Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: trevmeister66 on February 02, 2009, 01:18:59 pm

Title: Nameless RPG
Post by: trevmeister66 on February 02, 2009, 01:18:59 pm
All progress will be posted here now.

[STATUS]Working on Spell list[/STATUS]

To-do List:
-Menu System
---Stat Menu :: 100%
---Stat lvling :: 99%
---Save/Options/etc. :: 85%
---Equipment Menu :: 0%
---Equipment Selection :: 0%
---Item Menu :: 95%
---Item Selection :: 10%
-Equipment Design (Weapons/Armour)
---Weapon Names/Stat Bonuses :: 90%
---Armour Names/Stat Bonuses :: 0%
-Map Design
---Capital (Main) City :: 1%
---Buildings/Stores :: 0%
---NPC's :: 0%
---Other cities/areas :: 0%
-Story/Plot
-Battle System
-Optimizations
-Leveling System
---XP algorithm :: 100%
---XP implementation :: 0%
Title: Re: Nameless RPG
Post by: noahbaby94 on February 02, 2009, 01:39:15 pm
Sounds cool might I suggest xlib instead of codex much more stable.
Title: Re: Nameless RPG
Post by: metagross111 on February 02, 2009, 03:05:15 pm
awesome. hope to see more from you later. i'm still having trouble putting aside time for pokemon though :P

if i don't hurry, tifreak could catch up to me in the battle aspect XD
Title: Re: Nameless RPG
Post by: trevmeister66 on February 02, 2009, 03:21:32 pm
Sounds cool might I suggest xlib instead of codex much more stable.
Yeah I do prefer xLIB, but I don't need all the extras of xLIB, and it takes a bit of space up (even though it's an app and in the Archive). CODEX just fits what I need to do and it's pretty small.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 02, 2009, 04:05:56 pm
Couldn't you use the 8xp version of xLIB instead? It's still in the download sections at Omnimaga. It has tilemapping and displaying tiles/sprites, so you won't get 40 second map loading with 0.75 fps on regular 83+ models when your game will be bigger. A prime example is The Reign Of Legends 3. The 0.1a version of xLIB is a bit smaller than Codex I think. For archiving/unarchiving needs there's Resource, which does it better (prevents most garbage collections)

I'm happy to see you're back into TI coding though :)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 02, 2009, 04:15:15 pm
Couldn't you use the 8xp version of xLIB instead? It's still in the download sections at Omnimaga. It has tilemapping and displaying tiles/sprites, so you won't get 40 second map loading with 0.75 fps on regular 83+ models when your game will be bigger. A prime example is The Reign Of Legends 3. The 0.1a version of xLIB is a bit smaller than Codex I think. For archiving/unarchiving needs there's Resource, which does it better (prevents most garbage collections)

I'm happy to see you're back into TI coding though :)
Right now it's not going to be that graphical, It'll just be ASCII art. But maybe I'll change programs.
Title: Re: Nameless RPG
Post by: Drak on February 02, 2009, 06:54:19 pm
curious to see the screenshots when you get them up. any notable features that you'll be putting in the game?
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 02, 2009, 09:34:16 pm
ooh ok, then the use of codex might be more justitifed (with flash gordon or resources if your game is huge to prevent garbage collects)
Title: Re: Nameless RPG
Post by: kalan_vod on February 03, 2009, 12:29:36 am
Well I agree with kevin, glad you are back in action!
Title: Re: Nameless RPG
Post by: trevmeister66 on February 03, 2009, 11:43:55 am
Thanks guys. Well as I said yesterday, I was going to try and get to where I had been before my calc crashed, and I did get back to it. This time I backed up all my files on my computer. Then I started programming the next part (the same part that crashed yesterday), and it crashed again. It's weird though, because I just coppied 1 of my other programs and just changed a few words, and it crashed. I don't know why it wouldn't crash on the first program when they're the same thing except with a few word changes. Also, PindurTI won't accept on of my programs for some reason..

Today I'm going to try and figure out why it's crashing at that certain part, and should hopefully have a screenie tonight (I know, I promised one last night, but I fell asleep really early.)
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 03, 2009, 02:43:03 pm
I would recommend doing a lot of backups, because IIRC on the old forums you had several crashes with data loss, which killed a few of your projects. Always send a copy of your game to your PC every week and do groups of updated stuff or unarchived stuff every day or so.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 03, 2009, 06:17:19 pm
Yeah I remember those days -.- But yeah I'm backing up everyday now.

I also found out why it was crashing. It's this one line in the code that I copied from another place. The first time it runs through it it's fine, but when it goes over the copied part it doesn't work... I'm gonna see if I can fix it soon. If not, Im going to have to find a different way to do what I want to do.

EDIT: Alright I fixed it. It was farely simple once I new exactly what was wrong. Now to move on.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 03, 2009, 07:17:58 pm
Alright here's my first screenie. It's just the intro, no game play yet.

(http://www.freeimagehosting.net/uploads/8fe32b2aa8.gif)

It's faster on the calc.
Title: Re: Nameless RPG
Post by: noahbaby94 on February 03, 2009, 07:32:18 pm
Nice cool looking.
Title: Re: Nameless RPG
Post by: {AP} on February 03, 2009, 08:27:45 pm
I do enjoy the title sequence and graphical representation of the stats.
In fact, the thought on the stats screen impressed me more than anything else there.

It's just... visually appealing.
Good work so far. ^_~
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 04, 2009, 12:54:16 am
nice so far, i like how the intro and stuff appears
Title: Re: Nameless RPG
Post by: metagross111 on February 04, 2009, 09:12:53 am
lol, a game labled "THE TITLE"

i liked the character selection wheel though.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 04, 2009, 11:55:09 am
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :D
Title: Re: Nameless RPG
Post by: trevmeister66 on February 04, 2009, 02:02:22 pm
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :D
Haha you don't have to worry about that happening. Once I create the plot, I'll come up with a better title. But right now I don't have a plot, so I just put that as a filler title.

A little bit of progress. I took tifreak8x's RPGSK and basically redid it to make it smaller and faster. Also, it displays on the graph screen with dual layer text, so it's a little more graphical than plain ASCII, but not as good as xLIB. I've got the moving system down, and right now I'm just creating maps for a screenie.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 04, 2009, 03:24:11 pm
Ooh nice, dual layer text would be cool. Plus you can draw whatever you want on the graph screen
Title: Re: Nameless RPG
Post by: kalan_vod on February 04, 2009, 03:44:21 pm
I really like it so far, the title was really nice! And the race selection was really good!
Title: Re: Nameless RPG
Post by: trevmeister66 on February 04, 2009, 05:30:26 pm
Another little bit of progress, I just created a custom dialog routine for NPC's. Woot. I'm working on the menu/item/stats screen right now - once I have all that finished, I'll post up another screenie of my progress.
Title: Re: Nameless RPG
Post by: TIfanx1999 on February 04, 2009, 11:10:14 pm
So far so good, and the dual layer ascii is a fine idea!
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 01:18:17 pm
While programming this, I've been more in a rush to finish a certain part than to program it efficiently, so while I am back home this weekend (won't have my 360 to distract me), I'm planning on just optimizing everything instead of adding more stuff. I want to see how bad I've been programming it and see what I can make smaller/faster.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 06, 2009, 06:38:43 pm
feel free to post some code if you need help. some people might be able to help :)
Title: Re: Nameless RPG
Post by: kalan_vod on February 06, 2009, 08:02:45 pm
Yes, we are all willing to help! It helps us get distracted from our projects (or an excuse XD)..
Title: Re: Nameless RPG
Post by: {AP} on February 06, 2009, 09:09:05 pm
I could always use more excuses... =P

Seriously though, I can always help out with optimization.
(We could use that EtherPad site for it too. Collaborative fix. =D)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 10:53:32 pm
Heh alright well I don't the code with me right now, but if you guys want to help create a faster solution than what I have, go right ahead. What I want to do is:

Create a screen that scrolls through up to 32 "items". It'll scroll up and down from the first item to the last, displaying 6 at a time. When I get my calc out of my bag and finish some homework, I'll post my code; but in general, what I'm doing is storing all the items in Str5 (for example " map.potion.this.that.item.->Str5) Then when it calls the item screen, it goes through Str5 until it reaches a ".", and stores the first and last part of that sub(Str5 into L1 and L2 respectively. Then I just do Text(Y,X,sub(Str5,L2(A),L1(A)-L2(A where A is whichever item.

