Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: miotatsu on July 19, 2009, 10:04:45 pm

Title: piworld 83+
Post by: miotatsu 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:
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.
Title: Re: piworld
Post by: noahbaby94 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.
Title: Re: piworld
Post by: Geekboy1011 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 :)
Title: Re: piworld
Post by: simplethinker on July 20, 2009, 11:52:24 am
It looks great so far miotatsu ;D  So the maps are hard-coded in as pictures?
Title: Re: piworld
Post by: miotatsu 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
Title: Re: piworld
Post by: simplethinker 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.
Title: Re: piworld
Post by: miotatsu on July 20, 2009, 12:46:17 pm
ahh, well then yes :p
Title: Re: piworld
Post by: Geekboy1011 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 :) )
Title: Re: piworld
Post by: cooliojazz on July 20, 2009, 04:28:45 pm
Looks nice so far, love to see it finished.
Title: Re: piworld
Post by: DJ Omnimaga 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. :)
Title: Re: piworld
Post by: simplethinker 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?
He could use this (http://ourl.ca/3313) </shameless plug...>
Title: Re: piworld
Post by: miotatsu 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,"
Title: Re: piworld
Post by: DJ Omnimaga 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
Title: Re: piworld
Post by: miotatsu 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 :)
Title: Re: piworld
Post by: DJ Omnimaga on August 07, 2009, 06:57:55 pm
Nice to hear :), I can't wait to try
Title: Re: piworld
Post by: miotatsu on August 10, 2009, 06:44:13 pm
alright, ran into a bit of a problem, i want to convert my movement engine into piecewise expressions, however the collision detection is causeing problems, here is some example code thats causing the problem but i don't know how to make it work:
Code: [Select]
:ClrDraw
:28->D:12->O:0->K
:Text(-1,D,O,"(pi)
:While K != 23
:4+0i:Asm(prgmPICARC
:Text(-1,D,O,"(pi)
:Repeat K
:getkey->K
:End
:If K=24 or K=25 or K=26 or K=34
:Then
:Text(-1,D,O,"
:O-6(K=24 and not(pxl-Test(D+4,O-1))+6(not(pxl-Test(D,O+6)) and not(pxl-Test(D+7,O+6)) and K=26->O
:D-7(K=25 and not(pxl-Test(D-1,O)+7(K=34 and not(pxl-Test(D+8,O+1->D
:Text(-1,D,O,"(pi)
:End
:End
:ClrHome:Output(1,1,"
Edit: Thanks to Storm for a solution:
Code: [Select]
:ClrDraw
:28->D:12->O:0->K
:Text(-1,D,O,"(pi)
:While K != 23
:4+0i:Asm(prgmPICARC
:Text(-1,D,O,"(pi)
:Repeat K
:getkey->K
:End
:If K=24 or K=25 or K=26 or K=34
:Then
:Text(-1,D,O,"
:O-6(K=24)not(pxl-Test(D+4,O-1))+6not(pxl-Test(D,O+6))not(pxl-Test(D+7,O+6))(K=26->O
:D-7(K=25)not(pxl-Test(D-1,O))+7(K=34)not(pxl-Test(D+8,O+1->D
:Text(-1,D,O,"(pi)
:End
:End
:ClrHome:Output(1,1,"
Title: Re: piworld
Post by: DJ Omnimaga on August 10, 2009, 09:37:05 pm
gah I was too late x.x

