Author Topic: Making an RPG for Grammer  (Read 442 times)

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Offline NonstickAtom785

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Making an RPG for Grammer
« on: January 15, 2020, 09:29:11 am »
Hi there. I've never made a real RPG before, but I've finally found the inspiration to make one. Grammer has become my favorite programming lanuage at the moment with it's slight limitations that allow me to think for myself to create what I really want. All credit for this app goes to @Xeda112358 . Atm I'm just trying to make an outline to how the game will look and what type of RPG it will be.

List of things to be made:
  • Sprite Sheets
  • The Tile Maps
  • Story Line

So I want some feedback about how the story line should play out. And if anyone could come up with some art I would appreciate it. And I will give you proper credit when the project is done.
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Online Xeda112358

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Re: Making an RPG for Grammer
« Reply #1 on: January 15, 2020, 09:40:44 am »
Hmm, well, the easy parts will be making the tools for tilemaps and sprites. To view, say, inventory menus, Grammer's Menu(' command will be very handy.

As for storyline, maybe a classic hero quest? Badguy happens, hero is summoned to save the day, hero has various struggles/trials to get to the Big Fight.

Offline E37

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Re: Making an RPG for Grammer
« Reply #2 on: January 15, 2020, 10:10:10 am »
I'd just make a very generic storyline at first. You should focus on getting the engine working before worrying about making an interesting story. Make sure you know what kind of features you want first (like chests, special scripted events etc)
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Offline NonstickAtom785

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Re: Making an RPG for Grammer
« Reply #3 on: January 15, 2020, 10:12:12 am »
Hmm, well, the easy parts will be making the tools for tilemaps and sprites. To view, say, inventory menus, Grammer's Menu(' command will be very handy.

As for storyline, maybe a classic hero quest? Badguy happens, hero is summoned to save the day, hero has various struggles/trials to get to the Big Fight.


I agree with the tools. I'm in the process of making a sprite editor where I can just use augment to add another sprite to the sheet and sub to take one away. Plus I'm making a tilemap editor. I think I'm going to put the sprite data and the tilemap data all in the same appvar eventually. My only question since I've never dabbled with screen scrolling is how do I screen scroll. Does Grammer take care of all of that for you? Because if I display the tile map and I scroll the screen, do I have to redraw the tile map and will the tile map be shifted?

As for your story line idea. I'm thinking about making it a post apocalyptic game with cool password cracking quests and having to gain clues to access more parts of the map. All while fighting bad guys. The hero could be a popular person. He could be part of the new world illuminate who took over after all the governments fell. I don't know. I write poetry. Lol. I think I was ranting.

I'd just make a very generic storyline at first. You should focus on getting the engine working before worrying about making an interesting story. Make sure you know what kind of features you want first (like chests, special scripted events etc)

Yah. The easy part will be the engine. The harder part will be using logic to identify what things are available and what things aren't. I'm thinking I'll have to use some type of appvar for the logic. Like how flags work. If a bit is on then this feature is active, etc...
« Last Edit: January 15, 2020, 10:18:31 am by NonstickAtom785 »
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Offline E37

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Re: Making an RPG for Grammer
« Reply #4 on: January 15, 2020, 10:18:47 am »
My only question since I've never dabbled with screen scrolling is how do I screen scroll. Does Grammer take care of all of that for you? Because if I display the tile map and I scroll the screen, do I have to redraw the tile map and will the tile map be shifted?
You should shift the screen and only redraw the tiles on the edge. I don't know if Grammer has a function for that or not, but vertical shifting is easy enough to do and you could whip up some assembly for fast horizontal shifting.
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Offline NonstickAtom785

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Re: Making an RPG for Grammer
« Reply #5 on: January 15, 2020, 10:23:01 am »
Grammer has a screen shifting command. I just don't know if it shifts the tile map too.

I know how screen shifting works. I just don't know how to draw the tile map when the screen gets shifted.
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Offline E37

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Re: Making an RPG for Grammer
« Reply #6 on: January 15, 2020, 10:26:37 am »
Grammer has a screen shifting command. I just don't know if it shifts the tile map too.

I know how screen shifting works. I just don't know how to draw the tile map when the screen gets shifted.

If it shifts the tilemap too? Why wouldn't it? I assume you have one buffer for the tiles and it gets copied to the main drawing buffer every frame. Then if you want to scroll, you just shift the tile buffer. You dont have to shift the main buffer since it gets drawn on the shifted tiles. You would only have to do one set of shifting.
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Re: Making an RPG for Grammer
« Reply #7 on: January 15, 2020, 10:28:46 am »
Screen shifting only shifts the data on the screen (and for reference to E37, right/left shifting can shift multiple pixels at a time and is optimized to take advantage of bytes and nibble shifting).

The tilemap routine draws the map to the screen. When you shift, you have to tell Grammer to draw the incoming tiles afterward.