Wow that sounds really complicated. I'll just post my code in a little bit. But if you get the general idea, feel free to come up with your own way of doing it. Mine isn't that fast, and I'd rather go for speed than size.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 11:05:50 pm
Alright here's my code:
Code: [Select]
1->X
1->U     ::Will end up being total # of items
1->T     :: don't know how to explain this var; EDIT: item counter
12->W   :: Row to display text
If 3<length(Str5      ::Makes sure there is actually an item in Str5 (Str always has a blank space first)
Then
If not(P       :: If this menu hasn't been called before
Then
32              :: total # of items possible
Ans->dim(L1
Ans->dim(L2
Fill(0,L1
Fill(0,L2
1->P     :: so the program knows it has run this part before
Repeat X=length(Str5      :: go through the entire string
X+1->X
X->V    :: beginning location of item; will be stored in L2
Repeat sub(Str5,X,1)="."     :: goes until it finds "." in Str5
X+1->X
End
X->L1(U    :: stores end point of item in L1(Item #)
V->L2(U    :: stores beginning point of item in L2(Item #)
U+1->U     :: moves onto the next item; ends up being total number of items
End
End
U+(P=2->U     :: I had a problem with this when I was calling sub program, so I had to add this in
Text(W,42,sub(Str5,L2(T),L1(T)-L2(T
T+1->T
W+8->W
End
If L1(T) or L2(T     :: After the first 6 items are displayed, if there is a value in L1(T or L2(T, it will display a "v"
Text(53,88,"v
End
End

Also I need a way to quickly scroll through the items. My current way is kind of slow.
Title: Re: Nameless RPG
Post by: {AP} on February 06, 2009, 11:07:37 pm
I have an idea on a good way to do this.
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.

I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 11:14:14 pm
I have an idea on a good way to do this.
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.

I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
Heh I haven't even thought of the total number of items in the game, but how many do you think would be the max with your idea?

And I was going to go with 8 char name length, but I think 10 might work.. maybe. Any way you can size it down to 8 or is 10 the best way for your idea?
Title: Re: Nameless RPG
Post by: {AP} on February 06, 2009, 11:34:48 pm
Well, the the lower the better.
_____________________________________________________

Explanation of 'Item Index' System
(If you want to do it from here, cool. Or if you like the idea and don't wanna code it or just want to see an example I can code it for you)

The system is based off of the way mine is, sorta.
Each item is identified by a number. (e.g. 1=Map, 2=Potion, etc.)
Your inventory will be a list containing the item's ID and, in your case, the names of all items in the game will all be stored in a string.
(e.g "________MAP_____POTION__"=Str1 [8 spaces, MAP+5 spaces, POTION+2 spaces])

Example (using only the string above and 6 for simplicity)
Inventory: {2,2,1,0,0,0}=L1 (2 potions, 1 map, 3 empty slots)
Grabbing Name: sub(Str1,8*L1(x)+1,8 (So, 0=________; 1=MAP_____; 2=POTION__;)

Displaying 6 items at a time is just L1(x) through L1(x+5).
_____________________________________________________

That's the best I can explain it.
As said before, if you want I can try and get a working test up.
The 'Item Index' system is nice for managing names and makes using items easier, IMO.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 11:42:35 pm
Hmm alright I'll see if I can give it a shot, and if I can't figure it out, I'll ask you to create a quick example. Thanks!

EDIT: I just re-read it, and I understand it now. That's a good system.. I like it. uber thanks!
Title: Re: Nameless RPG
Post by: {AP} on February 06, 2009, 11:47:49 pm
No problem. =D
The system is free for anyone to use. (to whomever might be reading and like the idea)
The best thing about it, I think, is that you can sort it with SortD(L1).
(Descending because 0 is the empty slot and you usually have empty slots at the bottom. ;P)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 06, 2009, 11:53:31 pm
Heh I didn't even think about sorting it  :o Now I just have to program it efficiently.  :D
Title: Re: Nameless RPG
Post by: {AP} on February 06, 2009, 11:55:59 pm
True.
If you're stumped (or just want to see if the code can be optimized), then just shove the code at me.
I'll see what I can do. ^_^
Title: Re: Nameless RPG
Post by: kalan_vod on February 06, 2009, 11:56:28 pm
That is why it is always best to design the program out on paper to get a proper idea of the layout beforehand, I do that practice that though..haha
Title: Re: Nameless RPG
Post by: {AP} on February 07, 2009, 12:03:06 am
Yep. That's how I came up with the idea.
I had originally thought up something similar to his idea... but I couldn't think of a good way to do it.
So... I brainstormed a bit and thought up "Well, stats are just numbers... why can't items be the same?".
It evolved slightly from there and that's how Nyaar's new inventory was formed.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 07, 2009, 12:14:52 am
Well seeing as how I just discovered the arcade area, I don't think I'll be doing any programming tonight... heh. So I'll pick up work on this tomorrow.
Title: Re: Nameless RPG
Post by: {AP} on February 07, 2009, 12:16:02 am
Haha! Cool.
Hope to see progress soon then.

Enjoy the arcade while the fun lasts. =P
Title: Re: Nameless RPG
Post by: trevmeister66 on February 07, 2009, 12:25:11 am
Haha! Cool.
Hope to see progress soon then.

Enjoy the arcade while the fun lasts. =P
Definitely by tomorrow night. Im gonna design it on paper like you guys said and see what I come up with first and then integrate it with my menu system.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 07, 2009, 12:46:02 am
I just discovered the arcade area
Starcraft
Title: Re: Nameless RPG
Post by: Drak on February 07, 2009, 03:20:26 am
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 07, 2009, 03:47:06 am
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.
It's not going to be visual. I'm try to make this as small as possible so I can put more space/stuff into the battle/map/story line. I just want something simple for the item system.
Title: Re: Nameless RPG
Post by: {AP} on February 07, 2009, 08:45:47 am
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.

Actually, I tried the matrix idea originally.
It has everything but one feature I like. Sorting.
The inventory would look scattered without being able to sort it.

Besides, list navigation isn't TOO hard.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 07, 2009, 12:43:02 pm
Mhmm, matrix, that's one thing I didn't thought about, altough the no sorting option is one downside.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 07, 2009, 01:22:35 pm
Well I just programmed what AP suggested, and all I can say is WOW. It is so much faster and smaller than what I had before, I can't even imagine ever going back. Also, using lists makes future selling/dropping items really easy. I'll post a ss when I get back home tomorrow of the new item selection menu.
Title: Re: Nameless RPG
Post by: {AP} on February 07, 2009, 01:30:49 pm
Well I just programmed what AP suggested, and all I can say is WOW. It is so much faster and smaller than what I had before, I can't even imagine ever going back. Also, using lists makes future selling/dropping items really easy. I'll post a ss when I get back home tomorrow of the new item selection menu.
Haha, thanks!
You have no idea how good that makes me feel. (added on to helping out Drak) =D

Can't wait to see a screenshot. =P
Title: Re: Nameless RPG
Post by: trevmeister66 on February 07, 2009, 01:34:08 pm
Well I just programmed what AP suggested, and all I can say is WOW. It is so much faster and smaller than what I had before, I can't even imagine ever going back. Also, using lists makes future selling/dropping items really easy. I'll post a ss when I get back home tomorrow of the new item selection menu.
Haha, thanks!
You have no idea how good that makes me feel. (added on to helping out Drak) =D

