Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: jsj795 on August 18, 2009, 10:18:56 am

Title: Tale of the Lost Map
Post by: jsj795 on August 18, 2009, 10:18:56 am
The first graphical RPG by me!
This is 100% BASIC graphical RPG that I am attempting.
Still a long way to go, and still haven't decided on how battle system is going to work - either turn-based or real-time.
Title: Re: the Tale of Lost Map
Post by: Eeems on August 18, 2009, 11:39:18 am
well it looks good so far!
kind of reminiscent of old rpgs (form how the sprites look)

btw attaching the image is just as good as hosting it somewhere else, in fact it is easier
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on August 18, 2009, 12:54:23 pm
Nice looking, I like how you used text characters to generate the sprites. Keep up the good work. :)

Welcome here btw
Title: Re: the Tale of Lost Map
Post by: JoeyBelgier on August 18, 2009, 06:23:49 pm
nice character-spriting :D
Title: Re: the Tale of Lost Map
Post by: Tribal on August 18, 2009, 09:29:29 pm
Is it suppose to be an animated screenie? If so, could somebody embed the image, I can't see it on the web or in downloaded form.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on August 18, 2009, 09:30:10 pm
click it
Title: Re: the Tale of Lost Map
Post by: Tribal on August 18, 2009, 09:32:39 pm
Oh, ok that helped, thanks  :P

Anyway, this looks really good so far, I hope you keep us updated on your progess :D
Title: Re: the Tale of Lost Map
Post by: jsj795 on August 20, 2009, 09:58:57 pm
thanks for all support... I will try to finish this project (usually, i go on for a month and stop, b/c i can't seem to make the game up to my expectation) but with Omnimaga's support, will FINISH!
And btw, what do you guys think will be good for this game's battle system?
This game will be standard RPG, with different classes, such as warrior, archer, and mage.
They have a speed component, and want to make it as real-time battle system, but seems pretty hard on basic.
That's why I'm thinking of turn-based battle in 5x5 battle arena. In that way, Archer and Mage can really use their adventage on ranged weapon/spells.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on August 21, 2009, 01:11:26 am
I hope this gets finished, To not put too much pressure on yourself (unless you have about 1-2 years of experience in calc RPG programming) I would recommend a simple battle system. Go with some classes  but not too much and use a turn based battle system or a semi-turn-based one (where time stops flowing completly when you select commands). Tactical system would be cool for a turn based battle RPG. I saw very few of those for calcs before.

I also recommend staying 100% BASIC unless you need a program to run programs from archive memory (if you run out of RAM), because using stuff such as xLIB or Celtic for new programmers can be quite hectic and confusing. Also, do several backups. Group first, then send to computer (the ungrouped files). Even in Pure BASIC, bad stuff can still happen like dead batteries, your calc being reset on a Math test, taken away by teacher, etc

Keep up the good work!
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 09, 2009, 01:40:11 pm
Alright... I have realized the limits to horizontal sprite drawing, and decided to just use the ASCII characters...
So I'm starting the game from scratch again...  :'(
Title: Re: the Tale of Lost Map
Post by: JoeyBelgier on September 09, 2009, 03:52:53 pm
I'm really sorry to hear that :[
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 09, 2009, 04:26:11 pm
Aw sorry to hear :(

