Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #54 on: December 03, 2012, 06:53:05 pm »
I've used some data compression, but I want to keep as much of this BASIC as possible. I might convert it to Assembly, Grammer, or Hybrid BASIC at a later date, though.

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #55 on: December 07, 2012, 12:25:59 pm »
Here is a quick little update. I started work on the blacksmith and I've programmed in 3 weapons. Currently, you can view the three weapons and see what it will cost and what material you need. If you don't have enough money or material, a line is drawn through it. There are some minor bugs in the screenie (I forgot to reload the player name after exiting the Blacksmith menu). Also, in this screenie I show the new saving options. The default is the slower option that hardcodes the save file into the program, but you can change to quick saving which stores to an external list.

Also, you can see the modified options in the battle menu and "Weapon" is replaced with the name of the currently equipped weapon. I still haven't even touched the spells XD

Offline stevon8ter

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #56 on: December 07, 2012, 01:17:44 pm »
Nice update
I really like your game :D

I hope this gets finished :D
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Offline Sorunome

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #57 on: December 08, 2012, 02:16:28 am »
Nice update, i hope your game gets finished in time :D

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Offline Xeda112358

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #58 on: December 08, 2012, 08:00:03 am »
Yeah, I have to finish by the 20th, because after that I won't have internet for 10 days XD

Offline Spyro543

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Re: [2012 Apocalypse Contest] Battle 4000
« Reply #59 on: December 08, 2012, 09:40:27 am »
I think there should be some kind of stat point system for your character. Let's say you start off with 5 stat points...when you increase a stat, it uses 1 stat point. When you lower a stat, it gives you 1 stat point. As you adventure and fight, you should be able to gain stat points. There should be a building where you can then change your stats, maybe a church.