Seeing his solution, tho, it's much better than anything I would have come up with x.x, as I'm not too good in optimizing
Title: Re: piworld
Post by: miotatsu on September 02, 2009, 07:41:29 pm
incase anyones been wondering, i havent updated anything in a while because im working on optimizing and recoding various things, what i mean by that is i scrapped the old design and started over from scratch, its a slow process but the end result will be very, very good. if you would like to keep up with my progress on recoding features, i keep my twitter updated with the boring details: http://twitter.com/Miotatsu when i've finished recoding things i will update my progress tracker and post here more regularly :)
Title: Re: piworld
Post by: DJ Omnimaga on September 02, 2009, 09:11:08 pm
Aaah ok, suggestion tho: please do not rewrite and rewrite like 5 times. While this is good to rewrite your game for optimizing and stuff, in the end, if you keep doing it over and over, you end up stuck into a loophole. I saw many projects die because the author kept rewriting them during 1 year or two then finally lost interest after realizing they never really did any signifiant progress
Title: Re: piworld
Post by: miotatsu on September 04, 2009, 01:32:36 pm
i dont plan on rewriting the engine again unless i decide to use it as a base for a second game, this game will use v1.0's engine for sure tho :)
also: added a screenshot of v1.0
Title: Re: piworld
Post by: DJ Omnimaga on September 04, 2009, 04:30:53 pm
Wow love it so far, I like the speed.
Title: Re: piworld
Post by: miotatsu on September 07, 2009, 09:01:14 pm
there have been a few things delaying the release of Piworldv1.0 however i will be hiring beta testers now, just post here, tell me on IRC, or PM me if you would like to join the team. the first beta test will be v1.1 so be prepared to wait. Also: i will only hire 4 more people max, first come first serve :)
Title: Re: piworld
Post by: DJ Omnimaga on September 07, 2009, 09:22:29 pm
I might test if it works on emulator (WabbitEmu), A.K.A. no hacked pics. I hope you finish game ^^
Title: Re: piworld
Post by: Eeems on September 07, 2009, 09:45:36 pm
well hacked pics can work, you'd just have to get them off the calc individually
Title: Re: piworld
Post by: miotatsu on September 08, 2009, 05:16:47 pm
yes it will work with wabbit, i use picarc so the maps are actually stored in a .8xp file
so far i have the following people signed up for Beta Testing:
-TsukasaZX
-Eeems
-DJ Omnimaga
-the alpha testers
-Builderboy
-Geekboy1011
Title: Re: piworld
Post by: Builderboy on September 08, 2009, 07:15:07 pm
Oooh Oooh! Me! Me! Pick me!

:D I would like to be a beta tester
Title: Re: piworld
Post by: miotatsu on September 08, 2009, 07:38:16 pm
welcome to the team :)
Title: Re: piworld
Post by: Geekboy1011 on September 08, 2009, 09:25:23 pm
ill test :)           ................ ive never been a beta tester before 0.0 :)
Title: Re: piworld
Post by: DJ Omnimaga on September 08, 2009, 11:47:51 pm
Ah ok if it works feel free to send to me too ^^
Title: Re: piworld
Post by: miotatsu on September 09, 2009, 06:08:06 pm
alright, that will be the beta testing team, i will try to get the first beta out relatively fast, but i dont know how long it will take. :)
Title: Re: piworld
Post by: Geekboy1011 on September 11, 2009, 06:54:11 pm
alright cant wait :)
just got my school calc to so perfect :) :) :)  its empty:P
Title: Re: piworld
Post by: DJ Omnimaga on September 11, 2009, 07:29:49 pm
Cool, don't give up ^^
Title: Re: piworld
Post by: miotatsu on September 11, 2009, 07:46:21 pm
i literally have in accumulation millions of xp in a game that's strongest creature gives 6xp a kill, the majority of which was gained by a creature that only gave 3 xp per kill, when i set my mind to something i see it through to the end, i wont give up :)
ontopic: i will be letting the beta testers also test the final Alpha release! :D
Title: Re: piworld
Post by: Eeems on September 11, 2009, 07:48:22 pm
YAY! can't wait :P
Title: Re: piworld
Post by: DJ Omnimaga on September 12, 2009, 01:20:40 am
btw,
make sure we don't need to grind too much (battle to level up) in the game, because people tend to get bored from grinding when it takes hours x.x. However, make sure it isn't too easy to level up, though. I mean, make sure in one hour you won't get 30 levels against some of the weakest enemies. Don't take in account hardcore grinders, though, unless you add difficulty modes. By that I mean people who spend 8+ hours leveling up in chapter 2 in Illusiat 11 to get to LV 99 XD
Title: Re: piworld
Post by: miotatsu on September 12, 2009, 03:31:53 pm
i plan on using the same system that Stick Adventures Online uses for leveling, except that i am going to put a lvl cap at 44 (but you will not need to get that high to beat the game, 20-30ish will probably be what i chose as a minimum to beat it) if you dont know Stick Adventures, you could check it out, i wont post a link or anything becasue that might be seen as advertising, and i know most places dont like people advertizing other games/sites, but yeah, it should be decent, if people dont like it i can always make an "Easy" mode
Title: Re: piworld
Post by: DJ Omnimaga on September 12, 2009, 03:53:54 pm
oh you can post a link if you want. Just as long as you don't advertise another calc site outside your signature such as "I'm working on X project but I'm not gonna post here, instead register on my site at http://xxx.xxxxxxx.xxx then post today!"

