Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Drak on January 25, 2009, 12:54:26 am

Title: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 25, 2009, 12:54:26 am
much more advanced than the first one. found a nice gem called "xLIB". gonna use that, already doing paperwork on ideas. features that are planned

Timed Attacks
some player attacks will have button press timings in them to do additional effects. (ie Player regular attack you can hit the 2nd button in the right time to do extra swings. my best record is 13 swings, but that was sheer luck because at 13 you have exactly one "frame" to hit the button. You can't spam the 2nd key either. if the game detects you spamming, (ie you press 2nd twice within the timeframe of a continued attack) itll treat it as if you had not pressed the action button at all. This is to make the player become more tuned to the timings.)

Three Party system
You have three players in your party at any particular time. (Potter and two friends)

Multiple Characters
The three default characters in the team, as well as four unlockable characters.

Graphics.
Maps, zones, battles, etc. lots of eye candy. already done some code for battle eye candy and it looks okay so far. for worlds I'm hoping to try my luck at a scrolling map for each world, but no promises. depends on memory mostly.

Story
Multiple endings, different bits of dialog based on members of your party. Specific party members in party at key times give bonuses, etc.

Optional Bosses
What would you do without a few optional bosses that know kick your ass.

"Level" system change
Instead of kill the monsters ding level up, you kill the monsters get XP, and spend XP to increase your stats, allowing you to customize every character to benefit what their role in the party is. Also, allows you to be "hardcore" and play the game with entry-level characters. (I'll have to figure ways to make playing the entire game at "level 1" possible, but incredibly difficult.)

Inventory system
32 64 undecided "Consumables" at max, preventing you from stocking 80000 mountain dews and chug-spamming. every character also has specific equipment that they can use. Also, the "Party" can equip a special item that has effects overall, IE, the equip "EXP Magnet" which increases party XP gain from all victories by 10%, or the "Skairy Mask" which makes the enemies skairyfaiced and they don't want to engage in battles. (Except bosses, obviously, they hate you either way.) changed this on paper to "Party perks" (one allowed at a time) and "Character Perks" allowing four at a time. Say if you pick up the "Strong Arm" perk (ups STRENGTH value) you can equip it on all characters, but you can't put it in all four spots.

SemiRandom encounters
Zones may or may not have random encounters. Sometimes if you travel down a certain hallway you will run into a pack of enemies, but later on if you travel back you may not. You never know. Speaking of that, I try to not make it "poof you run into enemies" but rather something you visually see, like if you're walking down the street you will stop, see a nazi on a segway ride up toward you, and then engage. This may also present the ability to "dodge" fights by doing the right action at the right time. IE, you push the button to hide in an alley so the nazi does not see you. Note, having certian characters in your party can help in evading fights too. Say you run into a Fembot and you have the female character in your party, she can make the fembot leave you alone. this is good and bad, because if you're looking to farm a particular enemy group for some reason, (say, that group gives more experience points than another group, or you're looking to farm this enemy group for an item) it can be a hinderance. so, you'll have to do something else to prevent this from happening if you're looking for a fight. And another thing, because of the way I'm handling the "semirandom" encounters, no, you can't just push left and right to farm an enemy area. You'll have to physically LEAVE and return. This is to discourage 'azn_farming' from happening because the game wouldn't be any fun if you're insanely overpowered through the entire game. Not saying you CANT farm, its just frowned upon.

iffy on this one. Super Random Fun Dungeon
Tired of questing? Want to just do some random dungeon crawling? Feel like a pro? Totally based on the dungeon in lufia 2? Why not try the Super Random Fun Dungeon? A dungeon where you start at base level stats (dont worry, your XP is preserved in a separate area so it isn't lost.) and work your way down 99 floors randomly made.

have to think about including a battery checker so you can keep track of your calculator's battery life.

sound good?

As far as the story goes, I have it worked up already but I'm not going to say anything yet because I just released Potter Quest 1. This project will probably take about a year as well if I'm doing it solo (some time for coding, most of the time for tweaking it to get it just right.). Go play PQ1, nao.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: simplethinker on January 25, 2009, 01:05:56 am
It sounds good.  You already have a good idea of how everything'll work and what the features will be.  It sounds like the encounter system will be similar to Chrono Trigger, which is great.

Quote
found a nice gem called "xLIB". gonna use that
There's also Celtic III (http://www.unitedti.org/index.php?showforum=62) which is backwards-compatible with xLIB, but still in development.  Just an idea, since the more people potentially using it means more "motivation" to finish ithint hint :D
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 25, 2009, 01:09:14 am
It sounds like the encounter system will be similar to Chrono Trigger, which is great.

