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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: 123outerme on September 12, 2014, 07:50:14 pm

Title: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 12, 2014, 07:50:14 pm
I'm starting work on a turn-based, graphscreen RPG for the CSE. You will wander around the overworld, fighting monsters and bosses. Defeat the Dragonsglid army, and free Uvutu!
Spoiler For Story:
10 years after the events of Source Seekers, the Dragonsglid army invaded the nation of Uvutu, starting with the town of Taoweh. You, a young kid, fight in the battle to save your people. The forces of Taoweh manage to deter the attackers, but it's only a matter of time before they strike again.
Spoiler For Images:
(http://i.imgur.com/5MrZ7Km.gif)

The download is below.
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on September 12, 2014, 09:47:50 pm
So this is the sequel to source seekers?

Spoiler For the thing I always say to 123outerme:
You are so productive. I admire the speed of you getting ideas.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 12, 2014, 09:49:43 pm
So this is the sequel to source seekers?

Spoiler For the thing I always say to 123outerme:
You are so productive. I admire the speed of you getting ideas.

:P Yes, it is. Because some don't have a CSE, I will make a LP of this, once it's been released so that those with monochrome calcs can still experience it.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 12, 2014, 11:29:14 pm
Actually with the gray border the layout looks quite nice, but I think that some dungeons should use different border and line colors to add more variety to the game (for example if you are in forest ruins, an ice dungeon, a standard one, etc), same for the character. Also to make the world/dungeons look less flat you could even add extra dungeon walls made of lines, as the mockup below shows:

(http://img.ourl.ca/walls.png) (http://img.ourl.ca/walls-1.png)


Or you could make them so we see all 4 walls like in Zelda.
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on September 13, 2014, 12:08:11 am
I'm starting work on a turn-based, graphscreen RPG for the CSE. You will wander around the overworld, fighting monsters and bosses. Defeat the Dragonsglid army, and free Uvutu!
Spoiler For Story:
10 years after the events of Source Seekers, the Dragonsglid army invaded the nation of Uvutu, starting with the town of Taoweh. You, a young kid, fight in the battle to save your people. The forces of Taoweh manage to deter the attackers, but it's only a matter of time before they strike again.
Spoiler For Images:

More info coming soon!
FYI, you earned a +1 for productivity
Actually with the gray border the layout looks quite nice, but I think that some dungeons should use different border and line colors to add more variety to the game (for example if you are in forest ruins, an ice dungeon, a standard one, etc), same for the character. Also to make the world/dungeons look less flat you could even add extra dungeon walls made of lines, as the mockup below shows:

(http://img.ourl.ca/walls.png) (http://img.ourl.ca/walls-1.png)


Or you could make them so we see all 4 walls like in Zelda.

or perhaps like RQ:EA that there's different wall sprites.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 13, 2014, 12:13:27 am
That too but then he would need to use Doors CSE xLIBC or Celtic2CSE libraries. It all depends if he wants his game to remain pure-BASIC or not (so that it works on calcs that don't have DCSE installed or be ported easier to older models)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 13, 2014, 12:21:23 pm
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 13, 2014, 05:11:19 pm
I just:
*Added some stuff to the overworld screen
*made it so enemies can attack you
*Fixed several things
*Added a menu (which doesn't work right now :P)

(http://i.imgur.com/xpBRK4S.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 13, 2014, 11:14:48 pm
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
Keep in mind the mockups I posted don't require libs, though. :P

Also I had another idea: Maybe having backgrounds like in Zelda: Sord of Atari? Of course it would make characters look weird due to the white background but with the background color settings the color is usually drawn fast and if you want white or gray dungeon walls you can just use Text(-1,Y,X,"          " or stuff like that.

