Author Topic: Illusiat 11 : Axe Edition - It's time to du-du-du-duel !  (Read 15941 times)

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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #75 on: July 25, 2013, 06:06:34 am »
Yeah that's possible and depends on my laziness. Same goes for switchable graphics/ASCII stuff. :P

Offline Hayleia

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #76 on: July 25, 2013, 06:17:54 am »
Or you can also do like Pokemon Topaze and put all the text in appvar. Then to change the language, you only have to change the appvar. This allows people to add their own language even if you don't speak that language (or if you no longer update your game).
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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #77 on: July 25, 2013, 07:35:19 am »
Yeah I'm already splitting any data from the executable. ;) The appvar is generated with SPASM so it's really easy to change any resource in it, including translating, porting other Illusiat games or making a whole new game out of it. :D

Offline Sorunome

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #78 on: July 25, 2013, 07:43:49 am »
or making a whole new game out of it. :D
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Offline Streetwalrus

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #79 on: July 25, 2013, 07:45:54 am »
Well, this is an RPG engine actually, but I'm designing it specifically for Illusiat. ;)

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #80 on: July 25, 2013, 01:30:20 pm »
Will this support Illusiat 12-like graphics? (where walls are more 3D-esque than flat)

Also for the text engine, does it split text by line automatically if a word is too long or not? If that's the case, this might make translation easier, since you wouldn't need to manually align each line of text with the screen width.

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #81 on: July 25, 2013, 01:56:28 pm »
Will this support Illusiat 12-like graphics? (where walls are more 3D-esque than flat)
I don't really get what you mean. :/
Also for the text engine, does it split text by line automatically if a word is too long or not? If that's the case, this might make translation easier, since you wouldn't need to manually align each line of text with the screen width.
Yeah I'll try do do auto word wrapping but I think that a line break control character would be easier to code. :P

Offline DJ Omnimaga

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #82 on: July 25, 2013, 02:29:02 pm »
In Illusiat 12, a dungeon room looks like this:

Code: [Select]
FFFFFFFFFFFFFFFF
FFLLLLLLLLLLLLFF
FF            FF
FF L        L FF
FF            FF
FF L        L FF
FF            FF
FFFFFFF  FFFFFFF

In Illusiat 9, 10 and 11 it would look like this:

Code: [Select]
FFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFF
FF            FF
FF F        F FF
FF            FF
FF F        F FF
FF            FF
FFFFFFF  FFFFFFF

That's what I mean by 3D-esque vs flat. In Illusiat 12, maps are still 1 bit tilemapping (meaning one room only takes 16 bytes of RAM) despite using 3 tiles instead of 2, but when drawing maps, the tile that is right below the one that is about to be drawn is taken in account to determine if it's a wall or the ceiling that will be drawn.


Also for the text engine, does it split text by line automatically if a word is too long or not? If that's the case, this might make translation easier, since you wouldn't need to manually align each line of text with the screen width.
Yeah I'll try do do auto word wrapping but I think that a line break control character would be easier to code. :P
That could work as well, if it's kept simple. One issue, though, is that some people use Token or SourceCoder to edit their games, so it's very hard to tell if each line of text will fit in the screen and requires a lot of trial and error. This is why I suggested to Merthsoft that he adds guides to TokenIDE.
« Last Edit: July 25, 2013, 02:32:46 pm by DJ Omnimaga »

Offline Hayleia

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #83 on: July 25, 2013, 03:08:42 pm »
For word wrapping, I did that in a useless project I made and never released (it's a port of the Pipotron to calculators), using a very stupid method:

-copy your string somewhere
-go through the whole string to replace all spaces with zeros, and while you're at it, count the number of spaces (which gives the number of words)
-set pencol and penrow where you want to write to, and set n to 0
-time for the loop
-  save the screen buffer
-  display the nth word (at pencol,penrow)
-  if pencol is too high (read offscreen)
-    recall the screen
-    set pencol and penrow to a new line
-  else
-    n++ obviously
-  end
-end the loop if you've displayed all the words (hence why you counted them beforehand)

(I am too lazy to check if the algorithm is in the right order, but it should look like that and if something is missing, I'm sure you'll know how to fix it).
« Last Edit: July 25, 2013, 03:10:08 pm by Hayleia »
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Re: Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #84 on: July 25, 2013, 05:45:17 pm »
Did that work with small fonts too?

Offline Hayleia

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #85 on: July 26, 2013, 01:58:07 am »
Yes, I made that useless program with the small font because the sentences don't fit on the screen with the big font.
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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #86 on: July 26, 2013, 02:08:05 am »
Oh that looks nice :D. The only thing I hate about small fonts is that they're not monospaced, so I tend to prefer to display text char by char. I wonder how hard it would be to modify the routine so that lines are cut off based on the lenght of each char (for example, if the sentence has more i's it would take more chars before it starts a new line)?

Offline Hayleia

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #87 on: July 26, 2013, 02:12:54 am »
Well that already works. Basically, the routine tries to display word by word, and if the word finishes offscreen, it erases it and re-writes it to a new line, then continues writing. The only "problem" is that I may have calibrated the "offscreen detection" a bit low, so there is always quite a few empty pixels on the right.
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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #88 on: July 26, 2013, 02:22:08 am »
oh ok, I wasn't sure since in your screenshot there was one particularly short line. ??? I guess I just didn't look well enough. How do you do the offscreen detection btw? Do you just count the total amount of pixels each char in the word takes or is that what pencol do? I was sure that pencol and such stuff was only for the homescreen...
« Last Edit: July 26, 2013, 02:22:45 am by DJ Omnimaga »

Offline Hayleia

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Re: Illusiat 11 : Axe Edition - In the works ! :D
« Reply #89 on: July 26, 2013, 02:44:04 am »
oh ok, I wasn't sure since in your screenshot there was one particularly short line.
That must be because the next word is a long one.

How do you do the offscreen detection btw? Do you just count the total amount of pixels each char in the word takes or is that what pencol do?
That is what pencol does. Basically, pencol is the x position of your pen. When you have written a word, your pen is at the end of the word. And if your pen is no longer on the screen (if pencol>width_of_screen) it means that your word was too long to fit on the screen.

I was sure that pencol and such stuff was only for the homescreen...
For the homescreen, its curcol (and currow), not pencol (and penrow).
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