Yeah, Chrono Trigger's whole "BOO LOL I SKAIRED U LETS FIGHT" thing was awesome. I had been a diehard FF nerd and so seeing that instead of fadescreen time4fite was like, "holy shiester, that was friggin awesome!"
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 25, 2009, 03:22:46 am
wow nice to see you're working on a sequel. With graphics it will be even more awesome :)

xLIB is cool, just make sure to backup often in case you mess up a function. Celtic has backwards compatibility with xLIB and some Omnicalc functions but some xlib ones woN't work well yet such as sprite clipping to the left of the screen.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on January 25, 2009, 07:07:28 pm
Heyas, welcome! I don't remember you from before, but hey, whatever! This looks like it'll be pretty nice. Can't wait to see more of it.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: trevmeister66 on January 25, 2009, 10:45:03 pm
It's good to see you're doing a sequel. I'll definitely give this a shot once you finish and after I beat your first one.

Also you should get some reward for beating the game at lvl 1 (if you make it possible). Maybe unlock an extra quest or character or spell or something.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 26, 2009, 09:56:03 am
Also you should get some reward for beating the game at lvl 1 (if you make it possible). Maybe unlock an extra quest or character or spell or something.
already got an idea of what NoXP runners get.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 26, 2009, 01:33:40 pm
LV1 challenges are always cool, or just low level when it's impossible to beat a game at lv1.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 26, 2009, 11:29:40 pm
LV1 challenges are always cool, or just low level when it's impossible to beat a game at lv1.

itll be possible. it wont be "level 1" but rather when you choose New Game you'll be presented to the Normal/Extra/NoGain modes, and itll be No Gain which sets any XP gains to zero automatically. by the end of the game, I want the player for a no XP gain run to be like this:
Techno Rave Party (http://www.youtube.com/watch?v=zwYRMy-2S7U)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 27, 2009, 11:07:49 pm
got the system for handing "Single Person" damage working, as well as the "Single Target" animation system working. For some strange reason, the "Dude in a Trashcan" (test enemy) in slot 3 of Enemies kept jihad bombing himself... trying to figure out why he's taking damage when nobody's attacking him. I'm a dumbass. I put the wrong number for deducting hitpoints in deducting hitpoints for EnemSlot3. Had a 3 instead of a 7, so it was dropping his health whenever "Friend 2" got hit.

Anyway, enemies work now as theyre supposed to, have to fix the game to set anyone who gets KTFO'd mid init to skip their turn because I'm an idiot and I forgot to add that. after that I gotta work on actually giving Players the ability to fight back, but before I do that I might look for a digital camera and record some shit to stick on youtube so you guys can be like "zomg fapfapfap". youNOOB is being a fag and wont let me sign in. i'm in a perpetual state of ghey where it keeps asking me to sign in. mabey i should check to see if i'm blocking cookies. needed to disable cookies.

Youtube is processing this right now, so it should be up later (at most an hour) if it doesnt load for you. (http://www.youtube.com/watch?v=eNze1ql6xSI)

it loaded for me, but it clipped some time off the video I uploaded. sadfaic.

in other news... going to sleep, need to rest so i can walk to work. i'll be fixing the obvious bug you may or may not see, as well as working on starting the player's ability to fight back.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 28, 2009, 02:15:32 am
wow graphics are friggin awesome (altough I couldn,t see the left part since it was too dark in the video) and I like how it scrolls when text appears

as for youtube in opera and IE8 I don't have problems staying logged in and this one video loads fine, but I do have serious trouble loading most videos (either they stop at like 1/5 or they never load) so sometimes I got to wait later, switch to high quality (for some reasons sometimes it's faster on the canadian server I am on) or use aTube to download the video (which decreases the quality, altough not as much as with Save2pc)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 29, 2009, 01:02:26 pm
gonna make an update on the graphics handling for combat. still havent gotten around to writing an actual player handling thing yet, because Im starting to get sick. (and im a toal lazy ass too, and had to work yesterday) anyway yeah. uploading... STILL uploading... uploaded. if it says "processing" give it up to an hour before trying again. NoobTube is kinda mean that way. but hey, it works. (http://www.youtube.com/watch?v=Eqg70qugVd4)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on January 29, 2009, 05:32:02 pm
Wow, I didnt know it was that far! Those graphics/battle animations look pretty sweet!
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 29, 2009, 07:09:10 pm
I like how you got a white outline around the characters. I never thought about doing that in my games. It's helpful against black bgs. Very awesome work. Do you think you could make the walking a bit faster though? Like, twice faster
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 29, 2009, 07:23:06 pm
I like how you got a white outline around the characters. I never thought about doing that in my games. It's helpful against black bgs. Very awesome work. Do you think you could make the walking a bit faster though? Like, twice faster

i already have that written down to do as soon as I at least get the "default" attack for PC's done.