Also I like the battle layout so far. The cutscene thing is nice too although a bit slow to draw, but I guess not much can be done about that due to the calc speed.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 13, 2014, 11:22:27 pm
Added an animated screenshot to the Images spoiler, which shows off the new Overworld and random enemy encounters!
Also, DJ: I'm considering using libraries, but I don't think I will.
Keep in mind the mockups I posted don't require libs, though. :P

Also I had another idea: Maybe having backgrounds like in Zelda: Sord of Atari? Of course it would make characters look weird due to the white background but with the background color settings the color is usually drawn fast and if you want white or gray dungeon walls you can just use Text(-1,Y,X,"          " or stuff like that.

Also I like the battle layout so far. The cutscene thing is nice too although a bit slow to draw, but I guess not much can be done about that due to the calc speed.
Thanks DJ! As for the backrounds, I like it the way it is. As for the battles, It was sorta supposed to represent the opening sequence of a Pokemon battle :P

Edit: Quick question: Do you prefer GIF 1 when it comes to the character blinking, or GIF 2?
Spoiler For GIF 1:
(http://i.imgur.com/XB59OPi.gif)
Spoiler For GIF 2:
(http://i.imgur.com/xpBRK4S.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on September 13, 2014, 11:41:54 pm
 I like gif 2. Though I don't see too much difference. the gif 1 seems to be a bit faster at erasing while the second has a small trail for a fraction of a second.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 14, 2014, 12:12:22 am
I actually prefer GIF 1
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on September 15, 2014, 07:08:49 pm
Oh and source seekers 68k might be slightly more like this because I'm tweaking a lot of things.
Title: Re: [CSE BASIC] Dragonsglid
Post by: chickendude on September 16, 2014, 08:16:33 am
I like the first gif better, too. The second one looks too slow in drawing/erasing. The battle screen also looks nice :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 16, 2014, 08:18:45 am
Thanks everyone! Now I'll just have to figure out the code placement for that :P
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 18, 2014, 05:27:04 pm
Update!
I've been working on a few things including experience (meaning you can level up now), towns (which are a work in progress), making character movement virtually blinkless on-calc (can't say for emulators), and making the menu screen actually work. Screenie some of this stuff:
(http://i.imgur.com/VvmuKnN.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 18, 2014, 11:56:19 pm
Looks pretty good so far :) I got a few ideas:

-For the dungeon walls, there seriously could be graphical enhancements if you are going to stick with certain colors. Just using a For loop and perhaps 1 list you could make the walls look more 3D. It would definitively make the game more attractive and increase its audience, without considerable gameplay slowdowns.

(http://www.omnimaga.org/index.php?action=dlattach;topic=19096.0;attach=15428;image)

(http://img.ourl.ca/walls.gif)


-You could add a battle background with those walls at the top?
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 19, 2014, 07:21:33 am
Looks pretty good so far :) I got a few ideas:

-For the dungeon walls, there seriously could be graphical enhancements if you are going to stick with certain colors. Just using a For loop and perhaps 1 list you could make the walls look more 3D. It would definitively make the game more attractive and increase its audience, without considerable gameplay slowdowns.

(http://www.omnimaga.org/index.php?action=dlattach;topic=19096.0;attach=15428;image)

(http://img.ourl.ca/walls.gif)

-You could add a battle background with those walls at the top?
Woah, that looks amazing O.O
I will definitely look into doing that. I will also work on a battle backround or at least a border.
Title: Re: [CSE BASIC] Dragonsglid
Post by: chickendude on September 19, 2014, 11:23:14 am
The borders look great, if you can put those in it'd look much better :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 19, 2014, 10:00:35 pm
I added them, but I can't access my computer now, so no screenie.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 22, 2014, 03:17:05 am
Cool to hear. I wonder if they are fast enough for your needs? From what I saw in the Zelda Sacred Pearls menu I made a while ago (the game never got past that) it didn't seem too bad but that wasn't full screen, so maybe full screen is slower. But I think it's worth the addition :D
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 22, 2014, 08:29:46 am
Cool to hear. I wonder if they are fast enough for your needs? From what I saw in the Zelda Sacred Pearls menu I made a while ago (the game never got past that) it didn't seem too bad but that wasn't full screen, so maybe full screen is slower. But I think it's worth the addition :D
It's not too slow, in fact I kind of enjoy the drawing animation. When I get home, I'll upload the gif of it, so you know what I mean.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 22, 2014, 12:58:45 pm
Ah ok good to hear. Now you can have water/ice, fire, standard, dark, forest and golden dungeons. :D (although golden has some green in it and there are like two choices for fire dungeons)