Of course, advertising when a member just join for that, TI website or not, is not allowed either, tho. We got that a lot on IRC when our channel was on Dragon-Fire
Title: Re: piworld
Post by: miotatsu on September 12, 2009, 04:06:50 pm
alright, this is the game im going to base the xp/lvling/stats/creatures off of (if the creator of said game gives me permission to use them that is):
http://www.ifthensoftware.net/StickAdventuresOnline/

its possible to get to lvl 30 in a single day if you grind a lot so for a casual player it would be possible to easily be at a high enough lvl to beat piworld withing a week, i think that is a small enough amount of time to not get to boring, while being long enough to last a while ^.^
Title: Re: piworld
Post by: DJ Omnimaga on September 12, 2009, 05:21:16 pm
mhmm interesting. But yeah, just make sure grinding is not too long, because it seems nowadays it's considered as bad in games x.x

Someone said that normally, someone should be able to get through a game without grinding as long as he never escape any battle, kinda like in Star Ocean for the Xbox 360. However, I find this makes games a bit too easy, because I always end up at like 10-20 levels higher than supposed to. But yeah, make sure it's not like Dragon Warrior for the NES either :D

EDIT: Also why does it stops at LV 44? Why not like 10, 15, 20, 30, 45, 50, 60, 75, 90, 99, 100, 128, 150, 200, 255 or 300? I think these are more common level caps

EDIT 2: btw, should Illusiat 13 ever be finished, I had in plan to have an unlockable Hard mode where stats cap would be LV 99 with 9999 HP instead of LV 255 with 99999 HP. People would need to rely on upgrades, equipments and leveled up magic spells to survive in that mode where levels would take considerably longer to make (altough you would still receive the same amount of gold).
Title: Re: piworld
Post by: miotatsu on September 12, 2009, 07:22:48 pm
i am basing the lvling system around pi, internally it will be the same as in SAO, but externally it will look different, the displayed lvl will start at 0.10 (lvl 1) and increase by 0.1 (10 lvls would be lvl 1, 20 would be 2, 30 would be 3) when it reaches 3 you will still be able to gain lvls but because it will have capped, the will increase by .01 instead of .1, the max amount of .01 lvls that will be gainable will be 14, which would make the grand total of lvls to be 44, displayed as 3.14 (pi) on the screen, this is also a good lvl because in SAO i made an alt character and got it to 44 a while back, and it seemed like just the right amount of lvls if you are a serious grinder, its not so much that you get horribly sick of it, yet it is enough that it lasts a while before you reach it, with a calculator game the boringness factor will increase because you dont have music/color/people to chat with/pvp and thats why i wont make it necessary to reach the max lvl in the game. becasue the only gameplay piworld will have is talking to NPC's, exploring, and grinding, the game will be mainly grinding, and being that not many people like grinding, the easy mode might lower the minimum lvl needed to beat the game (lvl needed to get NPC's to move out of the way/kill the boss) to something in the 20's (or maybe even lower).
Title: Re: piworld
Post by: DJ Omnimaga on September 12, 2009, 07:25:58 pm
OOh lol now I see why it's 44. Interesting idea. Anyway I hope you finish the game and remember to frequently backup :)
Title: Re: piworld
Post by: Geekboy1011 on September 12, 2009, 08:32:27 pm
wow this is getting interesting glad i have a bit of free time now ....hmmm maby i should work on crimson.......oh ill multitask one calc crim another piworld :) .........jk "P
Title: Re: piworld
Post by: miotatsu on September 13, 2009, 03:27:03 pm
i'll try to have v1.0 out sometime today, but it really depends on how hard some of these glitches are to fix, altho if any of the beta testers are good with figuring out other peoples code feel welcome to go right ahead and tinker with the code :p
Title: Re: piworld
Post by: DJ Omnimaga on September 13, 2009, 10:22:27 pm
Feel free to post code if you need any help, tho. Maybe some people could be able to help fixing them
Title: Re: piworld
Post by: miotatsu on September 14, 2009, 08:38:19 pm
piworldv1.0 is ready to be tested, just stop by irc and i can dcc send it, if anyone cant get on irc/doesnt like DCC just tell me and i'll upload it elsewheres for your downloading pleasures ^.^
Title: Re: piworld
Post by: DJ Omnimaga on September 15, 2009, 01:40:32 am
DCC doesn't work with most people for me. So you will need to e-mail it to me at o m n i m a g a @ g m a i l . c o m
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 04:19:21 pm
ok my finding as a piworld beta tester