Jan30 Edit:

got the basic attack set up. managed to kill an enemy group. Got unlucky the second time around after I tweaked some animations to make them smoother and the enemies kept critting and I wiped. :( Think I've found some ways to reduce the memory cost of a few things, but I'll have to play with that on my end. Thinking about doing another video update. I'd rather have a screen recorder. Anyone know a good emulator that lets you use things like screen scrolling and contrast adjusting? And is compatible with xLIB/CelticIII ?
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on January 31, 2009, 01:01:55 pm
gonna do one last youtube upload demonstrating the timing attacks, and me finally beating up the jerks on the left hand side of the screen. after that, gonna be doing a lot of code before I do another youtoob update.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 31, 2009, 01:47:22 pm
cool, I'll check once uploaded. After trying noah's game I'll prbly try potterquest 1 for a bit, altough I doubt I'll have enough time to get through the entire game (since i alerady got some projects and stuff x.x) I hope it works on emulator
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: noahbaby94 on January 31, 2009, 03:48:05 pm
Try wabbitemu if memory serves me right you should be able to do those type of effects.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on January 31, 2009, 04:52:41 pm
yeah it might work, altough Wabbitemu doesn't support Z-Address and contrast settings is buggy (and won't show up in screenshots) so some games doesn't run fine, such as Reuben Quest 2 and Illusiat 2004
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: {AP} on January 31, 2009, 05:17:18 pm
Wabbit is fine for PQ 1.
Already tested it out.

(EDIT: Wow, got the conversation out of context. Wabbit emu with PQ1 is fine, but as Omnimaga said... contrast changes and such are bugged so it wouldn't be the best for PQ 2.)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on January 31, 2009, 08:27:38 pm
That looks really nice! This is gonna be sexy. Also, I particularly like the bottle of tylenol.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 01, 2009, 01:46:38 am
Tylenol. (http://www.youtube.com/watch?v=B94H8olnZpw)


Anyway, last video update for a while, I've got a whole bunch of work to do. And yes, that tylenol is nice, but it tastes really really bad.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 01, 2009, 04:38:43 am
Lol I love the baseball attack XD, but wouldn't a baseball attack do like 8000 damage or more? O.O


Oh wait rickrolls are more powerful. Most enemies will most likely self destruct, commit suicide or run away when they occur :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 01, 2009, 11:11:11 am
Oh wait rickrolls are more powerful. Most enemies will most likely self destruct, commit suicide or run away when they occur :P

i should so stuff rick astley in there as an optional fight in pineburgen. if you beat him up all the blaxrobats can gang up on him and pvp him.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on February 01, 2009, 11:44:28 pm
I'm impressed with this. Teh combo system looks really nice, and the graphics are great too. Good job so far!
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 04, 2009, 11:48:25 am
45+ planned NON KEY items in development. some are your typical items like Mountain Dew (heal) or Amp Energy Drink (ether), but then comes some unique items such as the Pretty Rock (heals whole party, unlimited uses) and the Vinyl Record (throw for damage). Was wondering, for a game like this, with such a wide variety of items, is a maximum of 32 items carryable in your inventory too few? What are your opinions on this? Keep in mind, there *IS* an item bank planned, that can hold up to 64 to 128 items that can be withdrawn at a later date.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 04, 2009, 12:09:58 pm
32 items should be fine as long as you dont keep running out of them at like 1/8 of dungeons x.x
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on February 04, 2009, 12:42:29 pm
Are items going to be stackable in your inventory?
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 04, 2009, 01:58:18 pm
i think no stacked items would be cool, it would make the game more realistic. I never understood how cloud could carry 99 potions, elixirs and several other items in great quantity with him and we kinda go blind when making rpgs, not thinking about that little detail XD