Can't wait to see a screenshot. =P
Heh yeah your system fits in perfectly with what I had in mind for handling items. Now that I think about it, I don't know how I was going to do this same thing with my old system O.O
Title: Re: Nameless RPG
Post by: trevmeister66 on February 08, 2009, 08:03:30 pm
Well while I was making a short demo for a screenie, i found out my walking system is messed up when u go between screens. So I'm gonna work on fixing that then I'll get up a screenie of my progress so far.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 08, 2009, 10:26:29 pm
I was scared at first while reading I thought you were gonna say then my ram cleared x.x. I can't wait for screenie
Title: Re: Nameless RPG
Post by: trevmeister66 on February 08, 2009, 10:34:46 pm
I was scared at first while reading I thought you were gonna say then my ram cleared x.x. I can't wait for screenie
Haha no; no ram clear. And I'm backing up all the time, so we don't have to worry about that ;)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 09, 2009, 02:02:34 am
Well I've decided to postpone my screenie. I have it ready, but I really want to have more...stuff implemented in before I post a new screenie. Also I forgot to add part of the map.. :/, but that's easy to fix. I'll post a screenie tomorrow of the item selection system.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 09, 2009, 04:09:36 am
It's fine :), providing you continue working on the project (when you have time ^^)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 09, 2009, 01:43:18 pm
Check the first post for progress/info. I'll update it with more information later.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 09, 2009, 02:04:41 pm
nice progress so far :)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 09, 2009, 03:56:43 pm
New screenie of the item menu

(http://www.freeimagehosting.net/uploads/d260783b77.gif)
Title: Re: Nameless RPG
Post by: noahbaby94 on February 09, 2009, 04:42:18 pm
Wow very nice.
Title: Re: Nameless RPG
Post by: kalan_vod on February 09, 2009, 06:26:13 pm
Very sweet menu trev! Will you be adding the inverse of the "Stats, Equip, Items, Optn" (like when you are selecting which to be on)? To help show which menu you are on.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 09, 2009, 06:43:53 pm
Very sweet menu trev! Will you be adding the inverse of the "Stats, Equip, Items, Optn" (like when you are selecting which to be on)? To help show which menu you are on.
Hmm I don't quite know what you mean. Like after you select whichever tab? Because right now if you select, for example "Item", it gets rid of the marker on the top, and goes straight to the scrolling selection.
Title: Re: Nameless RPG
Post by: kalan_vod on February 09, 2009, 07:06:24 pm
Make it keep the selected tab.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 09, 2009, 09:46:06 pm
Ah gotcha. Yeah that wouldn't be hard to change. Just 1 line of code really.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 15, 2009, 10:50:20 pm
Alright I've decided to make this program run with Celtic III instead of Codex because, well...Codex sucks and Celtic III is teh bomb. So there won't really be any updates for a while as I will mostly be re-writing code to work with Celtic III. With this change I plan on having smaller/faster/less programs. Woot. Also it'll make saving a lot easier and other things as well.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 15, 2009, 10:57:21 pm
Good move imho. CODEX was good at the time, but archiving/unarchiving over and over can wear down the flash rom and drain batteries like crazy, and it's very slow compared to the apps libs
Title: Re: Nameless RPG
Post by: trevmeister66 on February 15, 2009, 11:00:52 pm
Good move imho. CODEX was good at the time, but archiving/unarchiving over and over can wear down the flash rom and drain batteries like crazy, and it's very slow compared to the apps libs
Heh I wasn't even using that feature.. :D I was going to use Resource to take the place of archiving/unarchiving. Now Celtic III can do that and more. I plan to make it MUCH more graphical (with real sprites...maybe) once I figure out how to do the binary tile map thing-a-ma-jig that Celtic III can do.
Title: Re: Nameless RPG
Post by: TIfanx1999 on February 15, 2009, 11:01:13 pm
Good choice. Codex is REEEEAAALLY old and outdated. Not to mention Celtic III is so much sexier!  ;D
Title: Re: Nameless RPG
Post by: trevmeister66 on February 15, 2009, 11:01:57 pm
Good choice. Codex is REEEEAAALLY old and outdated. Not to mention Celtic III is so much sexier!  ;D
Yeah I agree. Heh that is mostly why I'm switching over.
Title: Re: Nameless RPG
Post by: metagross111 on February 16, 2009, 03:25:37 pm
CelticIII has way too many bugs though, have sex with it and you'll find yourself with way too many STDs.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 16, 2009, 03:41:35 pm
that might be so, but it is still better than codex..
Title: Re: Nameless RPG
Post by: {AP} on February 16, 2009, 03:46:02 pm
Psh, the only problem I've had with Celtic III is the fact that you can't use xLIBs draw function to draw boxes smaller than 8x8 on certain parts of the screen.

Other than that, it's flawless.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 17, 2009, 01:50:40 am
Psh, the only problem I've had with Celtic III is the fact that you can't use xLIBs draw function to draw boxes smaller than 8x8 on certain parts of the screen.

Other than that, it's flawless.
Celtic IIIxLIB
(http://xlib.mtv-music-generator.com/projectomegaceltic.gif)(http://xlib.mtv-music-generator.com/projectomegaxlib.gif)
(http://xlib.mtv-music-generator.com/met2expceltic.gif)(http://xlib.mtv-music-generator.com/met2expxlib.gif)
(http://xlib.mtv-music-generator.com/met2bceltic.gif)(http://xlib.mtv-music-generator.com/met2bxlib.gif)<-wait 'til rising acid sequence begins
The next Celtic III screenshot of a game originally made for xLIB is self-explanatory:
(http://xlib.mtv-music-generator.com/smsdceltic.gif)

Other than that, it's flawless
Title: Re: Nameless RPG
Post by: metagross111 on February 17, 2009, 08:42:27 am
lol, i haven't even shown you pokemon on Celtic ;P

nightmare.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 17, 2009, 12:01:07 pm
Alright I've converted some CODEX code to Celtic III code. Here is a screenie of the old code (CODEX) vs. the new code (Celtic III):

Old:
(http://www.freeimagehosting.net/uploads/8fe32b2aa8.gif)
New:
(http://www.freeimagehosting.net/uploads/332f4df7b8.gif)

Yes, I know it's messed up when you go to the class selection menu. I'm not sure why it's doing that, and I'm going to try and fix it later today after I do more code converting.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 17, 2009, 02:31:41 pm
for sure there'sa major speed difference
Title: Re: Nameless RPG
Post by: Silver Shadow on February 17, 2009, 02:48:48 pm
Yes, I know it's messed up when you go to the class selection menu. I'm not sure why it's doing that, and I'm going to try and fix it later today after I do more code converting.
It's because you are using CelticIII: its very unstable at the moment. I suggest you use xLIB instead until a stable version of Celtic III is released (thats what I'm doing with my current project).
Title: Re: Nameless RPG
Post by: metagross111 on February 17, 2009, 03:11:08 pm
I'm going with CelticIII. it has infinitely better. though it does keep giving me subtle hints to switch to strings instead of sprite sheets on PICs.

I suppose I could do that. anyone know what is faster, though?
Title: Re: Nameless RPG
Post by: trevmeister66 on February 17, 2009, 04:01:32 pm
Yes, I know it's messed up when you go to the class selection menu. I'm not sure why it's doing that, and I'm going to try and fix it later today after I do more code converting.
It's because you are using CelticIII: its very unstable at the moment. I suggest you use xLIB instead until a stable version of Celtic III is released (thats what I'm doing with my current project).
I don't think it's that, because I have the same Celtic functions in a previous part of the code and it works just fine. I'm gonna go line by line to figure out where it is.

Also another reason it's faster is becaue I'm using an 84+SE ROM now instead of the 83+SE that I was using before.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 17, 2009, 04:06:05 pm
Celtic III works fine unless you do what's shown in the screenshots I posted on the previous page, due to some minor problems with backwards xLIB compatibility and what AP mentionned.

Also, Celtici III is slightly faster than xLIB. You will notice in the screenshots.