For battles, if you are concerned about the border being too small at the top of the screen you could always just display every instance/color twice except the bottom black line so it's twice larger from battle perspective. But with the yellow line it would look weird. x.x
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 22, 2014, 05:06:29 pm
I'll work on the battle border, which will probably be orange to go with the yellow line, or I could change the line.
This is what I came up with first for the dungeon border (obviously switching colors out for different dungeons), I'll see if I can do anything more, and if it'll look better.
(http://i.imgur.com/xdq8fcK.png)

Edit: Progress has been stopped due to a strange bug with the battle. I tried disabling Hybrid BASIC libraries, and it still persists, so I'm not even sure what's happening.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 22, 2014, 11:50:25 pm
Not bad so far, although they kinda look different for some reasons ???
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 23, 2014, 08:14:15 am
Not bad so far, although they kinda look different for some reasons ???
That's because I didn't use as many Line( commands and not as many colors.
I've got a lot of the dungeons planned out, which I doubt all of them will be implemented.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 23, 2014, 09:33:25 am
Aah ok, I thought it might look better with larger borders, but I guess this looks ok as well (and much better than without borders). :P
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 25, 2014, 12:24:43 pm
Spoiler For Old News:
I'm experiencing a strange bug in which this line of code does random things including jump to random places in the code:
Quote
If L=6:Then:"M->Str1:11->T:50->V:End
Even if the code inside the If:Then conditional isn't run, it still is screwing with something. I have DCSE installed, but I disabled Hybrid BASIC libraries, just in case that was screwing with the code. Once I removed that line of code (well, just changed the store arrows and the quote in front of the M, and put it in a string), the program worked like normal.

Edit: It was fixed by MateoConLechuga on Cemetech, who told me to put the code on seperate lines. Somehow, that worked, even though it's pretty much the same thing, but I can continue.

In other news, I got the fire dungeon started, with fire enemy #1 and the fire dungeon's walls colored, which I will get a screenie of soon.

Edit 2: Now, it doesn't work only when at the fire dungeon, which is a little strange. I'll see what I can do.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 26, 2014, 12:45:13 am
Yeah I never understood why "M->Str1:Disp A doesn't work but "M->Str1 then Disp A on a separate line does. It's generally a better idea to keep your code on separate lines, but on a CSE that slows down scrolling through the code considerably (although DCSE fixes that issue). As it was said in the Cemetech thread, the TI-BASIC interpreter is extremely buggy. Another weird bug with strings is if you concatenate hundreds of them together or about 3-4 massive strings together, which results into an instant and massive RAM leak and program slowdown.  When I programmed Zelda in 2004 I once had a 8 KB memory leak from string concatenation. The slowdown also happened to me when using an If:Then:Else block inside a For loop where I forgot to close the parenthese at the end of the For instruction, but it was not as bad.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on September 27, 2014, 11:41:08 am
Well, I managed to fix it for the fire dungeon as well, but for some reason I have to do this if I want the test to work and not skip around:
Code: [Select]
If L=6:"M->Str1
If Ans:50->V
If Ans:11->T
That's all right, though. I also added an orange battle border and changed the yellow diagonal line to brown (trust me, it looks good). Screenies soon!
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on September 27, 2014, 04:49:51 pm
Cool, I can't wait to see it :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 01, 2014, 09:08:26 pm
An unfortunately-timed freeze forced me to start over. However, there was an older backup, so I worked off of that. I have completely caught up to where I was before, except for a few minor bugs.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 01, 2014, 09:56:12 pm
Sorry to hear, try to be careful because anything non-pure BASIC can crash >.<. Also don't forget to do backups frequently in case.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 02, 2014, 05:03:29 pm
Thanks DJ :) I have everything archived, and since I use DCSE (who doesn't), I can still run and edit them.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 03, 2014, 02:24:20 am
Thanks DJ :) I have everything archived, and since I use DCSE (who doesn't), I can still run and edit them.
Yeah I agree, it makes it much easier, faster and to a certain extent safer to code and run programs, especially fast scrolling and instant Goto. DCS7 did too but to edit archived programs, you first had to run them then quit with ON then select 2:Goto because it did not work from the PRGM menu.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 07, 2014, 05:51:22 pm
You can also edit them from the DCS (8 only?) menu, which is what I do.

