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Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #45 on: October 10, 2014, 07:09:27 pm »
So, I'm on the road right now (getting some of dat Applebee's Wifi). Naturally, I've had a lot of time, so here's an unorganized list of what I've done so far:
-Attempts at speeding up logo draw (only minor changes, not enough to make a huge difference)
- Reorganized HP/MP display placement in battles to be more intuitive
-Added level and exp count to battle HUD
-Added HP and MP to overworld menu (not map screen)
-Added Bandages: Takes place of Items in overworld menu, heals 50 HP or to full if above 50
-Finished town menu and overworld menu
-Changed up level placement (First dungeon starts at Lv 5, was Lv 6 previously)
-Tons of optimizing

Edit:
So, I got a little more done.
-Added Fire Dungeon Boss
-Set up basics for Earth Dungeon
-Revamped enemy damage calculation (now based on enemy's HP)
-Dragonsglid now cleans up after itself (not sure why I didn't have that first)
-Various general improvements

Edit: Screenie!
« Last Edit: October 13, 2014, 03:54:01 pm by 123outerme »

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #46 on: October 11, 2014, 12:22:58 am »
I like the updates. :) I think that Use Bandage should be blue or green, though, since it's an healing item. :P (red is more for damage items)

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #47 on: October 11, 2014, 10:21:50 am »
Red was used to signify that you can't use it, but I agree that it's a little misleading. I'll change it to gray.

Edit:  Dragonsglid now has its own DCS 8 Icon! since the icon and the opening screen references TildaCubed, I'm not using the old logo drawing anymore. Here's a screenshot:


Edit 2: Just added auto-battling, which allows you to automatically battle the enemy with just one keypress at the start of a battle! A Final Fantasy Mystic Quest review, and more recently, bb010g, gave me the idea to add this.

All you have to do is enable it in your overworld menu and then press PRGM at the point where you want it to auto-battle, and you don't have to touch the calculator until you win (or lose :P)!
« Last Edit: October 11, 2014, 11:10:41 pm by 123outerme »

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #48 on: October 13, 2014, 03:07:08 pm »
So, I've been working some more.
*Changed DCS 8 icon
*Fixed a few things
*Moved the Exp counter so it's right next to your level
*Removed ability to cancel the auto-battling, I couldn't get it to work :/ (Actually, as I'm writing this, I just figured out what was wrong, so maybe I'll add it back in)
*Added 4th dungeon, its enemies and color scheme, and boss

« Last Edit: October 13, 2014, 03:41:25 pm by 123outerme »

Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #49 on: October 13, 2014, 11:48:12 pm »
What does the icon look like?

I still need to find some time to port this to the 83+, etc, so expect some work in a few days.

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #50 on: October 14, 2014, 03:31:48 am »
You can see the icon very briefly at the start of the screenshot but then it takes a long while to loop back :P


Also 123 I like how the red dungeon turned out :D. Just one thing about the first dungeon: You should make the enemy on the map aligned when you walk on it else it kinda looks a bit off.
Red was used to signify that you can't use it, but I agree that it's a little misleading. I'll change it to gray.

To be honest gray makes things even worse, because in SNES RPGs, when an item or menu option is grayed out it's when you can't use it. In such case you might as well keep the option red if you don't want to make it green, pink, black nor blue.


Also, for the speed issues regarding the world map thing with the blue background, I might have a solution for you, but the following piece of code might be much larger so if you are in dire need of space, it might be best to wait before implementing it. It would greatly improve speed, though. It makes use of backgrounds to draw the entire blue color instantly

Code: [Select]
BackgroundOn 18
ClrDraw
TextColor(10
For(Z,1,146,16
Text(-1,Z,207,"    //4 spaces
Text(-1,Z,251," //1 space
If Z=145:130->Z
End
Line(206,-2,206,-162,20
Line(204,0,263,0,15
Line(204,0,204,-163,15
Line(204,-163,263,-163,15
Line(263,-163,263,0,15
For(Z,-165,-101,2
Line(0,Z,203,Z,14
End

There could be a much smaller way since I didn't code much BASIC in the last few years (I don't even remember how to draw 1-pixel thick lines), but here is the result: 13 seconds faster! *.*



Just don't forget to run BackgroundOn 20 before erasing the screen.
« Last Edit: October 14, 2014, 04:05:11 am by DJ Omnimaga »

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #51 on: October 14, 2014, 08:41:30 am »
Thanks DJ! I'll be sure to add it. :)
And Princetonlion: Take all the time you need :) and you might want to use the hybrid DoorsCS-MirageOS header here:
http://dcs.cemetech.net/index.php?title=BASIC_Header#.22Hybrid.22_MOS-DCS_Header

Edit: I did make everything faster by adding a ",2" at the end of the For( loops, because Line(draws two-pixel wide lines. I couldn't get backrounds to work, no matter where they were, they would only activate after the Pause:ClrDraw, and then go back (as I did BackroundOff afterwards). I will still work on it, though.
« Last Edit: October 14, 2014, 06:10:23 pm by 123outerme »

Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #52 on: October 14, 2014, 09:11:29 pm »
I always use the header.

I'm a bit rusty though D:

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #53 on: October 16, 2014, 01:31:10 am »
To activate a bg change you must use a ClrDraw right after the bg change. Try For(A,10,24:BackgroundOn A:ClrDraw:End to see what I mean.

To change the bg color without ClrDraw you must use Disp followed by Dispgraph, thanks to an OS bug.

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #54 on: October 16, 2014, 05:42:21 pm »
I'm almost all finished! I just need to add more storyline text, test a bit more, and I'll be done. I don't have a screenie yet, and not much has changed in the beginning part anyway. Most of the changes involve fixes or the endgame.
Also, thanks DJ :)
« Last Edit: October 16, 2014, 06:47:52 pm by 123outerme »

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #55 on: October 18, 2014, 03:34:43 pm »
I'm all done! Download here or in the first post.

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #56 on: October 21, 2014, 09:22:25 pm »
The game is already finished?? O.O

Offline Princetonlion.tibd

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Re: [CSE BASIC] Dragonsglid
« Reply #57 on: October 21, 2014, 09:28:41 pm »
Apparently :P

I haven't had the time to start a port yet. I don't understand the math :P

Offline DJ Omnimaga

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Re: [CSE BASIC] Dragonsglid
« Reply #58 on: October 22, 2014, 05:11:31 pm »
Some suggestions I would have, although I guess some could be applied to future games or a remake/sequel:

-Make dungeons larger and more varied (eg via usage of matrices or strings to store map data): Currently, each dungeon are only 2 rooms large and the 2nd room is always located to the right with the boss in it. It would make the game less repetitive and longer
-Make dungeon 2 and later harder so the player has to at least do a minimum of grinding to get an extra level and money to buy items. Currently, the only challenge I could find is inside that one secret dungeon (nice touch by the way)
-Allow usage of healing magic in battles
-Allow the player to come back in previous dungeons via the world map or in the shop



On the other hand, I like how some of the dungeons look like, especially the fire dungeon, the final dungeon (which reminds me a bit of Zelda :P) and that one other afterward. It would definitively be a great game if it was developed into a longer RPG where every dungeon has different maps.

Offline 123outerme

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Re: [CSE BASIC] Dragonsglid
« Reply #59 on: October 22, 2014, 06:00:39 pm »
Yeah, I wanted to do more, but it was a good thing that I uploaded it then, because right after that my calc crashed and it wiped everything in my archive O.O
If I don't add to what I have already, I will definitely use this engine to make another, better game :)