@Trevmeister: O.O that's strange, because the TI-84+ and TI-84+SE are slower than the TI-83+SE and many owners of both models reported this. The reason why it is the case is because of the clock function, which takes additional CPU ressources.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 17, 2009, 04:16:33 pm
Celtic III works fine unless you do what's shown in the screenshots I posted on the previous page, due to some minor problems with backwards xLIB compatibility and what AP mentionned.

Also, Celtici III is slightly faster than xLIB. You will notice in the screenshots.

@Trevmeister: O.O that's strange, because the TI-84+ and TI-84+SE are slower than the TI-83+SE and many owners of both models reported this. The reason why it is the case is because of the clock function, which takes additional CPU ressources.
Hmm that's odd. heh maybe Celtic III is really making it that much faster.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 03:30:48 pm
Sorry for the double post.

I have finished switching over to Celtic III now (Goodbye CODEX!!one!1!!). Here's an up to date screenie:
(http://www.freeimagehosting.net/uploads/758c2086ce.gif)

One known bug so far is that in the stat lvling screen, when I try to go to the left column, it doesn't display the marker. It shouldn't be too hard to fix.

Now I plan to re-make all the race/class stats and to add a whole new thing: elements. There are going to be a total of 6 races, 6 classes, and 6 elements, making 216 different possible combinations..I think. I'm also going to add in an extra skill to make it more diverse.
Title: Re: Nameless RPG
Post by: {AP} on February 18, 2009, 05:37:59 pm
Not bad at all.
You have a weird looking mapping routine though.
I'd have assumed you'd use real(2).
...
Now that I think about it though, it doesn't look like you use sprites at all.
(Not a problem, just an observation.)

In any case, keep up the good work. I love the major customization too.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 05:54:04 pm
Yeah I'm not using sprites yet. Since I just switched to Celtic III, I didn't have a good graphical map (I just did dual layer ASCII on the graph screen). Now that I am using Celtic though, I might consider switching to a more graphical design vs. simplicity. before I do that, I need to figure out how to use identity(4...
Title: Re: Nameless RPG
Post by: {AP} on February 18, 2009, 06:09:05 pm
Why identity(4)?
real(2) does the same thing and is less complex.

The only reason I can see using identity(4) is that it MIGHT take up less space due to it not using a matrix.
(BTW, not saying that you're doing anything wrong, I'm just curious as to what you're seeing that I'm not. I can't say that I'm a better programmer or anything. ^_^; )
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 06:31:02 pm
well, except that you ARE better. at least better than most of us.
Title: Re: Nameless RPG
Post by: {AP} on February 18, 2009, 06:36:54 pm
Haha, I wish.
I might be in a lot of instances, I suppose... but I'm in last place when it comes to actually working.
Mainly due to life's distractions... but still.

Eh... maybe I am too modest.
This actually is making me want to do a series of tutorials or a topic full of tips and tricks.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 06:39:24 pm
Why identity(4)?
real(2) does the same thing and is less complex.

The only reason I can see using identity(4) is that it MIGHT take up less space due to it not using a matrix.
(BTW, not saying that you're doing anything wrong, I'm just curious as to what you're seeing that I'm not. I can't say that I'm a better programmer or anything. ^_^; )
Heh I don't know. I thought it'd be cool to use it, but you're right, real(2 is a lot simpler and easier.. just a tad bit larger. I'll worry about that when the time comes, but for now I must continue to redo all my stats.

PS you are a great programmer. WRITE SOME TUT'S!!!
Title: Re: Nameless RPG
Post by: noahbaby94 on February 18, 2009, 06:44:49 pm
You could use identity(4 it's smaller.
Title: Re: Nameless RPG
Post by: {AP} on February 18, 2009, 06:45:50 pm
PS you are a great programmer. WRITE SOME TUT'S!!!

Haha, now I feel like I have to. =P

I'll get around to it soon. Thanks for the motivation though. ^_^
(Good luck on the re-coding, I know the feeling...)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 06:49:55 pm
You could use identity(4 it's smaller.
Yeah that's what I was thinking, but I have no idea how to use it :/
Title: Re: Nameless RPG
Post by: noahbaby94 on February 18, 2009, 06:51:18 pm
You could use identity(4 it's smaller.
Yeah that's what I was thinking, but I have no idea how to use it :/
Neither do I if you figure out how it works please tell me.
Edit:Wewt post 100!!!
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 07:01:18 pm
yeah, i was about to point that out ;)

now, if you guys can hold up a bit, I'm typing a long post meant to explain the whole "identity(4" command the best I can.
Title: Re: Nameless RPG
Post by: cjgone on February 18, 2009, 07:56:32 pm
So how's the progress on this nameless beast? ;D
Title: Re: Nameless RPG
Post by: noahbaby94 on February 18, 2009, 08:03:18 pm
/me pokes metagross111 for progress.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 08:12:36 pm
/me pokes metagross111 for progress.
?

It's going alright so far. No name and no story, but everything is going well so far.
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 08:16:59 pm
almost finished with it :)
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 08:53:27 pm
Syntax for xLib/CelticII versions of MAPDRAW for reference (ripped from the README by Iambian):
Code: [Select]
-----------------------------------------------------------------------------
|04             | identity(4,"BINSTR",xPos,yPos,Width,Height,StartX,EndX,
|               | SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD,2ByteMode)
|  STRINGTILE   |
|               | See xLIB command "DrawTileMap" for information regarding
|               | the inputs. The only difference is that "Matrix_name" is
|               | replaced with "BINARYSTRING". For this, you supply a hex
|               | string converted to binary with the HEXTOBIN command.
|               | The Height and Width property of the command is used to
|               | provide a two-dimensional matrix feel to an inherently one-
|               | dimensional structure that is a string.
|               |
|               | If 2ByteMode is set to something other than 0, then the
|               | input string is considered words instead of bytes. This
|               | allows the user to use 4 hex ditgits (two bytes) per tile
|               | so up to 65536 different tiles can be accessed using this
|               | command.
|               |
|               | All other arguments function as they do with the xLIB
|               | command.
|               |
|               | As a developer, you should develop your tilemaps in hex
|               | and then use the HEXTOBIN command to convert it to the
|               | format required by this command. To edit this tilemap, you
|               | should use the EDIT1BYTE command while this tilemap is in
|               | its binary format.
|               |
|               | Note that any missing arguments will default to the value
|               | of zero (0) instead of 32 as in xLIB.
-----------------------------------------------------------------------------
|02             | real(2,Matrix_name,x_offset,y_offset,Width,Height,SStartX,
|               |      SEndX,SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD)
|  DrawTileMap  |
|               | Probably the most complicated function. I don't understand
|               | it fully, so I'm just gonna copy out of the manual, with a
|               | bit of paraphrasing to fit the line limits. Later, I'll
|               | revise this section with my findings.
|               |
|               | Matrix_name: Name of matrix with map data. 0=[A], 9=[J]
|               | x_offset: x-offset for the part of map you want to draw.
|               | y_offset: y-offset for the part of map you want to draw.
|               | Width: width of the tilemap
|               | Height: height of the tilemap
|               | SStartX: column to start drawing. 0-12 (8x8) or 0-6 (16x16)
|               | SEndX: column to end drawing. 0-12 (8x8) or 0-6 (16x16)
|               | SStartY: row to start drawing.  0-12 (8x8) or 0-6 (16x16)
|               | SEndY: row to end drawing.  0-12 (8x8) or 0-6 (16x16)
|               | Pic#: Pic file to start looking for tiles from.
|               | Logic: 0=Overwrite; 1=And ; 2=Or ; 3=Xor
|               | tile_size:set to 16 for 16x16 tiles. Otherwise, it's 8x8.
|               | Update_LCD: If this is !=0, the screen updates.
|               |
|               | The SStartX, SEndX, SStartY, and SEndY allow you to draw a
|               | "windowed" map so you can fit things on the side, like an
|               | HUD or something. Drawing will also be accelerated for
|               | smaller maps. For example, if you wanted to draw an 8x8
|               | tilesized map with a 1 tile blank border on all sides...
|               | SStartX : 1
|               | SEndX   : 11
|               | SStartY : 1
|               | SEndY   : 7
|               |
|               | This routine supports up to 65535 tiles, each starting from
|               | the Pic number you specified and following to each
|               | numerically adjacent Pic # for each overflow. lolwut?
|               |
|               | Let's say your starting Pic# is 5 and you want to access
|               | tile 4324. There are 96 tiles per pic on 8x8 mode, so...
|               | (4324 / 96 ) = 45.04...
|               |
|               | In order to access that tile, Pic50 must exist on the calc,
|               | else all will be drawn is a BLANK tile.
|               |
|               | Just like any of the useful functions, Pic data will be
|               | read from archive if need be. It'll be slower, though.
|               |
|               | An additional feature added into the sprite routine is the
|               | ability to invert the sprite prior to displaying. To do
|               | this, add 4 to whatever you use for LOGIC. For example, to
|               | invert a sprite and use XOR display logic, use 7 since 3+4
|               | is 7.
|               |
-----------------------------------------------------------------------------