good: no memory leaks
          "hard" to crack saves : didnt try to hard :)


bad: none )


non important glitches  : pressing enter right after pressing second to talk to a npc causes the game to go into a state like the "pause"  but it is actualy stuck on clrdraw ?
Title: Re: piworld
Post by: DJ Omnimaga on September 15, 2009, 04:26:20 pm
I haven't got game yet ;.;
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 04:28:54 pm
EDit : removed by me due to irellivence :P
Title: Re: piworld
Post by: DJ Omnimaga on September 15, 2009, 04:30:49 pm
Well I removed the file in case someone else download quickly, I downloaded it though, but maybe Mio doesn't want me to beta-test x.x
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 04:38:15 pm
alright :) srry if you didnt want him to have it mio :P

Title: Re: piworld
Post by: miotatsu on September 15, 2009, 05:38:24 pm
oh yeah i do want DJ to have it, i just didnt have time to email it yesturday and i just got back from school today, so did another beta testers send it to DJ, or will i still be emailing it?
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 05:44:41 pm
i sent it :)
Title: Re: piworld
Post by: miotatsu on September 15, 2009, 05:45:49 pm
ok i see now, its all good then, still a few more testers i havent gotten it to yet tho x.x
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 05:49:03 pm
:) well suggestion for u use celtic 3 for debugging :)  mostly det(4,0  (displays ram remaining) :)  it will help squash any possible
err:mem statments that may occur when u add bosses and stuff :)
Title: Re: piworld
Post by: miotatsu on September 15, 2009, 06:01:12 pm
im /very/ confident that i will be able to program the boss/creatures and what-not without exceeding the available ram with optimization, and i know how to avoid memory leaks, but I've never done anything like it before so it will definitely be a challenge for me :D
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 06:04:32 pm
alright :) it was just a suggestoin hmm what else could celtic3 be used for debuging ...


*geekboy goes to ponder and come up with a obscene but effective way to use celtic 3 as a debbugging tool :)

Title: Re: piworld
Post by: DJ Omnimaga on September 15, 2009, 08:26:47 pm
THis is very nice and fast so far. Btw can you enter buildings yet?

