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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: yunhua98 on January 09, 2011, 06:38:26 pm

Title: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 09, 2011, 06:38:26 pm
Okay, so besides the intro, I'm going to have 3 episodes.  I'm working on the first one, which takes place with the rich nobility.

Gateways: Portals of Time I - Cloud Cover

  The Regulus family has always been devout believers of the Alpha, and have been spreading the news about his return.  However, the ruling empire doesn't wish this to be told, they have sent their top two assassins to raze your house and kill the family.  You however, by lucky chance, escaped.  You have set out to avenge your family, before you stand up to the threat of The Evil Spirit's reawakening.

what'd ya'll think?  ;)

EDIT:
Credits
DJ_O - House Sprite from Rueben's Quest.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: Binder News on January 09, 2011, 07:37:46 pm
Niiiiiiiice. I like it. It needs a little more plot though :)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 09, 2011, 07:57:01 pm
Yeah, but I can't spoil that for you yet.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: willrandship on January 09, 2011, 08:15:58 pm
Speaking of ways around symbol errors, if you have a lot of symbols as sprites you can reference them through Pic1+16*sprite number instead of using a diff. symbol for each. It can save a lot if you're making anything using a tilemap.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 10, 2011, 03:05:07 pm
that's what I'm doing.  ;)
I store a bunch of Hex into a GDB and then use the first one plus something*16.  But I just realized I don't need a pointer after the first one for all the tiles.  :P

EDIT:  also, I've finished the map for the player's house and am working on the part where the assassins raze your house.  :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: squidgetx on January 10, 2011, 06:23:19 pm
Wow, lots of Axe RPGs coming up lately. And all in 3 lvl grey.... ;)

Good luck, and hopefully you won't run into any max symbol errors (those are...absolutely the worst. I speak from experience) :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 10, 2011, 06:25:55 pm
lol, don't worry, I won't have many sprites besides tiles, and since my routine only needs the pointer to the first tile, I only need one pointer per room.  ;)  And no, the rooms won't all be 12x8.  :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: c.sprinkle on January 10, 2011, 06:26:24 pm
I'm worried about that too. How much RAM does a
Spoiler For (humongous):
24 x 48
tilemap use?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 10, 2011, 06:27:18 pm
well, it depends, other than the sprites, how are you storing your data?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: squidgetx on January 10, 2011, 06:35:31 pm
well standard tilemappers would use 1 byte per tile...so 1152 bytes total. Or you can be cool and use nibbles which would halve that size, but also restricts you to 1/16 the amount of tiles at a time. Your call.

The thing with the nibble mapper is that you can have different "tilesets" for different maps to get around the fact that you only get 16 tiles. For example, in the Ash:Phoenix demo, you can see this effect. It provides a nice bit of variation, although 16 still isn't a lot for detailed graphics: the houses don't have edges, etc.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 10, 2011, 06:38:35 pm
Thats why my RPG is split into 3.  ;)
I may just end up using appvars for maps lol
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on January 11, 2011, 04:04:10 pm
Seems interesting. Any screenshots and planned features list so far?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 11, 2011, 04:42:02 pm
I'll have a screenie as soon as I fix the collision detection bug and finish the animated part of razing.  :P

Merged (yunhua98): I can't edit on a phone so...
Anyway, I changed my mapping routine, which made the game a tad bit faster and allowed for bigger maps.  (hopefully, I haven't tested it out fully yet)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 12, 2011, 04:40:43 pm
Triple post!  :P
anyway, I changed my character sprites to 8x16 just because it looks better.  ;)
btw, does anyone have a good way for smooth scrolling but in 8 pixel increments?  I'm currently scrolling 8 pixels at a time.

EDITL: not triple anymore, merged previous two, which were at 3 hours apart.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: c.sprinkle on January 12, 2011, 04:46:03 pm
Sure. Use Horizontal or Vertical commands and then redraw the new edge of the map.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 12, 2011, 04:48:48 pm
I mean scrolling like in Ash: Phoenix, where he can always ends up 8 pixels away, but its still smooth.  Maybe I'll just use a for loop...

Funnily enough, my one game where scrolling is really important, I don't use Horizontal and Vertical.  :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: squidgetx on January 12, 2011, 05:24:15 pm
How are you doing the scrolling w/o Horiz/Vertical? (Unless you're redrawing the screen every time?) Or you can go zelda style scrolling, like in Verdante Forest, Trio and Niko and most older Zelda games, where you only scroll when you get to the edge of the screen...