I think hard coded sprite in BASIC are generally huge, despite being relatively fast. ASCII should be fine, though. Some ASCII chars can do quite good maps if used properly. Don't give up on project, though!
Title: Re: the Tale of Lost Map
Post by: Builderboy on September 09, 2009, 05:31:46 pm
:( that sucks.  Rewriting an engine completely takes a lot of courage.  Don't give up!
Title: Re: the Tale of Lost Map
Post by: Eeems on September 09, 2009, 06:04:51 pm
I know...I'm currently planning a rewrite on my own engine..and yeah....it takes a lot of time...and this will be my, what, 3rd? 4th time?
yeah...it really sucks...but afterwords it's great :D
don't give up
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 10, 2009, 01:00:25 am
(as long as you doN,t spend 4 years rewriting your engine 10 times and only doing 10% of progress because of it x.x (no offense to TI-Freak8x and his Pokemon game)
Title: Re: the Tale of Lost Map
Post by: cooliojazz on September 12, 2009, 01:17:40 am
Yeah re-writing games from scratch is horrible.  I've done that to about every major game I've tried to write many times (mine were from RAM Clears for misc accidental reasosons).  But, I do have to say, every time you re-write something, it just gets better, so as long as its as good as it is so far...(Hint: I mean it looks really good)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 12, 2009, 01:22:55 am
Yeah that's what I mean kinda. It's good for optimizing and improvements, but some people get stuck into an endless loop doing it. They simply rewrite the game over and over and barely ever progress further then eventually move on with other life stuff
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 12, 2009, 08:43:00 pm
Alright... I have a basic feature layout. This game will consist of 3 races, Dwarf, Human, and Elf.
Each race can decide to be warrior, archer, or mage. Each race has a bonus on certain traits, such as fire attack/resistence, etc. I plan to make the game like fanal fantasy tactic, where you get the quest from the town(btw, in FFT, it's airship) and go out of town to finish the quest, and come back to the town for the experience, etc.
There will be weapons/armors that you can even craft(like leveling up the weapon with runes/gems) and plan to make multiplayer mode where you get to fight via link

What do you guys think?
Title: Re: the Tale of Lost Map
Post by: Eeems on September 12, 2009, 09:01:17 pm
sounds cool! so will there be a storyline? or is it just random quests?
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 12, 2009, 09:02:17 pm
There will be storyline, with side-quests to help level up.
Title: Re: the Tale of Lost Map
Post by: Eeems on September 12, 2009, 09:12:20 pm
ah ok hmmm, kind of standard, but its cool anyways :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 12, 2009, 10:03:18 pm
Nice, and it's best to not start too large as first or second (even third) calc project, else sometimes it gets overhelming. I like the class idea btw :)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 23, 2009, 12:25:53 am
I am curious how this is progressing?

Also if I was you I would not listen to that guy called Thebetter1 on United-TI forums. The only good advice he gave was that new programmers should not start with a massive RPG project, as I alerady said a few time in the topic here alerady. The rest of what he said is pure bollock. First of all, having 1 post doesn't necessarly means you are new (altough you are, kinda, right now), and even if you are it doesn't mean you cannot program a RPG. He hardly ever posted about his game in the past few months nor posted at all, so what tells us he really worked that entire year on his game? I made a 25 hours long RPG in 2 months once! Thebetter1 doesn't have a good history of positive feedback/comments on forums so his replies shouldn't be taken seriously that much.

Either way, don't give up, just make sure to not do something too massive. Also if you need to get around the 24 KB limitation I suggest either splitting the game into chapters like Illusiat 7 and 9 through 12 or use a lib like Resource (which copies archived programs to RAM without unarchiving them)
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 23, 2009, 02:23:03 pm
Oh... I haven't checked United-TI for a while, so... anyway, I was going to use your method, splitting and using small lib resource like xcopy, or may be compile it in BASIC Flash thing... And I quiet honestly, I haven't made much progress (busy playing illusiat 13 and chip) but will probably pick up after 2-3 days... :)
Title: Re: the Tale of Lost Map
Post by: TsukasaZX on September 23, 2009, 04:19:04 pm
Curse you Calc84maniac and your addicting Chip's Challenge! :O
jsj795, your game looks and sounds amazing so far. I can't wait to see more screenshots of it. :D
Good luck with the graphics engine :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 24, 2009, 07:34:32 pm
Okay here is the screenshot of updated TLM.
The maps are probably going to be changed alot, it's just that i need to draw them on graph paper first...
Also, for the battle, you can only move back and forth so far :P

