Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Silver Shadow on November 05, 2008, 11:33:14 am

Title: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on November 05, 2008, 11:33:14 am
Post out-of-date...

Fangh Earth RPG

It will be a 4-level grayscale RPG, for the TI-83+/84+/SE/N-spire, in French and English (2 versions, not just one with 2 languages :P ), based on the world of the popular french MP3 saga "Le Donjon de Naheulbeuk".
This will be Chapter 1, where only the Dungeon of Naheulbeuk can be visited. After I finish this one, I'll start doing the entire Fangh Earth

Features now:
-Grayscale map with moving guy
-You can move between maps
-Uses xLIB
-Optimized for DoorsCS6 and MirageOS

Features planned:
-Animated battles
-Random monsters
-Quests
-Huge dungeon
-Humor
-and anything else I'll come up with...

Screenshots:
!Previous version! The new version doesn't work on WabbitEmu... :(
(http://img444.imageshack.us/img444/3555/wabbitnz7.gif) (http://imageshack.us)
(it also has contrast effects that aren't shown on the screenshot...)

Betas: v0.01 attached!
Last update: 11/11/08
Warning! The beta doesn't work with WabbitEmu (it doesn't want to load some of the pics)!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 05, 2008, 08:28:42 pm
Cool to hear you're still planning to work on this. I can't wait for scrennies. For sprites there will probably be some avaliable with the next version of the grayscale kit, altough there's no date for this yet and they will most likely be alerady in 8xi format and 4 level grayscale. What kind of problem do you have with Wabbitemu?
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 06, 2008, 07:30:17 am
It doesn't want to take screenies...
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 06, 2008, 09:49:33 am
I see x.x, do you get an error message in particular? Maybe you did something wrong? I personally got trouble with it many times (the version I got a month or two ago). when stopping capture it would sometimes prompt me to save to gif file again like if I was starting the capture. With the old version it didn't overwrite existing gif files properly so if I forgot to delete a gif file because I wanted my new one to have the same name then it wouldn't be saved. Besides that not much problem though. What OS are you running? You may need to report this problem on RevSoft forums in the WabbitEmu section. Else you could download CalcCapture from ticalc.org, which is an alternate capture program and set it so it captures from WabbitEmu window instead of VTI and change window offsets. I think that's what {AP} does, noticing the size of his screenshots
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 07, 2008, 07:15:24 am
Never mind, I managed to fix it (though I don't know how...).

Updates:
Modified the game engine to have better grayscale, but now the moving sprite is only in black-and-white :( .
New screenshots!

Help needed:
I need some testers on calcs faster than the 83+ and also someone for the N-spire.

What's next :
-Matrix map of the dungeon and map loading
-More sprites
-Beta battle system - only 1 enemy type
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: {AP} on November 07, 2008, 07:51:07 am
I can test a bit for you.
I have a TI 84+SE.

I also want to see if the grayscale truly is flickerless.
If so, I'll probably start using the kit.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 07, 2008, 09:19:05 am
there's noticeable flicker on the regular 83+ and also on the SE if not done properly (and even when done properly there can be because it is hard to sync the grayscale to the LCD in BASIC) but it shouldn't be as bad as Reuben Quest on the regular
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 07, 2008, 11:11:58 am
Can anyone try the beta I posted? (Its just to test the grayscale.)
And can someone take a screenshot of it plz, 'cause WabbitEmu refuses to open the pics where I saved the grayscale data... Thx
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 07, 2008, 06:50:36 pm
unfortunately beta wont work on emulators because you use pic files from 10 to 255 and wabbitemu doesn't accept 8xg files properly. I need to ungroup them before sending them and when I ungroup them on the PC there is only one pic file that can be ungrouped :(
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 09, 2008, 03:19:56 pm
Well, we'll have to wait for a new release of WabbitEmu then...

Well, here are some updates:

-Returned to 4-directional movement to gain speed
-Now you can move between maps
-Saves your position before quitting
-Due to the fact that pics don't save the last line of the screen, the bottom of the screen is used for menus and displaying info
-Added 1 new sprite for maps
-Your character is in B&W and can only move on B&W-only tiles (otherwise the character's sprite gets mixed up)
-Changed the contrast effects to 39 instead of 0 (that way you'll know that the calc is doing something and hasn't crashed)
-No battle system yet  :( , and maybe it won't be in grayscale due to speed  :'(
-Released new beta (attached to the 1st post): v.001

Questions:
What do you think of the character sprite?
Are the walls not dark enough?