Anyway, I got all of my stuff back, and even did a little more work such as making the first enemies weaker, optimizations, etc.

(http://i.imgur.com/Ho28HmP.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on October 07, 2014, 09:47:37 pm
The logo drawing is faster :D
How did you manage that?
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 08, 2014, 04:25:16 pm
The logo drawing is faster :D
How did you manage that?
Since it's on the CSE, and the dimensions are different than what I used for Source Seekers, the logo's lines are drawn smaller and closer together, both being and looking faster.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 09, 2014, 01:29:20 am
Looks very nice. :) As for the logo, you could probably use one of those TI-BASIC programs for the 84+ on ticalc that contains special characters normally impossible to access in pure BASIC then draw the rectangles using Text() with that one black rectangle with two bars in it, but it wouldn't look the same due to the bars, although it would probably be faster.

if it wasn't for the logo containing that many rectangles, then you could even have used Text(-1,Y,X,"stuff") to draw multiple rectangles at once, but sadly it would be too large to fit in the screen.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 09, 2014, 07:39:05 am
Thanks DJ :)
I could maybe do what princetonlion did with Source Seekers 68k and draw it using text, if the draw is too slow. However, you can always skip it by pressing F1-F5.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 09, 2014, 12:34:35 pm
Yeah the only issue with text is that if you use the smaller fonts, then the space characters are much shorter than actual text. Also glad you made it skippable :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 09, 2014, 04:47:21 pm
Yeah the only issue with text is that if you use the smaller fonts, then the space characters are much shorter than actual text. Also glad you made it skippable :)
Yeah, I knew that skipping the logo draw was going to be one of your first suggestions :P I will work on making the draw quicker, in case you forget to hit the skip button.
Anyway, I got more town stuff done, so now you can buy bandages, which heal you, and will maybe heal some MP back. I still need to work on the levels, but I added some text to the floor of the fire dungeon's first room, which names it the "Dragon's Den". The battles will be worked on to be both more mechanically and visually appealing. I also worked on optimizing, both in speed and size. I will continue to work hard :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on October 09, 2014, 09:32:30 pm
Thanks DJ :)
I could maybe do what princetonlion did with Source Seekers 68k and draw it using text, if the draw is too slow. However, you can always skip it by pressing F1-F5.
It speeds up the process a lot :D
Or you could store it in a picture file.
Or you could redesign the logo to be faster to draw
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 10, 2014, 01:32:31 am
The problem is that on the color 84+, a picture file is over 21 KB large. I don't think he wants to waste 21 KB of archive just for a logo.
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on October 10, 2014, 10:08:00 am
Yeah :P
That's why I put 2 suggestions (I don't know all the specs for the PCSE, sadly)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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!
(http://i.imgur.com/kVLf90z.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga 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)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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:
(http://i.imgur.com/5MrZ7Km.gif)

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)!
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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

(http://i.imgur.com/kVLf90z.gif)
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd 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.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga 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! *.*

(http://img.ourl.ca/dragonslidfastmapdraw.gif)

Just don't forget to run BackgroundOn 20 before erasing the screen.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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.
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd on October 14, 2014, 09:11:29 pm
I always use the header.