The screen shot is slow, but on calc, it's almost 2x faster
Title: Re: the Tale of Lost Map
Post by: TsukasaZX on September 24, 2009, 11:41:05 pm
Looking great so far! :)
I like the Turn Gauge concept. That's pretty nifty. At least, that IS a turn gauge, right? :O
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 25, 2009, 12:32:01 am
this is awesome, I like the battle inteface and how fast maps load
Title: Re: the Tale of Lost Map
Post by: Builderboy on September 25, 2009, 06:25:00 pm
Wow! That is really cool! :D Like Dj said, the battle interface is very shiny!
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 25, 2009, 11:20:58 pm
Looking great so far! :)
I like the Turn Gauge concept. That's pretty nifty. At least, that IS a turn gauge, right? :O
yeah. the first one will be turn gauge, so TG, and second is health point, and third one is mana point.
The status will be like, frozen, paralyzed, burned, poisoned, etc.
I have to make the enemy... and make AI for it, since this game will require moving and each monster will have different attack range.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 25, 2009, 11:41:54 pm
ooh nice. I assume it will be kinda like Tales Of Phantasia except turn-based, right? (more like Tactic)
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 26, 2009, 04:05:29 am
Hmmmmm..... I've been thinking, if i finish with this basic version, I should convert the whole game into xlib game with better graphics... although still keeping the same scenario and such...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 26, 2009, 09:41:14 am
if you finish the current game I guess it could be an idea, or make a sequel (if possible with the scenario) under xLIB/Celtic III
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 26, 2009, 10:35:33 pm
Right now, I am brainstorming the quests, enemies, storyline, magic skills, etc... I probably won't even touch calc to program for like 2 weeks... I'll post my ideas from time to time tho. I realized that a good planning will actually help make coding the game wayyyyyy easier.

(I've been fiddling with the program without plans, and going like, what should i do next?)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 27, 2009, 12:22:04 am
yeah planning is usually a better idea when working on RPGs or other large games, else you can get lost or the storyline can suffer and make less sense
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 30, 2009, 06:22:50 pm
Update:
I have been writing quests/storyline.
I made an engine that could not only walk around but will recognize the special characters, like door of the building, NPCs, etc.
This is where I'm stuck: the spells.
Somehow, I can't think of anything for spells. It will probably be like Diablo 2, where there is the tech-tree, and you can level up the spell to like lvl 10 or whatever... But i can't think of any spells for each class, adv. class!!!!
If I really can't think of anything, I'll probably copy them off from here and there, like maple story (although I played that game for only 2 hours), diablo 2, etc...

Edit: I'll upload the screenshot *later* for the menu system i made and talking to the guard (it has the illusiat style)

Edit,Edit:
Here's the screenshot for the menu
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on September 30, 2009, 06:40:05 pm
I like the menu so far. For spells, I can't find ideas for now, but maybe later I migth find some. I tend to usually go with basic stuff in my RPGs tho
Title: Re: the Tale of Lost Map
Post by: jsj795 on September 30, 2009, 06:52:26 pm
The thing I'm most proud would be the HP and MP bar on the side. lol it somehow made the whole menu look better. Note that all of these are subject to change without notice, cause the game's less than 1% done.
Title: Re: the Tale of Lost Map
Post by: TsukasaZX on September 30, 2009, 07:26:09 pm
Very nice :D
As for spells, you should totally have a "rickroll" spell :P
J/k, my honest suggestion would be to go with some of the RPG staples like "Cure" and "Fire" as starting spells then progress to stronger and more unique spells like "HolyAura" and "Inferno" rather than the 1-10 level up thing. While this may not be easier, isn't it more satisfying to cast "DracoInferno" (Dragon Inferno) on your enemy instead of Fire10 or something? ;D

Anywho, can't wait to see what you come up with
Title: Re: the Tale of Lost Map
Post by: Builderboy on October 01, 2009, 12:09:29 am
Just some ideas, I really don't program these types of games, so they're just Ideas :P

Fire Low Mana cost
Standard fire attack
Low accuracy but high damage

PoisonDart No Mana cost
Has small damage, but poisons your opponent so he is weaker/slower the next turn

Ice Medium Mana cost
Standard Ice attack
High accuracy but lower damage

Flood Medium Mana cost
Does no damage, but prevents oponnent from casting fire elements, and slows him down.

Cure Medium Mana cost
Self explanitory :P

Whirlwind Low Mana cost
Standard wind attack
Medium damage and accuracy

DracoFire ^^ High Mana cost
Higher level version of fire
has vastly larger damage and a little higher accuracy

Blizzard High Mana cost
Higher level of Ice
Has Higher accuracy, and a little higher damage

AuraWave High Mana cost
100% accuracy, medium damage
prevents opponent form casting any aura-based attacks next turn

LightBeam Very high Mana cost
Low accuracy but high damage
Stuns opponent so you get another turn.