Help needed:
-Test the grayscale speed on the SE's and 84+

What's next:
-Main menu
-Load/save function
-Beta battle system - don't know if it'll be in grayscale
-If the grayscale speed will let it, the faster calcs might have a grayscale character sprite and maybe scrolling maps!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: trevmeister66 on November 09, 2008, 03:40:56 pm
Very nice work. Looking forward to playing this. I'll set up Ti-Connect on my comp so I can test it out for you (I have an 84+ SE)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 09, 2008, 05:11:22 pm
quite promising, I would suggest having the battle system monochrome to start up because from experience this was the hardest thing to keep flickerless with grayscale games with BASIC and xLIB/Omnicalc, as there's lot of loading sequences between each battle actions

Also don't forget to put grayscale commands outside the getkey loop, like, one after every BASIC commands, depending of the BASIC command speed. If it's just a A+1->A for example you don't have to put one. That way when moving around grayscale won't flicker as much
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 10, 2008, 01:03:15 pm
Thanks for the suggestions!
But putting grayscale commands outside the getkey loop would make the game much slower, so I'll have a look to see if it the speed will still be playable.
I think I'll do the battle system in monochrome but with good animations finally...

For the moment, I'm working on making the main menu, but I need help with design. Can anyone help me please? I want it to ressemble this (it needs to be in 4 level grayscale):

(http://img204.imageshack.us/img204/2632/mainmenuar2.jpg)

Some links to a PC "Dungeon of Naheulbeuk" game that I'm basing on:
Screenshots: http://www.ddnlejeu.com/index.php?page=screen (http://www.ddnlejeu.com/index.php?page=screen)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 10, 2008, 02:30:37 pm
Oh wait the french game is a RPG Maker game? I was sure it was some kind of new mmorpg style game with advanced 3D graphics that wouldn't run at all on my computer. Seeing it's a RM game I'm sure to try it whenever I get time, as my PC can run them fine (except RPG Maker 1995 games). I'll check what I can do about the menu. Do you think you could be able to take a screenshot from right before the new"Nouvelle Partie, Charger Une Partie and Quitter" box appears if possible? Hopefully I might be able to do something to convert the pic in 96x64 grayscale. If it doesn't look good I guess I'll have to try something else though. M aybe someone else has an idea?
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 11, 2008, 12:58:58 pm
Right before it's just a black screen...  ;D So I don't think it'll be very usefull.
Besides, the main menu doesn't have to be like in the screenshot, it's just a suggestion.

Thanks to DJ Omnimaga's help, I updated the grayscale character movement: the grayscale is now in much better quality. The new version is attached to the 1st post.

EDIT: I won't be able to work on it before nov. 22nd as I have an exam week. Plus, I'll have to rewrite the game from scratch as it was very messy, due to a lot of experimentation...
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 11, 2008, 11:05:51 pm
well I meant in RPG Maker when the title screen starts fading in, the new game/continue/quit menu is not visible. I meant could you make a screenshot from right before the small menu starts appearing (it stretches vertically or fades in actually if I remember, unless RMXP is different)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 12, 2008, 07:47:06 am
Nope, the menu is visible right away...
I've just started working on making the dungeon map (for now only level 0) based on the original one, but I'll have to make new sprites for it.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 12, 2008, 04:29:51 pm
aw this sucks, I was expecting all RM to open menus the same, I guess I'll have to find an alternate solution then. When I get some time I will try to find sprites. I don't have a lot though, they will be avaliable to use for everyone with the grayscale package but I will post the image when I find it
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 13, 2008, 12:27:09 am
Ok I am stupid, I totally forgot since it's a RM game I can simply go in the install folder and grab the images from the game there x.x, and I do RM games myself XD

*grabs title screen*

EDIT: Uhmmm... converting text from 640x480x24 to 96x64x2 is definitively not an easy task x.x, this is what I got so far attached to the post below. The text is very hard to read, especially the Donjon part I think I will need to just find a font similar to that and completly redo the whole title screen from scratch, background included x.x
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 13, 2008, 05:01:05 am
Hey, not bad! I think that I'll do the menu in black and the picture behind in light and dark gray.
For the moment, I made only the 1st room of the dungeon, but I had to make many new sprites.
I'm also trying to make the grayscale better. Apparently, the Goto command slows everything up, so I'll try to use a While or Repeat command instead.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 13, 2008, 09:53:17 am
mhmm good idea actually, since the pic is quite big if it's lighter it will be easier to see the menu. Else what i could recommend is have the title screen appears, then the title reappears in text form only along with the menu.