I'm a bit rusty though D:
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga 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.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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 :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 18, 2014, 03:34:43 pm
I'm all done! Download here or in the first post.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 21, 2014, 09:22:25 pm
The game is already finished?? O.O
Title: Re: [CSE BASIC] Dragonsglid
Post by: Princetonlion.tibd 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
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga 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.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme 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 :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 22, 2014, 06:29:13 pm
Wait... How is an archive clear possible unless you ask the calc to do so? O.O did the stuff literally vanish?
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 22, 2014, 07:13:02 pm
I dunno, I had an ASM program on my calc (that I made, of course :P), and it crashed several times in a row. That was really unlucky, because I was making a guessing game with a randomizer, and it would only crash if you won right away, and I won right away 5 times in a row :(
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 22, 2014, 08:17:50 pm
Ah ok but I'M still surprised, since the worst that could happen on older models was a RAM clear, unless you unlocked flash first then ran code that modified the content of the flash memory.
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 25, 2014, 11:06:16 am
I have started work on the "flight" ability, but I'm not sure what I'm gonna call it. I might have to make the exp system like Pokemon, where the exp you gain scales with your level and the opponent's level (in this case, HP), so that grinding on low-level monsters is easier, but less efficient than grinding on higher-leveled monsters.
Also, DJ, that hidden level thing was not even meant for you to get past the first encounter XD He was supposed to deal so much damage to an underleveled character, that you couldn't win, and would get the bad ending. I kinda want to add another secret room after that, but we'll see ;)
Title: Re: [CSE BASIC] Dragonsglid
Post by: aeTIos on October 25, 2014, 11:14:12 am
Ah ok but I'M still surprised, since the worst that could happen on older models was a RAM clear, unless you unlocked flash first then ran code that modified the content of the flash memory.
This is not entirely true; if you mess around with ASM anything might happen, even an archive clear (I've had it happen to me, I made sure I had backups before messing with ASM though, which proved to be a smart choice)
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 28, 2014, 11:22:15 am
I have started work on the "flight" ability, but I'm not sure what I'm gonna call it. I might have to make the exp system like Pokemon, where the exp you gain scales with your level and the opponent's level (in this case, HP), so that grinding on low-level monsters is easier, but less efficient than grinding on higher-leveled monsters.
Also, DJ, that hidden level thing was not even meant for you to get past the first encounter XD He was supposed to deal so much damage to an underleveled character, that you couldn't win, and would get the bad ending. I kinda want to add another secret room after that, but we'll see ;)

Ah I see now. I think the reason why I could beat that guy is because when you beat the final boss you keep the experience and levels you get once you restart from your saved game, so if you fight the final boss enough times, you eventually become powerful enough to take down that one other guy. And yes I did see something that looks like a bad ending. :P

Btw do you plan to continue posting updates for your current calculator projects here? It would be nice :)
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 28, 2014, 09:34:59 pm
"Here" as in Omnimaga? Yes. If you're asking about TImpire Earth, I am trying to finalize the name, since that will be in the URL.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 28, 2014, 09:47:00 pm
Wait are you creating a site for TImpire Earth? Or do you mean in the project topic URL?
Title: Re: [CSE BASIC] Dragonsglid
Post by: 123outerme on October 28, 2014, 10:38:57 pm
Wait are you creating a site for TImpire Earth? Or do you mean in the project topic URL?
Yeah, the topic URL. I think that the title I'm going with, so I'll make the topic soon.
Title: Re: [CSE BASIC] Dragonsglid
Post by: DJ Omnimaga on October 31, 2014, 12:06:49 am
I guess it's fine, because there's TI in it but also Impire sounds a bit close to Empire :P