PowerBlast Very high Mana cost
Medium accuracy with high damage
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 01, 2009, 12:40:03 am
Thx Builderboy!!! Expect to see some of them in the game!
Title: Re: the Tale of Lost Map
Post by: Builderboy on October 01, 2009, 12:49:33 am
;D Yay!  Can't wait to see them!
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 08, 2009, 07:27:10 pm
I will resume this project starting next week. This whole month has been busy getting ready for SAT on this Saturday and playing SC with DJ_Omninaga :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 08, 2009, 11:17:07 pm
Cool, I hope you don't have too much school projects coming up afterward x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 17, 2009, 02:50:50 pm
okay... I've been thinking of the battle system and such. I have 2 options, one is that in the map, there are enemies lying around. They move around, sometimes toward the player, sometimes just randomly. So the player has the choice of avoiding them and whatever.
If you and enemy collide, then the battle starts. Each enemy will be different character, so you can purposely choose which enemy to fight.
However, there will be quests where you must destroy all the enemies in the map, so that you just don't avoid all the enemies (which will be stupid anyway, you won't be in good shape when fighting boss or something)
The other one is like all other typical RPG, where you randomly encounter enemy.

The bad side of the enemies moving can be the speed, although optimized, I don't think it would cause much problem.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 17, 2009, 05:50:58 pm
I was close to ask if there was any progress. Hopefully this won't die, I would hate if it happened x.x

I would like if enemies moved around on the map, as long as it won't slow down the game too much. You could always have it like Final Fantasy: Mystic Quest, though, where enemies are just standing still. If you do the former, I would have two suggestions:

1) Have enemies move randomly, but when at like 4 tiles away from them, they start pursuing you instead
2) If an enemy touches you while you're not moving, have the enemy attack first in battle, else, have your character attack first
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 17, 2009, 10:17:44 pm
that's a nice idea, though for the 1st one, it would be kinda annoying to check to see if the enemy is 4 tiles away, since there will be more than 1 enemy in the screen.
I'll probably do like, 1/3 of time, the enemy moves at random, and 2/3 of time, the enemy moves at you.
The only problem is that since the map is not going to be huge empty place; rather, it will be like a maze, filled with landscape. The enemies, if not properly coded, will be stupid and will be stuck.

For the 2nd point, i like that idea a lot, and probably use that. But then, I'm still not decided if my battle system is going to have turn gauge where you wait until the gauge fills up (kinda like FF2 Tale of Magic), or just turn-based. But if it is turn-based, there is no need for speed stat... So I'm still thinking. But I know that the battle will be one-on-one.
Title: Re: the Tale of Lost Map
Post by: Eeems on October 17, 2009, 10:41:40 pm
How about if the enemy touches you while you're not moving it enters the battle with an attack, otherwise it has to wait until it's bar fills?
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 17, 2009, 10:50:27 pm
That'll be okay too, but what happens if you try to run into the enemy, enemy tries to run into you, and slips past each other? that would be pretty weird. Oh well, more brainstorm time!
Title: Re: the Tale of Lost Map
Post by: mapar007 on October 18, 2009, 01:02:39 am
About the 4-tile radius idea:

If you use a kind of array to store all the enemies, it won't be that hard to check if one of them is within 4 tiles of you, having them pursue you is harder, but certainly doable.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 18, 2009, 02:04:56 am
That'll be okay too, but what happens if you try to run into the enemy, enemy tries to run into you, and slips past each other? that would be pretty weird. Oh well, more brainstorm time!
for that, I think you need to check collision detection with enemy right after you move, then another time after every single enemies moved