EDIT: Btw there's a strange bug when touching the eastern pi symbol, here's a vid of it:

http://xlib.mtv-music-generator.com/piworldbug.wmv
Title: Re: piworld
Post by: Builderboy on September 15, 2009, 08:49:07 pm
Wow, thats a bad glitch.  Seems the assembly programs your using have some kinks that need to be worked out.  Maybe you want to consider just sending the pics if this can't be fixed?
Title: Re: piworld
Post by: miotatsu on September 15, 2009, 08:59:52 pm
thats probably what i will have to do.
Title: Re: piworld
Post by: Geekboy1011 on September 15, 2009, 09:24:00 pm
wow bad glitch x)
Title: Re: piworld
Post by: cooliojazz on September 15, 2009, 10:03:37 pm
no way, thats crazy bad! How will you ever fix it?!? =P
Title: Re: piworld
Post by: miotatsu on September 17, 2009, 07:04:23 am
im going to start work on the creatures today, and update the progress tracker, i believe as of today ive been here 2 months as well :o *hint hint*
Title: Re: piworld
Post by: Geekboy1011 on September 17, 2009, 03:34:02 pm
lol and awsome cant wait mio looking forward to sign up for beta testing again :)

Title: Re: piworld
Post by: miotatsu on September 17, 2009, 05:15:54 pm
updated my sig, also: my .gif screenies are looking really messed up, is it just me or did imageshack do something to my images? x.x
Title: Re: piworld
Post by: Eeems on September 17, 2009, 05:24:13 pm
well, they look fine to me, but maybe it's your comp
Title: Re: piworld
Post by: miotatsu on September 17, 2009, 05:37:45 pm
must be i guess
Title: Re: piworld
Post by: DJ Omnimaga on September 19, 2009, 01:55:28 am
they look fine for me too, but I know Imageshack resizes images sometimes and on some comps they look blurry or small
Title: Re: piworld
Post by: miotatsu on September 19, 2009, 02:34:23 pm
i would have used photobucket, but apperently they have limits on .gif images, i guess they are ok tho so it shouldnt matter, any way on a more important note, i havent started on the creatures yet, but i am going to later today (i was working on getting Fedora set up because i got sick of Vista.) I dont know how long it will take yet but i will keep this topic updated much more regularly seeing as now im not just recoding things, but actually adding new stuff ^.^
Title: Re: piworld
Post by: DJ Omnimaga on September 19, 2009, 02:43:57 pm
Glad to hear new progress :D
Title: Re: piworld
Post by: miotatsu on September 21, 2009, 12:04:00 am
apparently firefox 3.7 has problems with displaying .gifs properly, they seem to work on chrome, but its not a big problem so i'll deal with it, right now im considering whether i will need to code the creatures into the main loop or if i can get them to work as internal subprograms...
Title: Re: piworld
Post by: DJ Omnimaga on September 21, 2009, 02:19:46 am
just make sure it wont slow down the game a lot, though, if you put them in the main loop
Title: Re: piworld
Post by: miotatsu on September 21, 2009, 06:32:49 am
yeah, thats my one concern, if the creatures involve a lot of movement and aren't in the main loop it will have to toggle back and forth between subprograms and the main loop which would slow it down when you are near an enemy unless i find a faster subprogram routine while on the other hand if i stick them in the main loop it will slow the whole program down, i know other games have pulled off good speed with enemy's on-screen so i'm looking into different methods of approaching this.
Title: Re: piworld
Post by: Eeems on September 21, 2009, 06:15:33 pm
maybe you should upgrade firefox to 3.5 ;)
sounds like you are making progress :D
Title: Re: piworld
Post by: miotatsu on September 24, 2009, 09:59:37 pm
I was on a short break ( i always take a small break after an update is released, but this one was extended so i could have time to play chips challenge) but i will be resuming work on piworld tomorrow :)
Title: Re: piworld
Post by: DJ Omnimaga on September 25, 2009, 12:09:24 am
Nice to hear you're working on it again. Btw is a PC version still planned too?
Title: Re: piworld
Post by: miotatsu on September 25, 2009, 04:52:37 pm
yep, if pifreak finishes the BasiC++ project i will port it to that, and im also going to make the C++ version probably sometime over the summer this year.
Title: Re: piworld
Post by: DJ Omnimaga on September 25, 2009, 07:58:26 pm
oooh yeah that BasiC++ thing... I hope he finishes it, I might give it a try if it's ever completed
Title: Re: piworld
Post by: miotatsu on September 29, 2009, 06:22:48 pm
i talked to him and it sounds like it probably wont be completed :[
hes really busy and doesnt have time to work on it really, but if he does have time to work on it from what i understand he feels like it would be too much work replicating the entire ti-basic syntax
also: i havent been feeling the best lately so i havent worked very much on piworld, but when im feeling back to normal im going to be working on a creature demo (which wont be released unless the community really wants to try it) but i will post a picture of it when its done so that everyone can get an idea of what it will be like when its implemented into the game. I'm also thinking about splitting the piworld topic up now that i have a sub-forum, but for now im to busy/lazy :P
Title: Re: piworld
Post by: DJ Omnimaga on September 29, 2009, 11:36:21 pm
aw it sucks, too bad :( I understand, though. Do you think he could let someone else continue the project?