Well, let's break it down a bit. It seems to use a binary string from the hex map code. It seems to read tiles from a PIC tile sheet system the same way as the xLib incarnation does. Most of the commands are exactly the same, but if you are wondering how the STRINGTILE version works, I'll explain it the best I can.

Basically, lets say I want to display a map of 8x8 tiles (from the top to the bottom and from left to right, no borders). Instead of having a matrix stored to read from, they use a binary string, a long row of tokens that will make no sense to the user read. Ever unlock an ASM program file to see what the inside looked like? It's a bunch of tokens, denoted from 00 ("?") to FF ("LinReg(ax+b)"). Confused yet?

Well, don't be. The binary string is only a format that "identity(4" needs. We don't need to make sense of it. The hex is what is important, and I'm gonna get into that.

Now, we can fit a 8x12 grid map onto the screen with 8x8 tiles (however, I'm doing a 6x12 with a blank top and bottom border, don't forget this. I know we can fit 8 tiles from top to bottom :D). The overworld tiles are located in, say, PIC1 and PIC2. Let's say we have a grid map of:

Code: [Select]
LLLLLLLLLLLL
TTTTT  PTTTT
    Y       
LLL      LLL
LLLLH  HLLLL
LLLLH  HLLLL

It is not to scale of course, a fault of the font. But we can live with it. It's a half-assed piece of a dungeon map anyway. Instead of thinking of ASCII, see each character space as an 8x8 tile. Let's pretend the below is our tile sheet thing.

Code: [Select]
PIC1         PIC2
 XXXXXXXXXXL XXXXXXXXXXXX
XXXXXXXXXXXX XXHXXXXXXXXX
XXXXTXXXXXXX XXXXXXXXXXXX
XXXXXXXXXXXX XXXXXXXXXXXX
XXXXXXXXXXXX XXXXXPXXXXXX
XXXXXXXXXXXX YXXXXXXXXXXX

I left most of the "tiles" as Xs to denote it being some random sprite not used in the above map. Now, in the xLib version, the tiles in a tile sheet were normally labled decimally, so their identifiers on a tile sheet could be:

Code: [Select]
00 01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20 21 22 23....

...and so on. Once all the tiles in Pic1 are labeled, you continue on in Pic2 from 72 to 143. And if you have more than 143 tiles, you can continue up to the next pic and the pic after that, all the way up to the 65535th tile. So, in the xLib command, you would have a sample matrix that looks like this:

Code: [Select]
[[  11,  11,  11,  11,  11,  11,  11,  11,  11,  11,  11,  11]
 [  28,  28,  28,  28,  28,  00,  00, 125,  28,  28,  28,  28]
 [  00,  00,  00,  00, 132,  00,  00,  00,  00,  00,  00,  00]
 [  11,  11,  11,  00,  00,  00,  00,  00,  00,  11,  11,  11]
 [  11,  11,  11,  11,  86,  00,  00,  86,  11,  11,  11,  11]
 [  11,  11,  11,  11,  86,  00,  00,  86,  11,  11,  11,  11]]

In which 00=" ", 11="L", 28="T", and I think you get the rest. That is how the xLib command works.

Now, the "indentity(4" command is fundamentally different in two other ways besides using a binary string. For one, it is a string, with one dimension. The command will require you to set the physical parameters of the map (still 6x12). This will cut off the string after 12 tiles and start the next row. For two, this command will have a hexadecimal tile-counting system. So, their identifiers will look like this:

Code: [Select]
00 01 02 03 04 05 06 07 08 09 0A 0B
0C 0D 0E 0F 10 11 12 13 14 15 16 17....

...and so on. However, this will only allow up to the 255th tile (FF). There does exist an option to go as far as the 65535th tile, but more on that at the end. So, in matrix form, the above map could be depicted as:

Code: [Select]
[[ 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B]
 [ 1C, 1C, 1C, 1C, 1C, 00, 00, 7D, 1C, 1C, 1C, 1C]
 [ 00, 00, 00, 00, 84, 00, 00, 00, 00, 00, 00, 00]
 [ 0B, 0B, 0B, 00, 00, 00, 00, 00, 00, 0B, 0B, 0B]
 [ 0B, 0B, 0B, 0B, 56, 00, 00, 56, 0B, 0B, 0B, 0B]
 [ 0B, 0B, 0B, 0B, 56, 00, 00, 56, 0B, 0B, 0B, 0B]]

In which 00=00=" ", 11=0B="L", 28=1C="T", and I think you get the rest this time too, yay! However, it is not used this way! :O   Rather, the hex code will be condensed into a string, which looks like this:

Code: [Select]
"0B0B0B0B0B0B0B0B0B0B0B0B1C1C1C1C1C00007D1C1C1C1C0000000084000000000000000B0B0B0000000000000B0B0B0B0B0B0B560000560B0B0B0B0B0B0B0B560000560B0B0B0B"
AND! Once you use HEXTOBIN, you get the code that is compatible with "identity(4" to make such a map!

Code: [Select]
"°°°°°°°°°°°°R►PΘ(R►PΘ(R►PΘ(R►PΘ(R►PΘ(??DependAskR►PΘ(R►PΘ(R►PΘ(R►PΘ(????Trace???????°°°??????°°°°°°°V??V°°°°°°°°V??V°°°°"
The syntax for the map I described would be (if I stored that string to Str1):

identity(4,"BINSTR",xPos,yPos,Width,Height,StartX,EndX,SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD,2ByteMode)

Code: [Select]
identity(4,Str1,0,0,12,6,0,12,1,7,1
The README explains in detail some of the arguements, but that's about all there is to it! I have one last thing to say, though. The last modifier, 2ByteMode, allows us to go into 2ByteMode when the value is one. This lets us use a word rather than a byte to denote a tile. Instead of 00-FF (256 tiles), we use 0000-FFFF (66536 tiles!). So effectively, you will need to treat the above hex tables like this:

Code: [Select]
0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 000A 000B
000C 000D 000E 000F 0010 0011 0012 0013 0014 0015 0016 0017....

and...

Code: [Select]
[[ 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B, 000B]
 [ 001C, 001C, 001C, 001C, 001C, 0000, 0000, 007D, 001C, 001C, 001C, 001C]
 [ 0000, 0000, 0000, 0000, 0084, 0000, 0000, 0000, 0000, 0000, 0000, 0000]
 [ 000B, 000B, 000B, 0000, 0000, 0000, 0000, 0000, 0000, 000B, 000B, 000B]
 [ 000B, 000B, 000B, 000B, 0056, 0000, 0000, 0056, 000B, 000B, 000B, 000B]
 [ 000B, 000B, 000B, 000B, 0056, 0000, 0000, 0056, 000B, 000B, 000B, 000B]]

as well as this...