as for enemy AI, 2/3 random and 1/3 AI or vice versa sounds like a good idea too
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 20, 2009, 09:51:30 am
Okay, while trying to implement the monsters in the map, I found out that it is wayyyy easier to make the matrix for the collision detection for the monsters. I used string for the collision detection for the character so far, and have to rewrite the engine for walking and stuff... It won't take long, I guess, since I just have to translate str to mat and collision detection for matrix is easy.
Should I randomly disperse the monsters upon entering the map, or should they be in specific place? And should the monsters respawn when you enter the map again, or give some time for them to respawn (like you take x amount of steps and they respawn)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 20, 2009, 01:12:15 pm
Yeah matrix collision detection is much faster too, altough the tradeoff is the large amount of RAM it takes so you must be careful as your game increase in size. Do you keep a copy of the string in memory even after it's converted to matrix, btw? It might keep map loading still fast if you ever need to erase the screen content where it is displayed, altough if you never erase the map (for example, if map is still on home screen but everything else on graph screen) it might not be necessary.

As for enemies, it's hard to tell, but random might increase map loading a lot when you are on a map with very few space for the monsters. Try to not have too many per map, though, unless they remain static, because scanning through the entire matrix one number by one to detect where are located monsters and moving them every time will slow the game down a whole lot or take a lot of variables/list elements
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 20, 2009, 04:22:39 pm
yeah i do keep the string, and load the screen with the screen, so the loading of the map is pretty much instant. Also, the matrix will only contain like 3 numbers, 0=can move 1=cannot move 2=person/door/other events.

I still have to experiment with the monsters though, and if they don't work out, i guess i have to just make the monster encounter randomly. On the side note, I changed the main menu screen, and finished collision detect for the character.
Title: Re: the Tale of Lost Map
Post by: Ti-newb on October 20, 2009, 09:09:56 pm
Lol, Wow, i havn't been on Any Forum in a while =P. jsj795, i read the first 2-3 pages of this. and wow, ur game is very interesting. its gotten farther then mine has =D. so ur improving very very very fast. and whats more amazing, this is ur first RPG right? i find that fantastical =D.

Edit/More*

And for ideas? i like the Bar filling up part. its just like FFXII (Final Fantasy 12 for those who don't know). and i find that DJ Omnimaga's Rubens Quest, had a great type of battle system, maybe you could take several games, and combine their battle systems? *Just as suggestions, i don't want to trouble you* GL with the game! and remember to have fun lol.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 20, 2009, 10:51:42 pm
Actually Reuben Quest was very simple in battles. All you could do is attack, use one of the 3 elemental magic or the curative one, use items or run. No ability upgrades/obtaining later in the game. The battle command menu was very inspired from Lufia for the Super Nintendo, though.
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 20, 2009, 11:29:07 pm
and whats more amazing, this is ur first RPG right? i find that fantastical =D.
Nope, this is not my first RPG, although others were more experimental/ never showed up in the net, and got deleted like a year ago or so. I made 2 working RPGs, one menu based, one semi-graphical. I didn't know how to unarchive the prgm through asm program before, and was limited by the ram memory restriction... Oh, btw, I also tried Xlib RPG, which was okay, except I make crappy sprites. So yeah. Anyway, I have life in my way, which is making this coding very slow (at least in my point of view) and ETA will be like... summer of next year?

I'll try to get beta in before March 12, my birthday :)

Edit: I forgot to tell you guys about the battle system... As DJ suggested, I will make the monsters move around in the map, probably not more than 4~5, and they will move regardless whether you move or not. The speed of the monster will depend on what kind of monster it is. If monster gets you first, it gets first strike. If you run into them, you get the first strike. Then I'll try to make the battle so that it is based on the speed with turn gauge. It will all be determined through balancing/memory consumption/speed requirement. So yeah...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 21, 2009, 02:26:48 am
sounds cool. For too many monsters, usually the issue is not only slow speed, but also the fact you might run into battles like every 3 steps

In Star Ocean 4, enemies moves around when you go near them, but there are always like one or two max, unless you go further and find more monsters

I hope you don't have too much work going in your way with school so you doN,t have to leave like Noah and Nitacku tho :(
Title: Re: the Tale of Lost Map
Post by: jsj795 on October 28, 2009, 02:08:50 pm
Just posting to tell you guys that it's not dead... I am still trying to implement the random position of monsters on the map...
I am trying to find a balance between speed and memory and it's really hard :(
Otherwise, I'm still brainstorming on different aspects, like battle system (I thought about multiple enemies) dialogue system, inventory, skills, etc...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on October 28, 2009, 02:23:50 pm
If you need any optimizing help you should post some code from the map engine. Altough personally, maybe you should stick to one or two monster moving around per screen or just have all monsters not moving at all, like in Final Fantasy: Mystic Quest