I hope you feel better soon

Btw I'm interested in your creature demo, feel free to PM me when ready :)
Title: Re: piworld
Post by: jsj795 on September 30, 2009, 07:23:30 pm
I really want to try the demo!!!
for now im to busy/lazy :P
and yeah... I feel the same way... busy/lazy
Title: Re: piworld
Post by: miotatsu on October 07, 2009, 05:22:05 pm
I had lost my calculator for a few days but i found it so i will be working on it again, sorry for the inactivity while it was lost :X
Title: Re: piworld
Post by: DJ Omnimaga on October 07, 2009, 05:40:25 pm
glad it was found again, I would have hated if I lost my only calc avaliable back then and never find it again x.x
Title: Re: piworld
Post by: TsukasaZX on October 08, 2009, 02:54:20 am
Good thing you found it! It would've been horrible if you lost it. :O
You should back your calc up to the computer on a daily or double-daily basis if you constantly work on it. You might not be so lucky if there's a next time :X
Title: Re: piworld
Post by: miotatsu on October 08, 2009, 05:59:21 pm
i do keep piworld and everything backed up on the computer, and i can always use my sisters calculator unless she needs it for math stuff, but if i had lost it for good i would have had to payed for a replacement for myself and for a kid without a paying job, thats a lot of money, and would take a while to earn (im saving up for a laptop so i would have to either save up extra, or spend the money i had saved up) :(
i wasn't working on piworld while the calc was lost because i knew it would turn up in a matter of days and i didn't want to bother my sister in the meantime :p
Title: Re: piworld
Post by: Builderboy on October 08, 2009, 07:21:44 pm
I lost my calc recently as well :O  But I found it quickly :) so its all good.  But yeah, backups are good, as I have found out the hard way many many times.
Title: Re: piworld
Post by: miotatsu on October 13, 2009, 05:05:24 pm
anyone know of an easy way to get access to normally inaccessible characters, im guessing there is an asm utility to do this but i haven't checked yet, i know mirage has the ability to enable lowercase font, so i made a program to store all the lowercase symbols to a str so that i can have access to them without asm, but i would also like access to the other characters (to be specific the character i most want access to is the lowercase pi symbol, i could improve my code a lot if i could have that symbol stored in a string)
Title: Re: piworld
Post by: Builderboy on October 13, 2009, 05:40:30 pm
The program is called Xtravar, and is an awesome utility that gives you access to all 256 Pic, String, GDB, Matrix, and special character tokens.

http://www.ticalc.org/archives/files/fileinfo/391/39138.html

I use it all the time for Serenity :)
Title: Re: piworld
Post by: miotatsu on October 13, 2009, 05:47:49 pm
thank you, i will give it a try soon :)
Title: Re: piworld
Post by: jsj795 on October 13, 2009, 06:12:52 pm
i use that too, and that's where i get all my extra variable for my game too.
Title: Re: piworld
Post by: DJ Omnimaga on October 13, 2009, 11:30:45 pm
Else, I think the ASCII map editor in our download section has most characters stored at the beginning of one of the programs. I just copied them in a string and pasted them in another program for later use.
Title: Re: piworld
Post by: miotatsu on October 16, 2009, 08:39:29 pm
split piworld up into two topics, one for artwork and screenies, and this one for the main info and stuff

