Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: nitacku on February 12, 2009, 09:27:55 pm

Title: Protocol
Post by: nitacku on February 12, 2009, 09:27:55 pm
Well, I'm starting up an old project. As many of you may know, a project called Protocol was being developed by me and few others at UnitedTI. However, the project has been idle for more than a year now, so I'm going to pick up where it left off. Actually, I'm planning on creating a puzzle game rather than a full blown rpg.

The idea here is user generated puzzles. The game will be an rpg in the sense that you control a character around a dungeon/puzzle, but the game will purposely never have an intricate story line or battling elements typically found in an rpg. The main gameplay will essentially be multiple levels/dungeons from which you must escape. I will make creating and integrating puzzles with game very easy in hope that there will be many puzzles for the user to choose from. Even if no one else contributes, I'll create puzzles of my own, as to make sure the game has at least some puzzles.

Currently the game is in the planning stage only. I've got too many other project right now to finish up before i really get into this one, but those projects should be finished soon. Expect major development in the future.

To raise some excitement, here is a animated screenshot of the title screen:
(http://img338.imageshack.us/img338/2854/screenshotxa8.gif) hmmm, there is supposed to be contrast control too, but the screenshot doesn't reflect this...
Title: Re: Protocol
Post by: noahbaby94 on February 12, 2009, 09:29:48 pm
How your really good at making title screens.Sounds interesting as a game though.
Title: Re: Protocol
Post by: nitacku on February 12, 2009, 09:36:20 pm
That reminds me, I still have to create a tutorial on making scrolling backgrounds.
I've stumbled upon a way of creating animated scrolling backgrounds today, so I'm pretty hyped up.
Next is grayscale scrolling backgrounds... :P seriously.
Title: Re: Protocol
Post by: noahbaby94 on February 12, 2009, 09:39:44 pm
I would love to see how scrolling backgrounds work actually because this could help me tremendously in my guitar hero clone.
Title: Re: Protocol
Post by: trevmeister66 on February 12, 2009, 09:50:27 pm
Wait a second...that's basic+xLIB (or CELTIC)?? Dang. I knew you could do scrolling backgrounds (from when you first started your Bowling game), but that's awesome. You definitely need to get up a tutorial on it. Can't wait to see this progress some, and if you need help making puzzles, just let me know and I'll see if I can help.
Title: Re: Protocol
Post by: nitacku on February 12, 2009, 10:51:17 pm
alright, I'll take you up on that offer ;), although i'm still a little bit away from starting this project.
I'll let everyone know when I'm ready for some puzzles.
Title: Re: Protocol
Post by: Iambian on February 12, 2009, 10:54:32 pm
Need to get back to the Celtic III coding and such. Gotta make it compatible enough to be used reliably...

On another note, Celtic III does explicitly support a scrolling background command.
Title: Re: Protocol
Post by: noahbaby94 on February 12, 2009, 10:57:35 pm
Need to get back to the Celtic III coding and such. Gotta make it compatible enough to be used reliably...

On another note, Celtic III does explicitly support a scrolling background command.
Now that I've got you what is up with det(26, all I get are zeros
Title: Re: Protocol
Post by: nitacku on February 12, 2009, 11:07:03 pm
Need to get back to the Celtic III coding and such. Gotta make it compatible enough to be used reliably...

On another note, Celtic III does explicitly support a scrolling background command.

does it? I'm interested in using it :D
What is the syntax of the command?

and yes, you need to finish celtic :P
Title: Re: Protocol
Post by: Iambian on February 12, 2009, 11:37:10 pm
Last two things. I dunno what's up with det(26). When I tested it, it worked just fine when you pass a matrix through the thing.... so I'm going to retest it, and you should tell me under what conditions you're using that command.

For scrolling... you can read the readme at command "FILLMAP". A quick outline would be...

identity(8,"HEXSTRING",Right,Down,LOGIC,UpdateLCD)

Where you'd have the entire string representing an 8*8 tile, right and down would include the number of pixels to be shifted in those directions, LOGIC would be overwrite/and/or/xor in no particular order, and the set UpdateLCD to render the result (which you may not want to do. Omitting it should turn it off by default)

Current limitation being that it will only work with an 8*8 tile. If you need more or if more sounds useful, tell me.
Title: Re: Protocol
Post by: DJ Omnimaga on February 12, 2009, 11:50:13 pm
WOW this is even more awesome than Bowling title screen. Even grayscale scrolling. I'm happy that you picked this up again. I was worried about what happened to it