Glad this is not dead, though. Don't give up!
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 02, 2009, 04:00:37 pm
After all the havoc i went through trying to implement random monster positions, I decided that i'll probably put monsters in pre-set places and make them move at random... The code got too complicated and it dragged the speed down, trying to make the monsters get in spots where it's open, won't get stuck, etc.........

And also, any thought how i could work the inventory???
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 02, 2009, 04:33:38 pm
Couldnt you just have monsters stand still? It might be easier and on some maps you could have like 10. Have monsters stored inside the map directly maybe, like Final Fantasy Mystic Quest.


As for the inventory, if it's not a massive RPG, maybe you could try to limit the amout of items you can carry in it, like 12-16 items total. In Illusiat 13 it was 100. No stacked stuff, each copies of an item took an entire slot.
Title: Re: the Tale of Lost Map
Post by: TsukasaZX on November 02, 2009, 04:40:04 pm
I second DJ's idea. That way, players can have the absolute choice of fighting battles or not. After all, nothing sucks more than being low on health with no recovery items/magic usable and being forced into a battle. Furthermore, it'd allow the player to choose when they're ready to fight and level up.
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 02, 2009, 07:09:08 pm
Yeah I know, but I wanted them to move at random to include the idea of you hitting first or the monster hitting first... I'll think about that option though, it might all depend on the balancing too~
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 02, 2009, 09:05:33 pm
I wonder if just one monster per loop moving around could make things faster? However, it might still be hard. I never actually messed with such kind of RPG before
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 03, 2009, 03:43:49 pm
Well, I haven't even got to monsters moving... I was frustated over where the monsters load when you enter into the map.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 04, 2009, 12:06:38 am
X.x, what i hated in Metroid II Evolution and Zelda DLQ is that since monsters appeared randomly on the map and never on the edges (to prevent them from appearing right on you), if it was a map filled with solid tiles, it took a long while until the randomizer found an empty spot to put the monsters in it
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 04, 2009, 10:20:57 am
yeah that's what i am worried about... Right now, I kinda gave up on monsters for now, and starting on the events and such, like talking to NPCs and going into the house, etc.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 04, 2009, 12:55:33 pm
try to not give up on entire project though. Maybe that kind of monsters is just way too much. I myself never attempted that many monsters moving (the max was 2) and I've been coding TI-BASIC for 8 years.

This is why It might be better to stick to monsters not moving like FFMQ for this game and maybe if you want to do a sequel or something you can give it a try again since you'll have got more optimizing experience. Heck, I don't even bother with walking NPCs either most of the time, I just have them not move at all in any of my calc games X.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 04, 2009, 01:24:31 pm
Yeah the NPC moving will be too hard... Anyway, I think it is manageable, in order for three monsters
Code: [Select]
:randInt(1,4,3->L1
:For(A,1,3
:If L1(1)=1
:D-([A](C,D-1)=0->D
:If L1(1)=2
:C-([A](C-1,D)=0->C
:If L1(1)=3
:D+([A](C,D+1)=0->D
.
.
.

do that for three monsters...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 04, 2009, 01:53:02 pm
What would that do? Is it for monsters collisions with other monsters and walls?

Hopefully, 2 or 3 might be fast enough to be playable, since unlike in Zelda DLQ/Metroid II, you will not need code for attacking monsters on the map, casting magic on them or taking damage. Just make sure that once you hit a door or a monster, that you completly exit the walking loop and execute the needed code outside the walking loop, that way you won't lose speed too much.
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 04, 2009, 05:17:58 pm
yep! I think that would be easy...
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 10, 2009, 07:38:37 pm
Okay, the new screenshot... I have put Omnimaga for the name first, deleted and put Joshua, my real name.
There was invalid dim at the end, but oh well.... That's because I am messing with the code to put the event thing.
It's easy to fix, just change list dim. Anyway, I think the screenshot is 50% slower or something like that. So what do you guys think of the opening???  ;D
Title: Re: the Tale of Lost Map
Post by: {AP} on November 10, 2009, 08:05:34 pm
Personally, I'm impressed.
Very nice work thus far. Even more so if the real thing is really twice as fast.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 10, 2009, 08:12:46 pm
very nice so far. At first I didn't look carefully, though, and thought the screenie showed the calculator crashing (I should really stop trying to hack my TI-81 :P)