Oh and never ever use Lbl/Goto for loops. In my old grayscale tutorial for Omnicalc I mention about how it slows gs down a lot. Plus, for Goto stuff make sure to never use such instruction from inside a While/Repeat instruction or inside an If:Then:Else instruction. It causes a memory leak and at the end you risk of getting ERR:MEMORY messages and game will slow down
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 14, 2008, 08:36:04 am
Plus, for Goto stuff make sure to never use such instruction from inside a While/Repeat instruction or inside an If:Then:Else instruction. It causes a memory leak and at the end you risk of getting ERR:MEMORY messages and game will slow down
I know that, I've had trouble with that when making my puzzle game for the Cemetech Contest #5...
I managed to replace the Goto loop, now the GS is much better!!!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: TIfanx1999 on November 15, 2008, 12:01:40 am
Quote
I managed to replace the Goto loop, now the GS is much better!!!
Good to hear, Goto's should very seldom be used in BASIC and only have limited uses. =)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 15, 2008, 02:58:39 pm
I almost finished making the level 0 map. Next is coming the battle system and event system!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 15, 2008, 06:10:41 pm
Cool to hear :)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 25, 2008, 08:16:06 am
I'll be making a special christmas edition of the next beta for the 25th of December!
For the moment, I'm playing the Verdante Forest for inspiration... :P
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 25, 2008, 01:07:48 pm
Aah ok, just make sure to keep your game somewhere else like on computer/CD/jumpdrive/another calc though because I remember Mirage causing my calc to act weirdly until I reset both archive and RAM so I would lose everything else, even my archived/grouped files x.x.... not specifically with TVF but we never know with ASM programs
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 26, 2008, 11:34:42 am
I'm using DoorsCS... XD
which never had these kind of problems!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 26, 2008, 09:38:29 pm
aah ok that's good

Question, does DoorCS quick Goto feature works pretty well? I've been thinking about using it many times before but I heard reports about random crashes
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: TIfanx1999 on November 26, 2008, 10:39:22 pm
Yea, but that would only work within DoorsCS... which limits your user base to only people who use DoorsCS. Me personally, I refuse to use DoorsCS. I see it as an overly complicated program with alot of unnecessary extras and senseless features. Reminds me of windows vista. XD If memory serves me correctly there is a program on UTI that allows fast gotos in BASIC anyway, though I have never experimented with it.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 27, 2008, 02:09:23 am
Question, does DoorCS quick Goto feature works pretty well? I've been thinking about using it many times before but I heard reports about random crashes
It works very well, you don't need to wait for 5 minutes for the TI-OS to scroll through the program when you choose "Goto" after your Basic program crashes. And you can use the 8 lines of the screen instead of having the program's name all the time on the top line.
So I really recommend you using DoorsCS!