For contrast in screenshots, I have absolutely no idea why Wabbitemu doesn't support it though, even thought it works outside screenshots. However, contrast seemed buggy in Wabbitemu anyway, just try Reuben Quest and adjust the contrast to the maximum just to see what I mean. The contrast will get lighter instead of darker then the screen will fade to gray. The onyl way to solve this issue is to either use PindurTI, which isn't very reliable for sending programs, or use Camstudio/Hypercam to record the screenshot or Calccapture if you don't mind slow framerate
Title: Re: Protocol
Post by: Speler on February 12, 2009, 11:54:27 pm
I'm so happy to see you working on this.  Sorry I never really got too much done :/
Title: Re: Protocol
Post by: kalan_vod on February 13, 2009, 01:29:57 pm
This looks amazing, GS scrolling title! Well you pretty much are doing what I had planned for my Res game, can not wait to see what you have planned!
Title: Re: Protocol
Post by: Galandros on February 13, 2009, 02:06:03 pm
Very cool screen shot. And RPG's with puzzles are enjoyable except when you are stuck up in some part. x.x
I retake them some weeks after and maybe will advance. And if not, repeat in other weeks and so on...
Title: Re: Protocol
Post by: TIfanx1999 on February 13, 2009, 02:23:26 pm
Holy crap Nitacku's back! I have to say that screen looks great! Good to see you back and programming again!
Title: Re: Protocol
Post by: DJ Omnimaga on February 13, 2009, 04:08:12 pm
Very cool screen shot. And RPG's with puzzles are enjoyable except when you are stuck up in some part. x.x
I retake them some weeks after and maybe will advance. And if not, repeat in other weeks and so on...
ugh I hate that too. As much as I like RPGs, some are just frustrating. Final Fantasy, except the NES Final Fantasy II, are not too bad on that side. You will get clues by talking to NPCs around, but in some other RPGs, if you miss something in a convo, you're screwed because there will not be any repeating of that info anywhere else. Final Fantasy II on the NES (1988) and Final Fantasy Mystic Quest (For Europeans, FFMQ=Mystic Quest Legend) were some of the worst for that. There are also RPGs where you get stuck every few minutes because barely any info is given or not at all. Lunar Silver Star Story Complete on the PS1 (I think it was the name, right?) was one prime example. At one point you had to solve a puzzle where you had to go through doors in a certain order to activate a password, but in the entire game there are no indication of what is the order, so you have to try every combinations possible (like 60000) one by one. I talked to every single NPCs and none gave me any clue, even before that event. I got stuck for half a year then I gave up and sold the game to someone else.

In Reuben Quest 1 there are a lot of puzzles, same for Reuben 2 (altough easier to solve and more basic), but for example if you see ice blocking a path, you will go next to the ice and it will tell you that you need fire to melt this ice, so you search around for fire and stuff like that
Title: Re: Protocol
Post by: Speler on February 13, 2009, 07:22:39 pm
Well, it's easy to figure out how to beat the puzzles in Protocol, it's just really hard to beat them.
Title: Re: Protocol
Post by: Galandros on February 16, 2009, 07:46:56 am
[ugh I hate that too. As much as I like RPGs, some are just frustrating. Final Fantasy, except the NES Final Fantasy II, are not too bad on that side. You will get clues by talking to NPCs around, but in some other RPGs, if you miss something in a convo, you're screwed because there will not be any repeating of that info anywhere else. Final Fantasy II on the NES (1988) and Final Fantasy Mystic Quest (For Europeans, FFMQ=Mystic Quest Legend) were some of the worst for that. There are also RPGs where you get stuck every few minutes because barely any info is given or not at all. Lunar Silver Star Story Complete on the PS1 (I think it was the name, right?) was one prime example. At one point you had to solve a puzzle where you had to go through doors in a certain order to activate a password, but in the entire game there are no indication of what is the order, so you have to try every combinations possible (like 60000) one by one. I talked to every single NPCs and none gave me any clue, even before that event. I got stuck for half a year then I gave up and sold the game to someone else.

In Reuben Quest 1 there are a lot of puzzles, same for Reuben 2 (altough easier to solve and more basic), but for example if you see ice blocking a path, you will go next to the ice and it will tell you that you need fire to melt this ice, so you search around for fire and stuff like that
Yeah NPC are useful. But sometimes you have to use objects like healing herbs that you normally use during battles or so. Instead of you just discover where to toss it, some games open the menu where you can access the items. I became stuck in Golden Sun because of this. But I was somewhat inexperienced in RPG's.