I love title screen/menu, tho, as well as char selection and naming. Can't wait to see battles/walking in action ^^
Title: Re: the Tale of Lost Map
Post by: ztrumpet on November 10, 2009, 08:37:09 pm
Looks very nice so far.
It dosn't look like a ton of work to the normal user, but I know how long it took to write that.  Very well done!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 10, 2009, 09:34:08 pm
yeah many people tend to judge the book by its cover. There are also the people who label a game as horrible, bad and not worth the download if it's large in size, even if it should be the opposite for many games
Title: Re: the Tale of Lost Map
Post by: Builderboy on November 10, 2009, 11:16:41 pm
Yeah, it is the unfortunate side effect of programing on a calculator, installation makes the gameplay x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 11, 2009, 11:58:15 am
yeah many people tend to judge the book by its cover. There are also the people who label a game as horrible, bad and not worth the download if it's large in size, even if it should be the opposite for many games
yeah especially for RPG, you can't expect to get really good game if the game size is less than 10k. Especially if they claim it to be graphic, which will probably be because it's graphic opening screen and text game play. Well, I at least try to optimize the code as much as possible, so that I wouldn't need to make the game 50 subprograms and 1 main program. After I'm done with the main engines, like walking and recognizing events, battle engine, and some other quest-related things, it would be fairly easy to finish, just entering some data, like map, weapons, etc...

BTW, the battle system will be totally different from what I was thinking before ^^
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 11, 2009, 01:07:24 pm
True, usually if I use sub programs it's to minimize code repetition as much as possible, that way the game fits in RAM (or each chapters does if the game is pure BASIC).

What will be the new battle system like?
Title: Re: the Tale of Lost Map
Post by: ztrumpet on November 11, 2009, 04:33:52 pm
Well, I at least try to optimize the code as much as possible, so that I wouldn't need to make the game 50 subprograms and 1 main program.
Sub Programs are evil!
Not really, but I try not to use them.
However, I don't care about everyone else.  I will play almost anything, and I have games with sub programs on my calc that I use often.  If people woln't play games with subprograms or if thier huge, it's thier loss.
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 11, 2009, 05:32:11 pm
What will be the new battle system like?
I want the battle to be real-time, and since I will incorporate crafting the weapon (by user) to be in game, each weapon will have the timer, and if you use the timer, you can't do anything (move, use other weapon, etc...)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 11, 2009, 06:01:29 pm
There's a way to have subroutines inside the main program instead of subprgms in large games. You can use Lbl/Gotos for that or even just set a variable just for the routine to execute. Like, for example, when game starts, variable is set to 1, then it enters the main loop, which loops until that var = 0. If var = 1, it runs the title screen then main menu routine, then selecting an option changes the variable value to something else, causing the menu selection loop to be exited, and other things like walking engine and battles are entered and exited through a similar way. If a routine is used many times, like a big menu routine, just set to which value each options changes the variable into a list, and the menu choices into a string, then have that subroutine be ran.

However, by doing this, you limit yourself to 24 KB of RAM. For larger games, you have to either divide your game into chapters or use an ASM lib. Celtic can work, but it's harder to work with, since you always need to know at whcih line of code number the code you need to copy to another temporary program starts and make sure to remember when its location change (for example, if you updated the huge program).