Code: [Select]
"000B000B000B000B000B000B000B000B000B000B000B000B001C001C001C001C001C00000000007D001C001C001C001C00000000000000000840000000000000000000000000000000B000B000B000000000000000000000000000B000B000B000B000B000B000B0056000000000056000B000B000B000B000B000B000B000B0056000000000056000B000B000B000B"
and finally this...

Code: [Select]
"?°?°?°?°?°?°?°?°?°?°?°?°?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?????DependAsk?R►PΘ(?R►PΘ(?R►PΘ(?R►PΘ(?????????Trace???????????????°?°?°?????????????°?°?°?°?°?°?°?V?????V?°?°?°?°?°?°?°?°?V?????V?°?°?°?°"
In which, the syntax is almost exactly the same, just the last 4 modifiers are shown with 1 for 2ByteMode:

Code: [Select]
identity(4,Str1,0,0,12,6,0,12,1,7,1,0,0,0,1
OK! Finished explaining it! I did some testing that supports all I've said, though I would appreciate anyone (particularly Iambian) to look at it and point out any errors. THIS is how "identity(4" works, and I hope you all find it useful!

On a final note, the map can really be any dimension as long as it isn't too big for the calculator. Just change "xPos,yPos" as needed, you can refer to the README. It will only show that portion of the map, since the entire thing cannot fit on the screen at times, obviously. This can be used with maps that move with you.

FEEL FREE TO ASK ANY QUESTIONS ABOUT MY EXPLANATION!
Title: Re: Nameless RPG
Post by: trevmeister66 on February 18, 2009, 09:00:07 pm
Wow O.o nice work. I actually understand it now. It's a lot smaller than the matrix's and you can just do sub(str1 != "0B" or whatever to check collisions.
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 09:06:45 pm
thanks. took a bit of my evening though, and i still have analytical trig to do :/

EDIT: on even another note, I should stress that I haven't TRULY tested the map routine. Most of this is educated guess and speculation. It makes perfect sense to me, though there could still be descrepancies.
Title: Re: Nameless RPG
Post by: kalan_vod on February 18, 2009, 11:48:35 pm
Question is that, is this method much slower? But then again, the speed and size ratio factors in..
Title: Re: Nameless RPG
Post by: metagross111 on February 18, 2009, 11:56:43 pm
IMO, it would be much slower to DEVELOP and program. however, as a program, i think it could be about as fast or faster than the traditional matrix method. in any case, this supports a much larger map than matrices ever could. also, in conjunction with other celtic commands, i think it will run just fine.
Title: Re: Nameless RPG
Post by: kalan_vod on February 19, 2009, 12:01:34 am
Also, it would not support decimals though..
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 12:06:14 am
no, but i believe myself intelligent enough to do without :P
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 12:13:00 am
IMO, it would be much slower to DEVELOP and program. however, as a program, i think it could be about as fast or faster than the traditional matrix method. in any case, this supports a much larger map than matrices ever could. also, in conjunction with other celtic commands, i think it will run just fine.
Actually I don't even think it would be THAT much harder. It would take a little more effort since it has to be in a string, but I don't think it would be terribly much more. Also I think the speed advantage would be worth it, and I think it would be smaller as well. I'll probably end up going with this idea
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 12:14:49 am
well, i was actually talking about much larger maps, since you would have to put it all in hex by yourself. at least, until i work on some sort of tile program to convert them automatically :)
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 12:17:18 am
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 12:33:18 am
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason :P
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 12:37:17 am
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason :P
lol fail.
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 12:41:36 am
I'll "lol fail" you this weekend maybe :P
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 19, 2009, 01:02:35 am
If it uses strings, it might be slower for collision detection. And slower to code, but it seems to be quite useful for smaller games
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 01:19:21 am
eh yeah collision detection would be a tad slower, but it'll be just as fast as I have it now (I'm using strings already). I'll give it a shot and if it's too slow, I'll switch to matrix's
Title: Re: Nameless RPG
Post by: kalan_vod on February 19, 2009, 01:14:08 pm
You could make all the conversions you need automated, I use my Map Maker (I made a long time ago) and you could have it finish by converting to hex etc..

If celtic was to include a String->Matrix converter, I would definitely use it.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 03:13:34 pm
I think I'm gonna go with the matrix real(2. I tried to do some tests with identity(4 and i just couldn't get it to work. It'll be more simple with the real(2 function anyways.
Title: Re: Nameless RPG
Post by: calc84maniac on February 19, 2009, 03:27:35 pm
How does Celtic know the dimensions of the grid in the string?
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 03:28:10 pm
really? that is odd.

tell you what, I'll put my project off and tackle this project tonight. I will have extensive use of the IDENTITY(4) and create a simple walking around program with crash detection on a 120x120 scrolling tilemap.

maybe if i can accomplish this i can help you out with your progs :/
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 03:32:00 pm
really? that is odd.

tell you what, I'll put my project off and tackle this project tonight. I will have extensive use of the IDENTITY(4) and create a simple walking around program with crash detection on a 120x120 scrolling tilemap.

maybe if i can accomplish this i can help you out with your progs :/
You don't need to do that. I'll be fine with matrices.
Title: Re: Nameless RPG
Post by: metagross111 on February 19, 2009, 03:35:54 pm
still, I want to figure it out. i hate being wrong :(
Title: Re: Nameless RPG
Post by: trevmeister66 on February 19, 2009, 03:46:49 pm
I don't think you were wrong. I just couldn't get it to work. It could have been anything. Heh I had 1 number missing once I think and it cleared my RAM :P
Title: Re: Nameless RPG
Post by: trevmeister66 on February 20, 2009, 09:25:39 pm
Alright well seeing as how I forgot to bring my charger with me this weekend (I went home), I won't be on the forums much. So just to give a little info about what I'll be doing, I plan on fully creating the save/load system. I also have switched from using a List and Strings to store information to using an AppVar to store it. I have the appvar set up, I now just have to change all parts of my code that use lists and strings. Shouldn't be too difficult. I'll update later on my progress with this.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 21, 2009, 10:02:05 am
I'll update later on my progress with this.
After stalking metagross111 long enough
Title: Re: Nameless RPG
Post by: simplethinker on February 21, 2009, 08:16:59 pm
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.
I've made an ASM program that goes the other way (takes a string of hex values and converts it to the corresponding matrix), and I don't think it would be too hard to reverse the process so I'll see what I can do...

[edit]Scratch that.  The only reason I used ASM for converting to a matrix was speed, so actually ASM is probably overkill.  A BASIC program for matrix->string shouldn't be too hard though.
Title: Re: Nameless RPG
Post by: metagross111 on February 21, 2009, 08:40:41 pm
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Title: Re: Nameless RPG
Post by: DJ Omnimaga on February 21, 2009, 09:06:13 pm
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)
Title: Re: Nameless RPG
Post by: metagross111 on February 21, 2009, 09:46:29 pm
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)

don't worry. I won't greet him with a gun ON MAH SUNDAH!

jking. in any case, maybe we'll go to Spiffy's job, ring up a bunch of shit, then "lose" our wallets or something XD

THAT. WOULD. PISS. HIM. OFF. AWESOMELY.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 22, 2009, 09:43:20 am
I'll update later on my progress with this.
After stalking metagross111 long enough

he won't actually catch me till tomorrow. :P
Ok I do hope we still have 11 staff afterward (not counting any other staff that might be hired by then or in the future)

don't worry. I won't greet him with a gun ON MAH SUNDAH!

jking. in any case, maybe we'll go to Spiffy's job, ring up a bunch of shit, then "lose" our wallets or something XD

THAT. WOULD. PISS. HIM. OFF. AWESOMELY.
LOL alright sounds like a plan to me. haha
Title: Re: Nameless RPG
Post by: trevmeister66 on February 25, 2009, 11:03:09 am
I'm almost done with the basics of my Save/Load system. I should have a screenie up later tonight to show you what I've done.