PS: I'm thinking about making an xLIB "DoorsCS GUI", which will draw DoorsCS-like windows and stuff using xLIB.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 27, 2008, 02:12:40 am
Ooh nice, basically the prgm editor gets like on the TI-81 (8 lines, altough in the 81 case if you scrolled all the way up the prgm name line appeared). For a DCS BASIC gui i would advise only doing one if it's planned to be used in game though, because BASIC shells aren't too much welcome in the TI community due to the overload of them at ticalc.org and not being much useful/smaller compared to their ASM counterparts
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 27, 2008, 01:21:51 pm
For a DCS BASIC gui i would advise only doing one if it's planned to be used in game though, because BASIC shells aren't too much welcome in the TI community due to the overload of them at ticalc.org and not being much useful/smaller compared to their ASM counterparts
It's not going to be a shell: it'll be more like Celtic 2 - you put an instruction in the Ans variable (or somewhere else), then execute my program and it'll display customizable DoorsCS-like windows (without the mouse though ;P).
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: TIfanx1999 on November 27, 2008, 01:55:10 pm
Ah, looks like i misunderstood the quick goto feature.
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 27, 2008, 07:49:15 pm
ZagorBNK aah Ok I see now
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 28, 2008, 01:27:50 am
After some long and intense thinking, I decided to change the game's title and modifiy slightly it's conception:
-New Title: Fangh Earth (in french: la Terre de Fangh)
-New conception: you can now choose what characters you want in the group (instead of being forced to have the ones from the MP3) and the storyline of the MP3 is therefore not used anymore, giving you more liberty of movement and decision. And you won't be anymore limited to level 2 max characters, you can advance them to more higher levels!
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: DJ Omnimaga on November 28, 2008, 03:18:06 am
aaah I see, I am curious how it will turns out. I guess it might be a good thing if the original author of the Dungeon of Laheulbeuk started complaining though about copyright stuff, but again, people do F-Zero/Zelda games lol. Keep up the progress :)
Title: Re: The Dungeon of Naheulbeuk - Grayscale RPG
Post by: Silver Shadow on November 28, 2008, 12:07:44 pm
aaah I see, I am curious how it will turns out. I guess it might be a good thing if the original author of the Dungeon of Laheulbeuk started complaining though about copyright stuff, but again, people do F-Zero/Zelda games lol. Keep up the progress :)
I'd be very surprized if he did as he has many fans that making drawings, blogs, remakes of his music and he really appreciates it. The computer game that was based on his MP3 adventure is also a fan's work...
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 12, 2009, 12:16:17 pm
I wonder how it is progressing? There haven't been new progress for the past 1.5 month :( (and I checked on french forums)
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on January 19, 2009, 02:09:50 pm
Well, I can't release anything new since I am experimenting with various things (Celtic III; BBC basic, etc...)
I have a lot of work to do at school so I don't have a lot of time to program, and I'm also participating in the #6 Cemetech contest, so I'll have to finish my entry before continuing Fangh World...
But I'm NOT going to stop this project!
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 19, 2009, 02:18:57 pm
Aaah good to hear, I was getting worried :), I may experiment with BBC basic a bit at one point after I finished my other calc project and if it's really easy to use and if it's complete enough to let me do the kind of game I want I'll probably try to venture into it
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on January 20, 2009, 06:48:18 am
I'm actually experimenting FastRPL...
The speed of the games on it is awesome!
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 20, 2009, 02:53:31 pm
yeah true, I remembr trying some of them and it was almost asm-like. I wonder if it can let you make huge games like a RPG
Title: Re: Fangh Earth - Grayscale RPG
Post by: kalan_vod on January 20, 2009, 06:05:02 pm
Just remember that people will have to get used to the large app, which many will be fussy...BBC basic has a close speed if not the same. Good luck! Also Chip-8 emulator by ben ryves is also possible! Good luck!
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 20, 2009, 11:28:56 pm
mhmm BBCBasic seemed much slower than FastRPL to me though. Just the tilemapper that looks like the xLIB demo shows it. It seemed to run at like 7 or 8 fps at most, almost the same speed than the TI-BASIC+xLIB version on a 15 MHz calculator. Or was it because BBC Basic has no tilemapping functionality and Ben had to make the map be displayed tile by tile in the old Reign of Legends 3 fashioned way?
Title: Re: Fangh Earth - Grayscale RPG
Post by: calc84maniac on January 21, 2009, 08:29:59 am
It was an 8x8 "font" and he displayed a bunch of characters. :)
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 21, 2009, 02:29:50 pm
mhmm really? Does it means BBCBASIC let's you customize your fonts?
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on January 21, 2009, 02:32:43 pm
Actually, BBC is about the same size as RPL, but is much slower.
I actually wasn't going to do Fangh Earth in RPL, I was just experimenting with RPL...
However, I might be using a lib that I'm writing for the Cemetech Contest #6...

Progress:
I tried to use Celtic III instead of xLIB but it wasn't stable enough for this kind of game.
Also, due to the fact that 4 level grayscale on a normal 83+ is much too slow (and this is the only calc I have), I've switched to 3 level gs.
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 21, 2009, 02:50:07 pm
i would wait before using Celtic III. As much as it is backwards compatible it still has some bugs and developpement will not be resumed in months, due to CaDan being in developpement right now
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on January 21, 2009, 02:55:53 pm
CaDan? Never heard of it...
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 21, 2009, 03:48:31 pm
http://ourl.ca/2637
Title: Re: Fangh Earth - Grayscale RPG
Post by: simplethinker on January 21, 2009, 07:22:24 pm
CaDan? Never heard of it...
It's just some other shooter game :D
Title: Re: Fangh Earth - Grayscale RPG
Post by: kalan_vod on January 21, 2009, 08:24:14 pm
BBC is actually going to be a three page app I think, I guess it is slower than FRPL though..

Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on January 21, 2009, 09:40:10 pm
I think it's to be expected with languages as simple as ti-basic or close to it though. Even if someone decided to write a language with the exact same syntax than BASIC it would still be slow, especially if it still used floating points numbers
Title: Re: Fangh Earth - Grayscale RPG
Post by: simplethinker on January 21, 2009, 11:12:56 pm
I think it's to be expected with languages as simple as ti-basic or close to it though. Even if someone decided to write a language with the exact same syntax than BASIC it would still be slow, especially if it still used floating points numbers
Yeah, in most programming languages floating-point is taken for granted, but the actual implementation and operations are insanely intricate and involved.  I made the mistake of trying to code FP multiplication/division (with Asm) so now every time I hear someone say "floating-point" I gag :o  The one good thing I got out of it was the look on my programming (introductory Java) professor's face when I explained why I kept twitching during his lecture.
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on February 23, 2009, 10:56:30 am
I'm going to Moscow for 10 days on the 24th of february, so I won't be present on the forums...
Hopefully, this will let me progress on Fangh RPG (I wasn't able to work on it because of school)!
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on February 23, 2009, 04:00:13 pm
Ahh i see, I do hope you come back with some eye candy :D
Title: Re: Fangh Earth - Grayscale RPG
Post by: kalan_vod on February 24, 2009, 05:12:59 pm
Good to hear from you, hope you enjoy your trip!
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on March 25, 2009, 08:45:01 am
I made a black&white version of this, which I'll upload later.

You might have noticed that I was absent from the forums this week. This is due to the fact that my computer crashed while I was trying to recover the default settings, meaning that I had no OS. And my DVD reader decided to scratch all the discs that I tried to insert, meaning that I couldn't put any OSs back. So I had to send my PC for repare. However, now it works perfectly!

Oh, and I also have an idea of making a "Dungeon Tycoon" game, compatible with my Fangh RPG...
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on March 25, 2009, 09:37:54 am
ouch this sucks, I hope you didn't lost any precious data x.x.

by dungeon tycoon what do you mean? Is it a game avaliable for the PC or console? Because I can't find anything on Google
Title: Re: Fangh Earth - Grayscale RPG
Post by: simplethinker on March 25, 2009, 09:58:46 am
In most games with a name like "something_here tycoon", you create/manage a something_here.  So I'm guessing it's a dungeon editor for your RPG?
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on March 25, 2009, 06:05:15 pm
I'm unsure, i couldn't find anything about it. Maybe it was rather unpopular, avaliable only in France/Europe or old. I expect something involving creation, though, like Rollercoaster Tycoon series (3 years ago they used to give copies of the 2nd one in cereal boxes and sometimes it was Trivia Pursuit... quite ironic that they give it almost for free when you got to pay $60 for the exact same game on the Xbox 360 now x.x)
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on March 30, 2009, 02:37:05 pm
I made it up myself. ;P
You basically have to manage a dungeon: monsters, traps...
It's the opposite of Fangh RPG: instead of trying to get into a dungeon and get the treasure, you protect it.

It will have a multiplayer option, where one person tries to get the treasure (in an RPG-style way) with the Fangh RPG, while the other has to set up traps and buy monsters with the Dungeon Tycoon program. But I'll have to learn how to do linking first.

If anything isn't clear enough, I can explain it further, just ask.
Title: Re: Fangh Earth - Grayscale RPG
Post by: Galandros on March 30, 2009, 03:58:17 pm
I made it up myself. ;P
You basically have to manage a dungeon: monsters, traps...
It's the opposite of Fangh RPG: instead of trying to get into a dungeon and get the treasure, you protect it.

It will have a multiplayer option, where one person tries to get the treasure (in an RPG-style way) with the Fangh RPG, while the other has to set up traps and buy monsters with the Dungeon Tycoon program. But I'll have to learn how to do linking first.

If anything isn't clear enough, I can explain it further, just ask.
Very cool idea. Dungeon exploration gets bored when you play a lot.