Oh and btw, in Ash:Phoenix you always end up 12 pixels away since the tiles are 12x12 :P I found it incredibly difficult to attempt spriting anything that remotely resembled a human in 8x8 lol
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 12, 2011, 05:37:56 pm
your character is 12x12?  Mine is 8x16.  ;)
Oh, yeah, I'm redrawing the screen everytime for now so I can control moving, as it slows it down quite a bit, I'm having some testing features, so I need it like that.  ;)

also, my map scrolls for every step I take.  :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 14, 2011, 05:31:46 pm
Hmmm...  The razing animations are aalmost done, but its not always working for some reason...  Also I added some dialogue, and an small closet.  I'll get a very early demo out this weekend.  ;)  to be hoonest, it looks nothing like my earlier screenie.  :P

EDIT:  it seems Gateways follows this rule:
12.  Poor Little Rich Hero (Meis Rule)
If the hero comes from a rich and powerful family, it will have fallen on hard times and be broke and destitute by the time the game actually starts.

from this:
http://project-apollo.net/text/rpg.html
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 16, 2011, 06:33:45 pm
Triple Post lol.

Anyway, Demo of tilemapper here.  Talk to your mom and dad, do what your father says, thats all you can do now.  kinda pointless.  but im really just making more maps now before i work on the battle engine.  ;)

Actually, nvm, I'm getting ti-connect errors, and I have to go eat.  I'm gonna restart the comp for now, go eat, and then upload.  ;)
Got it.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: Ashbad on January 16, 2011, 07:50:54 pm
looking good!  Keep it up, this could really be something quite excellent! And I'm sure it will be!! :D
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 16, 2011, 09:00:58 pm
Thanks, I'm thinking of making the maps in MSPaint first, actually, otherwise I keep having to go through a bunch of data to fix errors lol.  :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 17, 2011, 10:13:12 am
Update/Early Storyline Spoiler Which I'm Spoiling Because You're gonna find out the next Demo anyway :P:

I have finished the code for your very first "Gateway".  In this world, there are many Portals/Gateways.  However, there are only Five Portals of Time, which are crucial to your success.  After you get your sword and move out of the closet, You will be transported out of the house, and to the Courtyard of the Palace.  When you journey back...

I'm not spoiling anymore, but the next part is probably quite obvious.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 17, 2011, 05:35:18 pm
2nd triple post.  ;)

bare bones map of area right out side of house,  keep in mind that while these are 16x16 sprites, The Game (I lost :P) scrolls at 8 pixel increments, and the character is 8x16.

time to spend a long time adding the hex in...
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: squidgetx on January 17, 2011, 06:33:22 pm
I suggest that you make a map editor that produces a string that you can rcl into your program. It will probably save a lot of time in the long run. In Ash:Phoenix, my map editor doesn't even produce hex anymore, it actually makes changes to and saves to the map appvar itself, which is a bit easier than producing hex actually (but it doesn't work if you aren't planning on having an external appvar for maps :P)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 17, 2011, 06:37:13 pm
Well, I justtype it kn the comp and sent it to my calc.  Bt later, I wont havetime in front of my comp, so I'll haveto type it on calc.  :(
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on January 18, 2011, 02:40:09 am
my earlier screenie.
Where's the screenie? ???

EDIT: Nevermind, it just didn't load for some reason... It looks kinda nice, especially the characters, although I hope you fix the grayscale during NPC convos. :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 18, 2011, 05:56:02 pm
yeh, I need to figure out how to use DispGraph without overwriting the text but also without using sprites for Text.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 19, 2011, 06:21:16 pm
I'm bored of typing a lot of Data ATM, and when i have so much more to do, I can do it in whatever order I want.  :P

Meaning: I'm working on a battle engine right now.  ;)
for now, I'm using a black 32x32 block for sprites, since I haven't had time to make one yet, but storing attacks and reading them is functional now.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on January 24, 2011, 04:26:35 am
I see, glad to see more progress :). I wonder if you will have screenshots/mockups soon? :P

I also wonder what will be the attack names and enemy types in general. Will the game be more magic-focused in general or more battle-moves?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 24, 2011, 05:50:29 pm
I'll get a screenie up as soon as I get some sprites.  ;)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 25, 2011, 05:59:37 pm
Update:

I resumed work on the map until I got some more sprites.  For now, you can explore your little area/town/Noble-grounds.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on January 28, 2011, 09:28:13 pm
Cool :D. I hope you can get some new sprites soon. In any case, feel free to use some from ROL3, although they're monochrome, so I don't know if that's what you need.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on January 31, 2011, 06:18:19 pm
I got this pretty awesome idea.  I really liked how Pokemon on the DS has those Wi-fi gifts, and i thought maybe i could vreplicate that by creating a topic where I EDIT the first post
everyonce in a while with an appvar gift that you can use in-game?  Although I'll have to code all that stuff in  before hand unless its just an easier way to get something already availible.  ;)

