Author Topic: piworld 83+  (Read 23708 times)

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Offline miotatsu

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piworld 83+
« on: July 19, 2009, 10:04:45 pm »
I am currently working on a pure ti-basic adventure game named piworld.
as of now i have:
    6 maps
     1 item
     2 npc's
     1 warp tile
     a good movement engine
     collision detection
the game uses ASCII characters for the npc's and main character and the maps are called up using Iambian's asm lib PicArc, it runs on the graph screen. the game is still in its very early stages of development but once i have creatures to fight and a few other things i'll release it.
« Last Edit: October 25, 2010, 07:30:06 pm by DJ Omnimaga »

Offline noahbaby94

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Re: piworld
« Reply #1 on: July 19, 2009, 11:37:40 pm »
Wow this is pretty impressive looking I'd love to see it once it has been more fully devolped.
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Offline Geekboy1011

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Re: piworld
« Reply #2 on: July 20, 2009, 11:47:55 am »
yea it looks great and dont forget any you need any help just ask i will definetily help it looks good :)

Offline simplethinker

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Re: piworld
« Reply #3 on: July 20, 2009, 11:52:24 am »
It looks great so far miotatsu ;D  So the maps are hard-coded in as pictures?
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Offline miotatsu

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Re: piworld
« Reply #4 on: July 20, 2009, 12:41:46 pm »
they are not hard-coded, they may be hard-coded in the future but as of now they just are sitting in the pic variables, if one gets changed or deleted, it will be changed/deleted in piworld, it uses pic1-pic6 but i may hard code the maps later if it doesn't take up too much space, im programming on a non-silver edition so small size is rather important to me :p
i also have saving, i think i forgot to mention that :{0

Offline simplethinker

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Re: piworld
« Reply #5 on: July 20, 2009, 12:43:47 pm »
they are not hard-coded, they may be hard-coded in the future but as of now they just are sitting in the pic variables, if one gets changed or deleted, it will be changed/deleted in piworld, it uses pic1-pic6 but i may hard code the maps later if it doesn't take up too much space, im programming on a non-silver edition so small size is rather important to me :p
i also have saving, i think i forgot to mention that :{0
Ah.  What I meant by hard-coded (probably not the best word choice) was that they're saved in the pic variables.
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Offline miotatsu

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Re: piworld
« Reply #6 on: July 20, 2009, 12:46:17 pm »
ahh, well then yes :p

Offline Geekboy1011

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Re: piworld
« Reply #7 on: July 20, 2009, 12:46:56 pm »
thats awsome mio i seriously cant wait to see it finished and good luck coding the maps if u are not using a lib (celtic3 xlib ect :) )

Offline cooliojazz

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Re: piworld
« Reply #8 on: July 20, 2009, 04:28:45 pm »
Looks nice so far, love to see it finished.
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Offline DJ Omnimaga

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Re: piworld
« Reply #9 on: July 22, 2009, 07:29:10 pm »
Wow this looks very nice, I like the graphics.

However, my main concern is that you can only have 10 pictures maximum, unless you use xLIB commands to store/recall pics, then you can have 255. However, these additional 245 pics can't be transfered over the PC without grouping them, so that's something to think about. What I was wondering is how will you get around the picture limitation? Or are you planning to only have 6 maps in the game? My suggestion would be that if you add more, that the other maps should be drawn with line(, pxl-on(/pt-on(, circle(X,Y,R,{i and Text(/Text(-1. They would look a bit simpler (maybe use that for dungeons?) and take longer to load, but then you wouldn't be limited to 6-10 pic files and it would be considerably smaller. Another alternative would be to use xLIB or Celtic III and use tile-based maps and redo your maps to be useable with tiles, but that would be much harder and require more work.

Anyway this looks nice, how are you planning to do the collision detection? Do you use pixel test to check if the char is hitting the road black borders?

Welcome on the forums, btw. :)

Offline simplethinker

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Re: piworld
« Reply #10 on: July 22, 2009, 09:00:46 pm »
However, these additional 245 pics can't be transfered over the PC without grouping them, so that's something to think about. What I was wondering is how will you get around the picture limitation?
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Offline miotatsu

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Re: piworld
« Reply #11 on: July 22, 2009, 09:16:32 pm »
as of now piworld is only planned on having 6 maps, becasue ti-basic is the first programming i ahve ever done, and piworld is the first game ive ever made, i do however have plans in the future to make a remake with a special system i've developed to call up maps, i wont say much about it for now but you can expect piworld2 to have 20ish maps and dungeons, i plan on making piworld mainly a grinding style game, (mainly just training on creatures) however the maze will be filled with warp tiles for a fun little puzzle/quest, piworld is really just a test game for me to learn ti-basic but i think its going to turn out fun :)

as for the collision detection here is a little sample of the movement engine: (i do use pxl-test)

Code: [Select]
If K=24 and not(pxl-Test(D,O-1)) and not(pxl-Test(D+7,O-1))
Then
O-6üO
If not(J
Text(D,O,"Ä
If J
Text(ú1,D,O,"Ä
Text(ú1,D,O+6,"

Offline DJ Omnimaga

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Re: piworld
« Reply #12 on: July 23, 2009, 01:31:28 am »
Aaah ok I guess that's a good deal then. I do not recommend starting too big with first projects anyway.

Pixel test is also very fast for collision detection. People who have maps where the entire walking area border is black can have smoother movement sometimes if they don't have too much other collision detection to check

Offline miotatsu

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Re: piworld
« Reply #13 on: August 07, 2009, 06:29:50 pm »
im now using picarc to compress and store the maps, this means that it won't be compatible with DoorsCS, however it is somewhat compatible with MirageOS and of course, it runs wonderfully without any problems from the TI-OS, you can keep track of progress from my sig, and i got wabbit emu so i will possibly take some animated screenies :D
As of now the size is below 6k in total and it runs fairly well :)

Offline DJ Omnimaga

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Re: piworld
« Reply #14 on: August 07, 2009, 06:57:55 pm »
Nice to hear :), I can't wait to try