And I am the kind of player that just loves to defend whatever I can...
Title: Re: Fangh Earth - Grayscale RPG
Post by: {AP} on March 30, 2009, 05:14:21 pm
I made it up myself. ;P
You basically have to manage a dungeon: monsters, traps...
It's the opposite of Fangh RPG: instead of trying to get into a dungeon and get the treasure, you protect it.

It will have a multiplayer option, where one person tries to get the treasure (in an RPG-style way) with the Fangh RPG, while the other has to set up traps and buy monsters with the Dungeon Tycoon program. But I'll have to learn how to do linking first.

If anything isn't clear enough, I can explain it further, just ask.

Sounds like: http://en.wikipedia.org/wiki/Dungeon_Keeper
And: http://en.wikipedia.org/wiki/Dungeon_Keeper_2
Title: Re: Fangh Earth - Grayscale RPG
Post by: skuller972 on March 30, 2009, 07:09:03 pm
one sec.. is this basic or asm (or both)? i assume that it is basic because it uses xlib and the bottom row isnt there, but i am not that "experienced" so i shall ask, for my devolopment as a programmer whom aspires to create an RPG of his own
Title: Re: Fangh Earth - Grayscale RPG
Post by: noahbaby94 on March 30, 2009, 07:14:09 pm
xlib +basic is usually called hybrid and this is hybrid.
Title: Re: Fangh Earth - Grayscale RPG
Post by: kalan_vod on March 31, 2009, 12:46:23 am
Sounds like a cool idea, just hope it gets pursued further!
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on April 01, 2009, 07:26:28 am
Well, it will use xLIB and maybe the CelticIII program.
Oh, and thanks for the Dungeon Keeper link, I didn't know that this existed; I might get some ideas from there.
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on April 10, 2009, 11:08:41 am
Seeing that making the game in GS straight away is much too difficult, I'll first do a B&W version and add GS later.
And also, I need help with designing sprites for the main characters (the different races are: Human, Elf, Dwarf, Ogre and some others that will be added later. The different classes are: Mage, Warrior, Thief, Archer). Can someone please help me with that? Your name will of course be included in the credits. :) The sprites need to be 32x32 in the "Character Setup" menu and 16x16 on the map itself. I don't need sprites for battles as I still havn't figured out the battle system.
Title: Re: Fangh Earth - Grayscale RPG
Post by: noahbaby94 on April 10, 2009, 11:23:02 am
I'd suggest you look through this.
http://noah.wdfiles.com/local--files/sprites/ff1miscmi3.png
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on April 10, 2009, 06:15:52 pm
I think I still got the Reuben Quest sprite sheets somewhere, as well as some other sprite sheets Spellshaper/Spelli posted back when he was active on the old forums. When I get some time I'll try to find them. I think most were monsters, though
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on April 11, 2009, 02:02:42 pm
Some updates: I started coding the main menu and the Character Setup menu, making them with a DoorsCS-like GUI. I'm thinking about even adding a mouse!
And I had a new wave of inspiration: I'll be making a "trilogy" set - not only will there be Fangh Earth RPG, Dungeon Master, but I'll be also making a "Battle for Fangh Earth" (sounds familiar, doesn't it ;P ) strategy game based on an Advance Wars game engine, but with in a more medieval style. By the way, as the game engine of "Battle for Fangh Earth" is going to be similar to the one in Advance Wars, maybe someone can help make a port of that game on the TI-83+...
Title: Re: Fangh Earth - Grayscale RPG
Post by: simplethinker on April 11, 2009, 02:05:59 pm
Sounds great ;D

Some updates: I started coding the main menu and the Character Setup menu, making them with a DoorsCS-like GUI. I'm thinking about even adding a mouse!
I thought you already make a DoorsCS-like GUI (http://cemetech.net/forum/viewtopic.php?t=3588).
Edit:[
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on April 11, 2009, 06:29:48 pm
Interesting, will you have any screenshot (or a WabbitEmu-compatible demo) soon?
Title: Re: Fangh Earth - Grayscale RPG
Post by: Silver Shadow on April 12, 2009, 01:15:05 pm
@simplethinker: Yes I did for the Cemetech Contest. But the one in my game will be built-in, allowing higher loading speeds and no additional programs.