Thoughts?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: kalan_vod on January 31, 2011, 08:29:56 pm
That would be a neat idea!
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on February 01, 2011, 11:17:30 pm
Do you mean like secret codes that appears on the forums every now and then and the user enters them in the game to get gifts?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on February 03, 2011, 06:01:54 pm
no, that would require to much forethought, I was thinking uploading an appvar with some code in it that a user has to get within a period of time.  ;)

Also, progress is slow ATM since I'm kinda busy, and I'm working on Bomberman 2 more right now.  ;)  Don't worry thoug, I'll get more progress after Next Wednesday hopefully.  :D
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on February 04, 2011, 02:49:31 am
I see. Also sorry to hear about low progress, I'm glad you still have time to work on something, though. :D
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: Steelm on February 15, 2011, 10:12:59 pm
Work on T-nspire?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on February 15, 2011, 11:48:48 pm
Since it's made in Axe Parser, which runs on the Nspire, it should.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on February 24, 2011, 05:00:44 pm
I haven't used anything the Nspire can't do, so it should, but I noticed Bomberman runs really slow on the Nspire, so it might be kinda slow.

also:

Update:
I fixed the greyscale in NPC's.  (I put Fix 4 twice instead of Fix 5 then Fix 4 :P)  I optimized off about 50 bytes, and put all the maps I have so far together to see how transitions and stuff looks.  And I will now move this up the list and is now my first priority.

also, (*yunhua98 looks at Xeda) does anyone have the Hex code for storing the user's current contrast to a certain variable in Axe?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: squidgetx on February 24, 2011, 05:06:53 pm
Even better, Axe code:
{E8447}->VAR

Also nice to hear this is back up.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on February 24, 2011, 05:10:11 pm
that works just as well then.  :D  Thanks!
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on February 28, 2011, 12:25:52 am
Glad to see it's progressing again. :)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on March 05, 2011, 12:07:28 am
I see, glad to see more progress :). I wonder if you will have screenshots/mockups soon? :P

I also wonder what will be the attack names and enemy types in general. Will the game be more magic-focused in general or more battle-moves?

well, humans can't do magic, but theres "wild magic" in existance.  and then there's creature magic...

I was wondering, since I know the story anyway, I don't need NPCs to help me.  Should I do NPC convos last?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on March 09, 2011, 03:00:20 am
I guess so. I usually do them last personally. Just make sure the text routine works well now, in case. :P
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 20, 2011, 10:38:43 am
*bump*

Woo!  Resuming this.  I'm going to rewrite the engine for smooth scrolling and probably nibbles.  I'll have some eyecandy soon.  But I'm going to Universal Orlando next week, so no updates for a while during that week.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: ztrumpet on July 20, 2011, 12:34:09 pm
For some reason I've never seen this before. :(
Now that I have, I'm looking forward to it.  Good luck, yunhua. :)
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 20, 2011, 12:43:49 pm
thanks.  I'm reworking my my sprite sheet, and from what I'm seeing, nibbles are out of the question.  :(

EDIT: sprite sheet update.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 21, 2011, 02:34:12 pm
What's the fastest way to get the hex for all these tiles onto my calc?
I'm too lazy to transfer them to a sprite editor.

By the way, I edited DJ_O's house sprite from Rueben's quest, since he said I could use his sprites if he gets credit.  ;)

I'm gonna put that on the first post so I won't forget.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: Ashbad on July 21, 2011, 04:53:06 pm
Why not import it as a bitmap -> CalcGS?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 21, 2011, 04:54:30 pm
yeah, but I want black, grey, transparent, and white.  Source Coder didn't get that right.  Does CalcGS do that?
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: Ashbad on July 21, 2011, 04:56:55 pm
Well, to do that, why not use white as the mask, light gray to mean white, dark gray for actual gray, and black for black?  Then it'll work fine on CalcGS.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 21, 2011, 04:57:47 pm
okay, I'm gonna go download that now.  ;)  thanks!
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: yunhua98 on July 29, 2011, 09:33:52 am
Yay! Rewrote engine for smoothscrolling, and converted all current sprites to calc.  Currently working on some maps.  calcGS is awesome.
Title: Re: Gateways: Portals of Time I - Cloud Cover
Post by: DJ Omnimaga on November 13, 2011, 03:01:19 pm
Looks nice, but since it has been a while since your post, is this still being worked on? ???