also updated my progress tracker that can be found in my sig
Title: Re: piworld
Post by: DJ Omnimaga on October 16, 2009, 10:08:40 pm
Nice to see more progress :D
Title: Re: piworld
Post by: jsj795 on October 16, 2009, 11:27:10 pm
what do you think the whole gameplay is going to last????
Title: Re: piworld
Post by: miotatsu on October 18, 2009, 09:45:50 am
are you asking how long it will take to complete the game/how much content will there be? if thats what your asking then my best answer would be:
the game will stick with 6 to 7 areas, and be very small content wise, its my first ti-basic project, so im trying to keep it small and simple, my next game will be much larger ^.^
for gameplay, it will probably last about a week worth of playing hours every day, not because of a lot of content but because you will need to grind on monsters, if i make an easier mode it will take less time because there wont be as much grinding.
Title: Re: piworld
Post by: Builderboy on October 18, 2009, 01:28:55 pm
Sounds good for your first project!  Really good in fact!  Can't wait to see the enemies up and running as well.
Title: Re: piworld
Post by: miotatsu on October 28, 2009, 08:44:35 pm
havent been able to be on as much because my sister has been using the comp a lot, i will be getting a laptop soon tho so that will solve that problem, also posted info about my latest update int he screenshots thread.
Title: Re: piworld
Post by: DJ Omnimaga on October 28, 2009, 08:51:21 pm
Nice to hear, try to get a good warranty, tho, because these things seems to break quite easily. I heard about 30 laptops breaking just on Omnimaga in the past 3 years
Title: Re: piworld
Post by: TsukasaZX on November 01, 2009, 05:50:59 pm
What kind of laptop are you getting? And yeah, get a good warranty. Trust me on that one >_>;
Title: Re: piworld
Post by: miotatsu on November 09, 2009, 02:12:38 am
alright, i have a working creature engine but there are still plenty of glitches with it, the glitches are:
1. it gets caught in a subloop
2. occasionally will throw a domain error
3. creature sprites not refreshed if overlapped/walked over
Title: Re: piworld
Post by: DJ Omnimaga on November 09, 2009, 02:31:56 am
x.x I hope you can fix them without too much hassle x.x

Feel free to ask help if you need any
Title: Re: piworld
Post by: ztrumpet on November 09, 2009, 09:58:41 am
1. Ugh, I hate those. Easy fix most likely.
2. Bad error! Go bother someone else! Once you find where the problem, I'd call it easy.
3. By far, the worst. You have to add some extra code for that one.  Mabey draw it whenever your sprite is drawn?

Good luck with your errors!
Title: Re: piworld
Post by: cooliojazz on November 09, 2009, 11:50:00 pm
Stuck in a subloop? O.o I donn't think i've ever had that happen.  Mine always skip over, kinda oposite :P
Good luck on fixing those tho.
Title: Re: piworld
Post by: DJ Omnimaga on November 10, 2009, 01:21:08 am
I had this happen a few times, where I used too many End commands at one point. But my problem was usually more forgetting to put End commands after loops/conditions
Title: Re: piworld
Post by: miotatsu on November 18, 2009, 08:59:16 pm
i will be working on the PC version for a while, so this version will be on hold. I will still finish this version of course tho :)
Title: Re: piworld
Post by: DJ Omnimaga on November 18, 2009, 09:48:39 pm
you should psot screenies, though :P
Title: Re: piworld
Post by: DJ Omnimaga on February 19, 2010, 01:15:11 pm
Did you lost any progress on this or is the project safe?
Title: Re: piworld
Post by: miotatsu on February 19, 2010, 04:49:26 pm
piworld is still fully backed up, no progress lost at all :)
Title: Re: piworld
Post by: DJ Omnimaga on February 19, 2010, 04:56:15 pm
ah phew I was worried x.x

Always backup next time, tho, not just on one computer