@DJ Omnimaga: I'll be making screenshots and a demo. However, WabbitEmu has problems when dealing with Pics that are between 11 & 255 (some of them work, others don't), so I don't know if it'll work. But it'll surely work on-calc.
Title: Re: Fangh Earth - Grayscale RPG
Post by: DJ Omnimaga on April 12, 2009, 01:54:35 pm
Aah ok, I hope Spencer eventually fixes the 8xg bug in Wabbitemu, because it's quite annoying since some stuff must not be ungrouped when sent to the calc (such as hacked pics)
Title: Re: Silver Shadow's (aka Zagor) projects
Post by: Silver Shadow on April 22, 2009, 01:46:58 pm
I'm putting this project on pause, as I am too busy with my xDCS GUI Editor(http://cemetech.net/forum/viewtopic.php?p=83312#83312 (http://cemetech.net/forum/viewtopic.php?p=83312#83312)). However, this other project, when finished, will greatly speed up my game projects, as I am planning to make them with a DCS-style GUI...
Title: Re: Silver Shadow's (aka Zagor) projects
Post by: DJ Omnimaga on April 22, 2009, 11:00:13 pm
interesting, I hope you don't drop the project I would hate to not see this finished x.x
Title: Re: Silver Shadow's (aka Zagor) projects
Post by: Silver Shadow on April 28, 2009, 01:53:52 pm
Here's a quick demo of my xDCS GUI Editor.

EDIT: Updated it with a slightly better version...
EDIT 2: See the new version in my next post...
Title: Re: Silver Shadow's (aka Zagor) projects
Post by: skuller972 on April 28, 2009, 07:09:19 pm
as paris hilton would say: that's hot
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on April 29, 2009, 06:29:54 pm
EDIT: Updated it with a slightly better version...
wow, I love the new GUI screen, quick question though, how hard would it be to make that completely on the graph screen?
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on April 30, 2009, 02:37:29 pm
Update: Now you can view several "pages" of files in the "open file" window instead of only the 1st 6. And I've added the cool scrollbar to that same window! But it took a pretty big amount of time to figure out how to do all of that.

how hard would it be to make that completely on the graph screen?
What do you mean by that?

EDIT: attachment removed due to a newer version.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on April 30, 2009, 05:26:03 pm
I mean, could you make it so that you enter the name directly to the graph-screen instead of the homescreen? It would make it seem more DCS style.
(if you still don't get it, open DCS6 and rightclick on a program, then select the copy option, look at the text input, that is what I mean)

EDIT: by the way, I was looking at the program and, wow, that was amazing, How did you do the scroll bar?
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on May 01, 2009, 02:41:51 pm
Taping the name directly to the graph screen is possible, but it would require a huge amount of data to store what character each button stands for, both in lowwer and uppercase.

Update: Just some minor bug fixes and error detections. And I've just started doing the design of the main editing window. Renamed it to XDCSEDIT so that people who prefer to use the previous xDCS lib will be able to have both on their calc (and without getting confused).

EDIT: small update
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 01, 2009, 02:59:45 pm
I'll take a look once I get home, and I also was working on a small lib for writing directly to the Graph screen, it works with my text wrapper program, I'll upload it soon so you can take a look if you want. it's a little bit slow because it writes everything to the screen after every key press. I'll fix that soon.
EDIT: maybe you should make a topic about this here instead of using this topic
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on May 02, 2009, 09:14:09 am
I prefer to have all of my projects in one topic...

