Author Topic: possible YUGIOH game  (Read 12311 times)

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Offline meishe91

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Re: possible YUGIOH game
« Reply #30 on: November 03, 2010, 05:37:46 pm »
I meant predominate as in most BASIC games are ASCII ;)
ASCII and text-based are not the same thing.  ASCII counts as graphics.  Yes, a lot a BASIC games are ascii.
ASCII is one of the only options for graphics in pure BASIC.  (in fact, if you want any sort of speed at all, you have to use letters and numbers and stuff).

Ya, they are completely different. Like Eeems new game is text-based because the game play is completely done by choosing option after option, however tifreak's Pokemon is token graphic based because tokens/characters are used for the graphics.

As for speed, I don't know. Dual Layers seem to be working pretty fast for you in IQ and Exodus used Text Sprites which is pretty fast ;) But I get what ya mean :P
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Offline MRide

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Re: possible YUGIOH game
« Reply #31 on: November 03, 2010, 05:40:11 pm »
Well, if you don't want to display numbers/text at some point for the graphics, then you're stuck with drawing commands, which suck.

Offline AngelFish

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Re: possible YUGIOH game
« Reply #32 on: November 03, 2010, 06:05:33 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

If he wanted to include pictures, he could also have a separate string with all of the pictures using RLE for the pic as well as a default card outline.

loading would be ridiculous though, since this is in basic.

It depends on how it's formatted. It's how the game engine for Battlefield runs and it's pretty fast for small strings.
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Offline KisforKeyboard

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Re: possible YUGIOH game
« Reply #33 on: November 03, 2010, 06:06:56 pm »
ok i think i got it just working on how it will work now and stuff :D

Offline yunhua98

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Re: possible YUGIOH game
« Reply #34 on: November 03, 2010, 06:08:26 pm »
sounds cool!
any chance of screenies soon?

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Offline meishe91

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Re: possible YUGIOH game
« Reply #35 on: November 03, 2010, 06:11:21 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

If he wanted to include pictures, he could also have a separate string with all of the pictures using RLE for the pic as well as a default card outline.

loading would be ridiculous though, since this is in basic.

It depends on how it's formatted. It's how the game engine for Battlefield runs and it's pretty fast for small strings.

Battlefield?
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Offline KisforKeyboard

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Re: possible YUGIOH game
« Reply #36 on: November 03, 2010, 06:11:40 pm »
i don't know

Offline yunhua98

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Re: possible YUGIOH game
« Reply #37 on: November 03, 2010, 06:11:47 pm »
it's our team battle project.  ;)

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Offline meishe91

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Re: possible YUGIOH game
« Reply #38 on: November 03, 2010, 06:12:41 pm »
Ah ok, sweet :)

And good luck on the game, KisforKeyboard.
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Offline DJ Omnimaga

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Re: possible YUGIOH game
« Reply #39 on: November 04, 2010, 01:09:46 am »
I meant predominate as in most BASIC games are ASCII ;)

well, good luck on your game! :D

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EDIT2: Well It's not in this post but I still want to know who did it >:(
That post or another one? That one seemed ok so I just rated it up. If you mean another then I'm not sure, as everything's rated 0 it seems.

Anyway, to comment on the project idea, as a person who coded TI-BASIC for 9 years, I would like to warn that a Yu-Gi-Oh game might be a huge undertaking, especially coding the artificial intelligence. With 700-800 cards it would also be extremly large, so you would need to store some of the data in Axe to keep it smaller or in strings. Even with like 100-200 cards it would still be a big challenge. It might be best to start with a smaller project if you never coded such massive game before, but it's up to you.

Have you any programming done on it, by the way? Which percentage of completion would be the battle engine and stuff?
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Offline meishe91

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Re: possible YUGIOH game
« Reply #40 on: November 04, 2010, 01:19:11 am »
ASHBAD was talking about a different post in a different thread, not that one.
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Offline AngelFish

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Re: possible YUGIOH game
« Reply #41 on: November 04, 2010, 01:45:10 am »

Battlefield?

An epic conflict between man and machine... or a program filled with hacked together code and ASCII graphics :P
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Re: possible YUGIOH game
« Reply #42 on: November 04, 2010, 01:28:24 pm »
ooh, can't wait to judge that :D

Offline KisforKeyboard

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Re: possible YUGIOH game
« Reply #43 on: November 04, 2010, 02:11:46 pm »
oh wow I didn't even think of AI..... maybe this was a bad idea :c

Offline AngelFish

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Re: possible YUGIOH game
« Reply #44 on: November 04, 2010, 02:26:27 pm »
Don't worry. You can always come back to a project when you have enough experience to do it successfully. It's better to find out at the beginning than halfway through when you're ready to tear your hair out.
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