EDIT: It's now uploaded.
Title: Re: Nameless RPG
Post by: trevmeister66 on February 27, 2009, 02:15:33 pm
Here's a ss of what I've been working on:

(http://www.freeimagehosting.net/uploads/a3a7c220ba.gif)

and

(http://www.freeimagehosting.net/uploads/9afa63104b.gif)
(character moves 4 pixels at a time vs. 2 in the first ss)

First question: Do you think it's better to move 4 pixels at a time or just 2 pixels at a time? With the 2 p/m (pixels per move), I was going to have animated walking (sprite for each step, and I think it would look alright. But with the 4 p/m, you can walk faster, which might be better if I have larger areas to walk through. Just wondering what you guys think is better.

Second question: Do you think the GS is too much flickering? I wanted to go with a GS character (I doubt I'll do GS background), but after I first got it to work, it seemed to me that it flickered a tad too much for my liking. I already have the B&W sprites in case I decide to switch. Also it would be faster if I did just B&W. So, does the GS look good enough or should I switch to B&W?



BTW all sprites and tiles will be 16x16.

EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
Title: Re: Nameless RPG
Post by: metagross111 on February 27, 2009, 02:59:44 pm
I like BW sprites. grayscale is not something i'm ready to mess with yet anyway.
Title: Re: Nameless RPG
Post by: simplethinker on February 27, 2009, 03:31:05 pm
Quote
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
That's probably your problem :D

#1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'()

#2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray).  Does the grayscale look better on-calc?

And I see you got the direction thing working.  It looks nice  ;D
Title: Re: Nameless RPG
Post by: trevmeister66 on February 27, 2009, 03:59:53 pm
Quote
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS..
That's probably your problem :D

#1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'()

#2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray).  Does the grayscale look better on-calc?

And I see you got the direction thing working.  It looks nice  ;D
It looks a little better on calc. I'll try adding the flicker commands in to make it better.

EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Title: Re: Nameless RPG
Post by: simplethinker on February 27, 2009, 06:52:39 pm
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Lazy bum >:(

j/k

The sprites will still look great ;D
Title: Re: Nameless RPG
Post by: trevmeister66 on February 27, 2009, 09:25:31 pm
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Lazy bum >:(

j/k

The sprites will still look great ;D
Haha partially.. I just think it won't look good having a GS character with a normal background. Plus I'd like to have other stuff go on and it would make the GS go slower if I did both.
Title: Re: Nameless RPG
Post by: kalan_vod on February 28, 2009, 01:21:36 am
GS char would be cool, but a animated char would be better IMO..Also, 4pixels is fine!
Title: Re: Nameless RPG
Post by: trevmeister66 on February 28, 2009, 01:45:19 am
Well now that I'm positive I'm gonna go with B/W sprites with animation, it's now time to convert all my sprites to hex... woot. I should have a screenie sometime this weekend of my walking sprite with animation.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on March 03, 2009, 01:03:48 pm
I would go with b/w animated. Grayscale is quite hard to both keep fast and not flickery sometimes. I can't wait for next screenie :)
Title: Re: Nameless RPG
Post by: trevmeister66 on March 03, 2009, 03:39:42 pm
I would go with b/w animated. Grayscale is quite hard to both keep fast and not flickery sometimes. I can't wait for next screenie :)
Yeah that's what I figured as well, so that's what I'm doing. It might be a little bit before I have a new screenie. right now I'm working on tile sprites and new map/walking engine, and it's taking me a while to draw good sprites.
Title: Re: Nameless RPG
Post by: Galandros on March 13, 2009, 03:38:58 pm
B/W and 4 pixels moving. The 2 pixels is really frustrating.
Or a option or key to switch 2 or 4 pixels movement. No just stick to 4 pixels...
Title: Re: Nameless RPG
Post by: trevmeister66 on March 14, 2009, 01:58:37 pm
Sorry for the lack of progress recently, but now that spring break is almost over, i'll be heading home tomorrow back to my calculator to work on some sprites and a new walking engine.
Title: Re: Nameless RPG
Post by: kalan_vod on March 16, 2009, 09:26:52 pm
Well good luck, I am just starting my spring break >.>..Hope to see some progress ;)
Title: Re: Nameless RPG
Post by: trevmeister66 on March 16, 2009, 09:52:33 pm
heh yeah WOOT for Spring Break! too bad its over :( But i do have some "news" about progress on this game. I plan on switching to 8x8 sprites and tiles because quite frankly, my spriting sucks and there doesn't need to be as much detail in 8x8 as there should be in 16x16. Also, this will allow for larger maps/more areas to travel too. From what i have written down and in mind, this might have to be broken up into 2 or 3 parts o.O
Title: Re: Nameless RPG
Post by: noahbaby94 on March 16, 2009, 09:54:22 pm
Yeah the only problem with that is you can't make them walk.
Title: Re: Nameless RPG
Post by: kalan_vod on March 16, 2009, 10:49:54 pm
Sounds good, 16x16 is always something I would want to accomplish but I to suck at pixel art XD
Title: Re: Nameless RPG
Post by: DJ Omnimaga on March 16, 2009, 11:27:40 pm
yeah same here, most stuff i did in 16x16 are ripped off sprites modified to be black and white or slightly modified to be a bit different. I hardly ever done anything 16x16 from scratch
Title: Re: Nameless RPG
Post by: trevmeister66 on March 17, 2009, 11:34:48 am
So yeah, over the next couple days im going to be working on the maps for the overworld and different cities. I'll try to get some pics up sometime this weekend or early next week
Title: Re: Nameless RPG
Post by: DJ Omnimaga on March 17, 2009, 02:45:04 pm
I can't wait to see how they look like :)
Title: Re: Nameless RPG
Post by: kalan_vod on March 20, 2009, 01:13:49 pm
Keep us posted, since we are on the weekend!
Title: Re: Nameless RPG
Post by: trevmeister66 on March 27, 2009, 06:56:52 pm
Well it appears as though im just as bad at making 8x8 sprites as i am at making 16x16, so i've decided to put off sprite making until MUCH later. For now Im going to get back to making the story.
Title: Re: Nameless RPG
Post by: kalan_vod on March 31, 2009, 12:23:14 am
Getting the story down is always a excellent move, it allows for you to think out the entire engine and what will be added (and if you make it a sequel/trilogy) etc..Can not wait to see what you come up with though!
Title: Re: Nameless RPG
Post by: trevmeister66 on April 12, 2009, 07:40:39 pm
Alright I have some progress...kind of. Since I couldn't figure out a good story for the way i had it set up before, I've decided I'm going to change up the character selection a bit to better fit what I have in mind for the story. Instead of picking race/class/element at the beginning, rather you start off as a human (the only race able to be played...currently ;) ), and you do a quest, fight a few monsters, etc. and then you get to pick your class (and i might add 2 more to make it 8 total). Once you reach a certain level after that, or have done certain quests, then you can select an element. Then once again when you've reached a specific level, you'll be able to upgrade your class to 1 of 3 classes specific to the class you chose at the beginning, so there are a total of 24 different classes, + 6 or 8 different elements, which leads to at least 144 different possible combinations for class+element. Since I plan on having each class have 4-6 unique abilities each, whether it's different spells for mages, or buffs for palidans, as well as different abilities for each element, there will be a vast amount of custimization possible...all built around a new story line that i can't reveal right now. But I am still progressing...slowly
Title: Re: Nameless RPG
Post by: DJ Omnimaga on April 12, 2009, 09:01:42 pm
good to hear new progress, I assume it's gonna be partially how Final Fantasy III NES (1990, not the one with Terra, Edgar and Sabin) and V works?
Title: Re: Nameless RPG
Post by: trevmeister66 on April 12, 2009, 11:47:35 pm
good to hear new progress, I assume it's gonna be partially how Final Fantasy III NES (1990, not the one with Terra, Edgar and Sabin) and V works?
Hmm never played those, so not quite sure.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on April 12, 2009, 11:50:58 pm
http://en.wikipedia.org/wiki/Final_Fantasy_V#Job_System

The second ROL4 project was going to use a similar system
Title: Re: Nameless RPG
Post by: trevmeister66 on April 12, 2009, 11:54:33 pm
Yeah, it's pretty much like that, except that you can't have 2 "jobs", classes in my case, right now, although that was in consideration at the beginning of this project, so you never know, but for now, you can only have 1 class that can be upgraded into 3 different classes depending on what you chose to start out as, and similar to FFV, your level in that class determines what abilities you can do.
Title: Re: Nameless RPG
Post by: simplethinker on April 14, 2009, 02:06:19 pm
Sounds good trev ;D

Quote
...all built around a new story line that i can't reveal right now. But I am still progressing...slowly
Does that also mean that you've got an idea for the name of this game?
Title: Re: Nameless RPG
Post by: trevmeister66 on April 14, 2009, 08:36:48 pm
lol sadly no.. I have a couple ideas that im throwing around, but nothing close to a final yet.
Title: Re: Nameless RPG
Post by: trevmeister66 on April 23, 2009, 02:00:56 pm
Alright a bit of progress has been made (go me!).