Anyway, I updated the last attachment: just a little bit of progress on the main editing window, where you can't do anything for the moment except pressing [Clear] to quit.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on May 02, 2009, 09:42:06 am
Does this one works in WabbitEmu?
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on May 02, 2009, 11:30:33 am
Yeah it does.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 02, 2009, 01:38:33 pm
hmm, I'll check it out, and here is the input program, it requires you to input into L1 some stuff: {1,x1,y1,x2,y2} so enter that into L1 make sure you have xLib installed and then run prgmZIN. it's a bit slow still, but I'll fix that soon.
EDIT: wow, the main edit window looks pretty cool!
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on May 02, 2009, 05:48:44 pm
Cool I'll try to check this out when I get some time on emulator
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 03, 2009, 05:17:02 pm
I have an update to that last one which runs much faster and uses only one program. also it uses xLib or Celtic III
there is also a change to the input:
{x1,y1,x2}->L1
it doesn't need a second y coordinate because it only let's you input on one line
EDIT: oh yeah I just remembered, to enter a space press [clear] or [VAR]. I haven't made you able to use 0 yet.
EDIT2: I just made a little demo of prgmZIN, so try it out. The string you input will become the new window name ^^,
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 05, 2009, 09:52:46 pm
ok I'm going to package that up and release it, unless anybody has found any errors or has some optimizations for it
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 12, 2009, 06:45:25 pm
Umm, ZagorNBK hows it coming?
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on May 13, 2009, 01:42:32 pm
Damn, the file attachments sill don't work!
I wanted to post the new version with the xDCS logo (finally) on the main menu screen... :(
I hope Kevin will fix it soon.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: noahbaby94 on May 13, 2009, 01:57:02 pm
It works for me.
Btw get a wikidot 300mb of storage per site and you get like 5 sites.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 13, 2009, 02:13:42 pm
can't wait to see this version ZagorNBK, and to see the titlescreen
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on May 13, 2009, 07:33:20 pm
I never got any problem with attachments, it must be a problem with your browser, OS or computer. Else, just make sure the attachment is 256 KB or lower
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on May 13, 2009, 07:35:28 pm
or you are using the same name as before, so just change the name a bit
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on May 14, 2009, 08:26:17 am
Nope, it's not that. The Omnimaga site tells me that the file extensions isn't supported, even though its a .zip
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on May 14, 2009, 01:04:53 pm
Strange, normally it should work. Try Mediafire.com instead?

I delete attachments over a year old anyway to save space
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on July 03, 2009, 10:02:00 am
With the return of the summer vacation and the end of exams (the BAC), I can go back to programming again. :)
In September, I'm going to an engineering school where I'm gonna stay for 5 years. This might mean that I'll have to abandon my old 83+ and get an N-Spira or a TI-89. But nothing is sure for the moment...
Instead of starting new projects, I'm instead gonna finish xDCS and maybe the handful of games that were laying around.

And I'm taking this opportunity to put the 0.05 version of the xDCS editor. :)
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on July 03, 2009, 12:53:17 pm
YAY! progress. I was wondering about you ZagorNBK....
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on July 03, 2009, 04:47:02 pm
You could always get a 89 but still keep your old 83+. Many people on Omnimaga both have a 84+ and a 89T at once. Some people even have every existing TI calculators
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Raylin on July 04, 2009, 08:54:44 am
I like the idea of a massive dungeon! But, I want to see it implemented.
(I tried something like this on MaxCoderz before it died.)
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on July 04, 2009, 05:49:18 pm
[slightly off topic] MaxCoderz hasne't died yet, it is less active then Omnimaga but it isn't dead yet....[/offtopic]
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on July 04, 2009, 06:42:01 pm
Yeah it kinda died down due to the URL changes in 2006 and the lack of staff renewal that followed the years afterward, not to mention certain other issues. :(

Had most staff updated their old Ticalc.org with the MaxCoderz.org URL instead of MaxCoderz.com, MaxCoderz.net and kingmastate.nl/maxcoderz (which made many people think the site shutted down) when they switched in 2006, had they not deleted their entire past history from the website (everything they released from 2001 to 2004 is no longer avaliable for download on MaxCoderz, even Tales Of Magic series) and had they hired new staff more often when most of the old staff went inactive, MaxCoderz would be as active as Omnimaga by now, if not more. Fortunately, they still got some amazing projects, though.
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on July 04, 2009, 11:19:22 pm
yeah, I hang out there...in fact I hang out in most of the English forums I think....
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on July 05, 2009, 12:18:45 am
Yeah I used to do that except two of the smallest ones at the time. I drifted away eventually, tho, first cuz I couldn't keep up anymore (there were like 20 TI forums) and some events caused me to lose interest and focus only on a few boards (mostly the TI-BASIC ones) to eventually pretty much only focus on Omnimaga.

As for today, I still focus mainly on Omnimaga and occasionally post on french TI forums
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Silver Shadow on July 05, 2009, 02:20:16 pm
Current progress:

And for those that don't have a TI-83+ or are just too lazy to try out my program, here are some screenshots (note that they from the 0.05 version):
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: Eeems on July 05, 2009, 04:35:45 pm
oh wow, ZagorNBK, that is looking amazing! I'm really glad I gave you this idea :P
Title: Re: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
Post by: DJ Omnimaga on July 05, 2009, 05:13:47 pm
this looks pretty nice :D