In fact, if I ever do another Illusiat game I think I might have the item inventory so that items are slot based instead of having slots designed exclusively for one kind of item up to 99 in quantity. You would have like 64 items max in your inventory with the ability to trash items. More realistic and more challenging. I noticed in most FF games near the end you always have 99 potions and ethers and even like 30 elixirs and it gets too easy
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: trevmeister66 on February 04, 2009, 02:07:39 pm
Yeah I think 32 is good, and I agree that they shouldn't be stackable. Not only does it make it more realistic, but it also forces the player to play more cautious since they don't have 99 uber potions.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 04, 2009, 03:16:39 pm
true, and be careful when buying items, cuz if you find items and have to trash a good elixir away or waste it that's not good. Some games also have more limited item stacks. Secret of Mana is 4 and Secret Of Ever more is 6. Mana Force 1 and 2 are 9 IIRC
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on February 04, 2009, 10:49:32 pm
I was wondering because if they are not stackable that would be a factor in deciding how many items would be allowed in inventory(though personally I like the idea of non-stackable as it does make i more realistic and there is a banking system implemented in this game). Also, will there be one collective inventory or will it be as in say the "Mother"(earthbound USA) RPG series where each character has their own inventory and items are tradeable between characters? If the latter inventory could potentially be smaller per person.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 04, 2009, 11:42:14 pm
Are items going to be stackable in your inventory?

negative. there's items that are usable multiple times, but for the most part the player has to learn to manage his party's abilities and the items he carries.

the inventory is one collective unit. I've expanded it from 32 to 44 items (half a screen's worth of loot.)
Some items are for battle only, others can be used outside of fights. and no, you can't spam the pink rock for hitpoints outside of a fight.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: TIfanx1999 on February 04, 2009, 11:58:09 pm
Sounds good, that should work out just fine.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 05, 2009, 12:07:38 am
if a player opens a box, and his inventory is full, the box simply wont open. if there's loot that's obtainable but the player's inventory is full, the item is instead instantly converted into "xtra bux" (more money) instead of looted, so nothing is really lost. (except if you're farming for a specific item, in which case you're kinda S.O.L. there, but hey, at least you got something out of it.)


edit: INCREDIBLE cinematic footage on a calculator screen? I THINK SO. (http://www.youtube.com/watch?v=oHg5SJYRHA0)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 09, 2009, 01:47:29 pm
Lol at the link

Btw i thought about something, altough it might be complicated to make it so it only works for useable items, not key items essential to the game. I wonder if a discard ability that mesmerize the location of the 10 or 20 latest dropped items (afterward the item is gone for good) would be cool? Kinda like in MMORPGs, you find a super weapon, but have no more free items slots, so you discard a potion besides the weapon on the floor and grab the weapon, and if you want to save money later in the game, you return where you left the potion and it will still be there. It would only mesmerize, let's say, the last 20 dropped items maybe, so the list that contains the data won't get too huge. I wonder if this would be easy to implement?
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 09, 2009, 02:01:48 pm
Lol at the link

Btw i thought about something, altough it might be complicated to make it so it only works for useable items, not key items essential to the game. I wonder if a discard ability that mesmerize the location of the 10 or 20 latest dropped items (afterward the item is gone for good) would be cool? Kinda like in MMORPGs, you find a super weapon, but have no more free items slots, so you discard a potion besides the weapon on the floor and grab the weapon, and if you want to save money later in the game, you return where you left the potion and it will still be there. It would only mesmerize, let's say, the last 20 dropped items maybe, so the list that contains the data won't get too huge. I wonder if this would be easy to implement?

sssh. stop spoiling the code I've been working on. There's already a check to see what's been dropped, and if the map data happens to load that square then you can get it back. and I'm aiming for a seamless world - much like that of the walking overworld map thing in pokeman games. (not pokemon, because I'm not jamacian.)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: trevmeister66 on February 09, 2009, 02:06:00 pm
Lol at the link

Btw i thought about something, altough it might be complicated to make it so it only works for useable items, not key items essential to the game. I wonder if a discard ability that mesmerize the location of the 10 or 20 latest dropped items (afterward the item is gone for good) would be cool? Kinda like in MMORPGs, you find a super weapon, but have no more free items slots, so you discard a potion besides the weapon on the floor and grab the weapon, and if you want to save money later in the game, you return where you left the potion and it will still be there. It would only mesmerize, let's say, the last 20 dropped items maybe, so the list that contains the data won't get too huge. I wonder if this would be easy to implement?

That's not a bad idea, but I think it might be a little difficult to implement. I'm not sure how his item system/map system works, so I don't know how he does it, but every time a new section of the map is loaded, he would have to check if any of the items in the "dropped" list were in that area, and then display it, and then have a routine that lets you pick it up and/or swap it out.

EDIT: Heh I guess he is working on it.  :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 09, 2009, 02:07:09 pm
lol I didn't knew you were working on that, this is why I suggested it :P

Also for treasure chests do they get reset when you exit a dungeon (when it's not a rare/key item) and go to world map then return in, like in Dragon Warrior 1 and Ultima series? Or is the content gone forever?