You can always search a walk through guide in the Internet. I use when I am really stuck for months and never touch the guide again unless I need. And in some games I see starting guides to prevent me to start over again a game because you didn't make a good team (this can happen in some different styles of games that you can discover). Now it rarely happens but I haven't been playing too much.
Title: Re: Protocol
Post by: DJ Omnimaga on February 16, 2009, 01:02:05 pm
True but when you doN't have internet and that guides costs $20-30 and are sealed at store they can't really be much helpful :D (this was my situation back in the days)

If there's no way to solve a puzzle without the strategy guide in a game and that you are generally good at solving puzzles/not getting stuck in a RPG, this means that either the game puzzle is flawed, either there's a game translation error or either it is marketting strategy by the developpers to make money on strategy guides.

But there are games where you can really get stuck and have to restart all over, which can be frustrating x.x. On calculator, Age Of Darkness 2, enemies get stronger as you level up. If you stay around the first area for too long and level up for way too much time, even if you got the best weapon in the first town, eventually enemies will get so strong that you will barely deal anymore damage to them so you will be stuck in the nearby areas. or if you go too far from the village and are close to being dead but saved your game there, since the game escaping battle rate is so low, you might be stuck there forever.

On the Playstation 2, Tales Of Legendia. There is an area in the game where if you do something bad, you cannot go out, no matter what you try, so if you used the save point in that area, you're completly prisonner of that area. Even the walkthrough won't tell how to get out. I don't remember the area name, though.
Title: Re: Protocol
Post by: metagross111 on February 16, 2009, 03:23:28 pm
there was a section between two short events in Twilight Princess in which if you saved, the other event WOULD NOT ACTIVATE. if someone saved, they were stuck at this point in the game.
Title: Re: Protocol
Post by: nitacku on February 16, 2009, 07:49:36 pm
this reminds me of the Legend of Dragoon game for playstation. You'll spend days navigating through 4 discs, only to find out that you're trapped inside the "moon" where the last boss is. So you have to start the game over if you want to continue to play it. After over 80 hours of gameplay, I was disappointed to learn I couldn't return in the game.

ha, now that i think about it, the last boss accounts for like 5% of the entire game time.
(hitting the x button has never been so boring)
Title: Re: Protocol
Post by: DJ Omnimaga on February 17, 2009, 02:13:50 am
Oh wow I hate when games does that. Quest 64 did that, Mystical Ninja 64 too. Once you arrived at the final area you could never get out, unless you saved before. This sucked if you wanted to return to seek for missing items or stuff and if your levels were too low. When such things happen in a game, I prefer that there's no save options afterward.

In my old RPG Maker game The Mysterious Cities Of Gold when you were arriving at the final battle area you couldn't save anymore and you were even asked if you were ready, allowing you to heal yourself and stuff in case you weren't ready.

In the Illusiat games, though, this wasn't the case, due to the switching from chapters and my coding knowledges weren,t high enough to have an easy way to go back in previous chapters. Most of the time, you were strong enough to get through, and there weren't much stuff to miss and there was always a shop avaliable somewhere with the best weapons and items.

In Illusiat 12 the entire final chapter is just for the final dungeon. It's so long (4-6 hours) that you enter at like LV 110 and when you reach the end you are LV 200, kinda like Cave Of Trials in Star Ocean: The Second Story for the PS1 and PSP
Title: Re: Protocol
Post by: Speler on February 24, 2009, 12:29:31 pm
How's this going?
Title: Re: Protocol
Post by: nitacku on February 24, 2009, 02:59:37 pm
I just just finished up Bowling the other day, so now I'm going to be working on Protocol. :D
I'll post some screens soon!
Title: Re: Protocol
Post by: trevmeister66 on February 24, 2009, 03:13:38 pm
Sweet. Can't wait to see some screenies.
Title: Re: Protocol
Post by: kalan_vod on February 24, 2009, 05:09:19 pm
Great to see updates, and SS would be more amazing!
Title: Re: Protocol
Post by: DJ Omnimaga on February 25, 2009, 10:13:07 am
Keep up the good work :)
Title: Re: Protocol
Post by: DJ Omnimaga on July 28, 2009, 06:13:03 pm
i am curious how this is progressing now that the Mod10 minigame is finished. Also you should host first post screenie elsewhere than Imageshack because imageshack is down very often it seems. Right now I get about 0.1 KB/sec download speed on the animated screenshot