1) I have created all 6 of the "base" classes (warrior, thief, squib, apprentice, medic, and archer). I have come up with all of their spells/abilities/skills. I have also come up with their advanced forms which you can select once you reach the requirements:

Warrior - Knight, Paladin, Rider
Archer - Ranger, Sniper, Marksman (<--May change because I don't like it)
Medic - Priest, Shaman, Cleric
Squib - Wizard, Mage, Warlock
Thief - Rogue, Assassin, Ninja
Apprentice - Dark Mage, Necromancer, Summoner

Each class has it's own unique abilities and skills.

2) I have also come up with the beginning part of the story. Although it isn't much now, I won't spoil any of it until it's more complete.

3) I plan on having 20-25 "Main Story" quests, with 50-60 side quests that can only be activated based on if certain events have happened, which class you are, etc. Most side quests have nothing to do with the actual story, although some do, but they do help you level up and get unique items that you can't get otherwise. I might be adding more to both the Story quests and the Side quests if I plan to make the game longer (which I do), but for now that's a good starting point.

4) Each Base Class has an NPC ability where you can interact with NPC's in a certain way based on your class. For example, Apprentices can have the ability 'Mind Read', which lets you read the mind of NPC's. This can be a helpful way to learn specific information regarding quests or whatnot. Another example is 'Steal', the Thief's ability, which lets you attempt to pick pocket certain NPC's, which could get you gold or items. Also, some Story and Side quests will require the use of these abilities to finish the quest.

That's mostly what I have completed right now. NOW I'm going to work on a walking engine with filler sprites and I'm going to try to incorporate talking to NPC's, reading signs, and entering buildings. Once I have all this finished, I'll update you guys.


Title: Re: Nameless RPG
Post by: DJ Omnimaga on April 23, 2009, 02:08:19 pm
nice progress so far :) I can't wait for screenshots of the game in action :)
Title: Re: Nameless RPG
Post by: simplethinker on April 24, 2009, 03:19:20 pm
Good work ;D  I especially like (4). Sounds like a great way to force players to have a balanced team.
Title: Re: Nameless RPG
Post by: trevmeister66 on April 24, 2009, 03:50:42 pm
Thanks :)

More progress. I have the walking engine finished. I have yet to include anything other than moving from screen to screen. No NPC interaction, no doors, no chests, etc. It took me a while to figure out a way to efficiently code the hit detection while still keeping it relatively small and relatively fast. Plus the way I programmed it, any events going on in a certain screen won't effect movement speed what so ever (I plan to have NPC's walking around while you travel, and other events like similar to that). Next, I plan on working on directional movement, or looking in the direction you move. I had this working in my previous project, so this shouldn't take long. Plus having the player face directions will make interacting with NPC's, signs, etc. a LOT easier.
Title: Re: Nameless RPG
Post by: noahbaby94 on April 24, 2009, 04:00:02 pm
Cool are you gonna have screenies soon?
Title: Re: Nameless RPG
Post by: trevmeister66 on April 24, 2009, 04:46:50 pm
Cool are you gonna have screenies soon?
Possibly. I don't have much i can show you guys that has anything to do with game, because most of that is on paper, and the little I have done on calc is just the back bone of the engine, and I have finals coming up soon, so I prob won't have any meaningful screenies for 2 or 3 weeks.
Title: Re: Nameless RPG
Post by: trevmeister66 on April 27, 2009, 02:23:07 pm
Alright well I've got the walking engine finished, as well as a few other things. Here's a screenie of what I have so far:

(http://www.freeimagehosting.net/uploads/515ee65060.gif)

The sprites are filler sprites, so don't criticize them too much  ;D

Oh, and the bacon (http://ourl.ca/3136/61054) idea isn't mine either  :P
Title: Re: Nameless RPG
Post by: simplethinker on April 27, 2009, 02:30:04 pm
Nice work ;D  And who cares about sprites as long as there's bacon!
Title: Re: Nameless RPG
Post by: noahbaby94 on April 27, 2009, 02:47:58 pm
Bacon is like my foobar.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on April 27, 2009, 05:45:32 pm
for some reasons I think the main char sprites looks funny and would make a cool sprite for a game meant to be fun, idk why ^^

it looks pretty fast so far :)
Title: Re: Nameless RPG
Post by: trevmeister66 on April 27, 2009, 06:09:59 pm
for some reasons I think the main char sprites looks funny and would make a cool sprite for a game meant to be fun, idk why ^^

it looks pretty fast so far :)
Heh thanks. I'm trying to keep it as fast as I can, and still add in as much as I can.
Title: Re: Nameless RPG
Post by: kalan_vod on April 28, 2009, 01:50:19 pm
Fast indeed, nice sprites! jking, hope you find some soon ;P
Title: Re: Nameless RPG
Post by: trevmeister66 on May 05, 2009, 01:43:07 am
I'm going to be putting this on hold for a while. With finals coming up later this week, and since I'm taking summer school and leaving for boot camp for the Marines in mid July, I won't have much time to commit to a game like this. That does not mean I'm quitting this; I just won't do much coding/designing for this game until the beginning of next year.

Also, when I have time to code (before I leave in July), I want to make simple and "small" game(s), instead of spending all my time on 1 particular game (See Side Project #2).
Title: Re: Nameless RPG
Post by: DJ Omnimaga on May 05, 2009, 02:06:54 am
Ouch summer school, this sucks, I hope you won't retire during summer, I noticed some people tend to lose interest after not coding for a long while. I hope you return after July
Title: Re: Nameless RPG
Post by: trevmeister66 on May 05, 2009, 02:32:19 am
Ouch summer school, this sucks, I hope you won't retire during summer, I noticed some people tend to lose interest after not coding for a long while. I hope you return after July
Oh I won't retire, I just won't be able to program from mid-July until around Christmas time. I just hope I remember what I was planning to do with this game when I do get back.. (I should, since I'm writing everything down..)
Title: Re: Nameless RPG
Post by: DJ Omnimaga on May 05, 2009, 03:19:41 am
Does it means you will not be on the forums for this long too? O.O
Title: Re: Nameless RPG
Post by: trevmeister66 on May 05, 2009, 01:43:40 pm
Does it means you will not be on the forums for this long too? O.O
Sadly yes, I won't have any access to a computer the entire time (although there will be a 10 'on leave' period where I'll be back in town, so I might stop by and say hi then), but the rest of the time I won't be.
Title: Re: Nameless RPG
Post by: DJ Omnimaga on May 06, 2009, 12:11:22 am
ouch this sucks, we'll miss you :(

Hopefully we can keep some activity during your 6 months absence (hoping not too many ppl leave, since we have much fewer staff than we had back then)

Just remind me when you leave, though, so I know when to remove your mod powers, in case some hackers would guess your password while you're gone or something like I seen happening on some other forums in the past x.x
Title: Re: Nameless RPG
Post by: trevmeister66 on May 06, 2009, 12:14:59 am
Yeah I'll let you know.