EDIT: Oh and over here we say Pokémon with the accent as it was originally written :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 09, 2009, 05:10:04 pm
once the item is looted it's gone. and I don't know how to do the funny E thing.
Pokeman is the game about  the guy who does the hokey pokey and the smokie was a chokie and a blokie flokie with an artichokie... wait..


Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on February 09, 2009, 06:13:24 pm
What E thing, little E2 is 100 etc..
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on February 09, 2009, 11:05:27 pm
oh he means e with acute accent. You need to set your keyboard in french canadian or spanish or do it from Start->Programs->Accessories->System Tools->Character tables
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: metagross111 on February 20, 2009, 06:20:23 pm
oh he means e with acute accent. You need to set your keyboard in french canadian or spanish or do it from Start->Programs->Accessories->System Tools->Character tables

yeah, that's just im too damn lazy to do that :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: {AP} on February 21, 2009, 10:04:35 pm
oh he means e with acute accent. You need to set your keyboard in french canadian or spanish or do it from Start->Programs->Accessories->System Tools->Character tables
Actually, with Windows... all you have to do is hold ALT then press (in order) 130 on the numpad with NumLock ON and finally let go of ALT.
Without the explanation it's Alt+130.

Here: é
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: metagross111 on February 22, 2009, 12:01:40 am
oh he means e with acute accent. You need to set your keyboard in french canadian or spanish or do it from Start->Programs->Accessories->System Tools->Character tables
Actually, with Windows... all you have to do is hold ALT then press (in order) 130 on the numpad with NumLock ON and finally let go of ALT.
Without the explanation it's Alt+130.

Here: é

that's all well and good with people who have numpads :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Galandros on February 27, 2009, 02:24:17 pm
How Pokémon arrived to the topic?
I always have read Pokémon in tv with the é.

You don't have an accent key in the keyboard? Did you put in windows options as a French/Spanish/Portuguese keyboard?
French are worst than Portuguese in accentuation è and é are spoken differently if I remember right. :p
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Drak on February 28, 2009, 10:10:01 pm
OK SO! Update time!

currently doing some tests with numbers and fine tuning things (yeah i know fine tuning is supposed to come at the end when everythigns done but its just buggin the shiester out of me.) and playing around with the idea in my mind of how to incorporate a Post Game "Versus" mode where you can link your calculator and send calculatorally transmitted diseases yyour data to the other persons calc and stuff to Versus fight them and .. i know its like amazing holy shiester anyway

been busy with life
planted strawberry plants :3  and gonna plant some more stuff holy cow thats amazing

anyway
not gonna do a video anytime soon of gameplay. gonna wait till I have a workin engine for map movement and the combad engine is done. that brings me to a rant about freakin row swap yeah its nice and all but when i'm doing it nine times in a row to shift everything in a matrix a given direction god damn its slow. is there any way to get this faster than 1.5 seconds? using a ti84+silver edition.


EDIT:


fyi if you ever was hyour calculator dont throw it out, i found that opening it up and using a toothbrush to clean it out actually worked wonders
didnt even lose my data ^^
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on March 01, 2009, 02:53:08 pm
Like before, in asm it would a split second.
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on March 03, 2009, 01:26:01 pm
Kalan, I don't think he wants to have to learn ASM just to make a routine like this, not to mention figuring out how to make it fast might take a while even with ASM knowledge, so you may want to do it yourself or Drak ask someone who could do it like tr1p1ea or Iambian (maybe new Celtic III feature?)
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on March 03, 2009, 08:31:07 pm
Well what I am getting at is to bug a asm coder, as I did for Iambian and the readLine command (although he never responded to me)..
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on March 04, 2009, 03:13:03 am
maybe iambian might be able to address this issue, or tr1p1ea, else if the guy pops up on Maxcoderz Benryves too
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on March 04, 2009, 04:10:05 pm
Or brandonW..
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: DJ Omnimaga on March 05, 2009, 01:22:30 am
oh true :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: kalan_vod on March 05, 2009, 09:27:40 pm
I normally just goto TCPA on EFNET, and ask around. Tr1p1ea did a program I needed one time, and I am sure others would..They might be able to give you the Execute Asm string that Celtic uses.

So what is the verdict! Are you pursing that, or what updates can we get! :P
Title: Re: Potter and the Fortress of Moo (AKA Potterquest 2)
Post by: Netham45 on March 06, 2009, 12:48:47 am
maybe iambian might be able to address this issue, or tr1p1ea, else if the guy pops up on Maxcoderz Benryves too

Ben's active in #TCPA around 7-10 AM MST(GMT -7, iirc)