Illusiat doesn't use Celtic III because first, when Celtic, Omnicalc, Symbolic or xLIB are installed, TI-BASIC runs slower in overall, especially For( loops, and I try to get as much speed as I can from the game (altough I'm sure Builderboy could maybe improve that). Another reason for not using Celtic is that the game was planned to fit very tight into a regular 83+ archive. The 83+ archive would not be enough to fit a full version of Illusiat 13 and Celtic III at once. Celtic II could have been an option, but it takes a lot of RAM, so it would have felt more restrictive in overall, not to mention I couldn,t really get used to its syntax and how it works.
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 11, 2009, 06:12:00 pm
What I like to do is put the subprograms in a loop, and so they go back. I usually don't use Lbl or Goto at all, or very few, because I hate getting caught up in memory error. I might use something where you recall the main prgm, and the beginning of prgm has subroutines in them.
You know what I mean??? like put X=1.3214 and write code, return. X=34.35234 write code, return.
and when you need to call the subroutine, 1.3214->X:prgmMAIN
something like that... And I plan to use small ASM program that copies the archived program into temporary program.
Title: Re: the Tale of Lost Map
Post by: Galandros on November 11, 2009, 06:34:23 pm
Hmmm a simple and effective way in speed and readability that I personally use is:

in a separated program:
PRGM:ROT
:Ans->R
:If R=1
:Then
://subroutine one
:End
:If R=2
:Then
://subroutine one
:End

Say you have 20 subroutines. Split them in two parts to extra speed:

:If R<20
:Then
://all the subroutines before 20
:Else
://all the subroutines after 19
:End

Now from the main program to call a subroutine just:
:2
:prgmROT

TI-BASIC Developer has other ways. Some really mess with the TI-BASIC interpreter in tricky ways that even I am scared to use them.
http://tibasicdev.wikidot.com/subprograms
Oh, I discover on there that While is better than If:Then... Time to change stuff.

And others pages, if I remember right. In UnitedTI and stuff. I have to found them again...
(http://tibasicdev.wikidot.com/recursion)
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 11, 2009, 06:42:34 pm
lol I have all of these printed out. I pretty much have all the printouts from tibasicdev. haha
Right now, I'm just making many subprograms, because it's easier to see where the error lies. When I'm finished with the game, I'll organize them into whatever subprogram usage I want them to be. :)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on November 11, 2009, 07:56:39 pm
I use the...

:Goto S
:Lbl A
sub routien stuff here
:End
stuff here
:Lbl S
stuff here
:If something
:Then
:For(I,0,1)
:If not(I
:Goto A
:End
:End
rest of code here

...approach. It works very well, but it isn't as fast as external subprograms.

If I want my 84+se to run faster than an 83+, I have to uninstall like 7 Apps (Including Celtic III and Calc Util). lol
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 11, 2009, 08:19:34 pm
What i don't like about Goto, even when there are no memory leaks, is that if the program is absolutely massive, it takes a long while to load when a label is at the complete bottom of a program
Title: Re: the Tale of Lost Map
Post by: megajake03 on November 11, 2009, 08:25:51 pm
Hmmm a simple and effective way in speed and readability that I personally use is:

in a separated program:
PRGM:ROT
:Ans->R
:If R=1
:Then
://subroutine one
:End
:If R=2
:Then
://subroutine one
:End

Say you have 20 subroutines. Split them in two parts to extra speed:

:If R<20
:Then
://all the subroutines before 20
:Else
://all the subroutines after 19
:End

Now from the main program to call a subroutine just:
:2
:prgmROT

i agree with this way i think it would be the eisiest(i know i spelt that wrong)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on November 11, 2009, 08:49:52 pm
In the above quote, the second to last line needs to be
:2->R

What i don't like about Goto, even when there are no memory leaks, is that if the program is absolutely massive, it takes a long while to load when a label is at the complete bottom of a program
I agree. It takes forever when the labels are farther down, so for that code the subroutiens are at the begining.
Title: Re: the Tale of Lost Map
Post by: megajake03 on November 12, 2009, 09:28:34 am
In the above quote, the second to last line needs to be
:2->R
That makes a whole lot more sense
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 12, 2009, 10:06:44 am
No, I think the beginning of the subprogram does that for you.
Ans->R

which means if you entered
:2
:prgmROT

prgmROT stores 2 that's in Ans to R variable.
Title: Re: the Tale of Lost Map
Post by: Builderboy on November 12, 2009, 10:22:34 am
(altough I'm sure Builderboy could maybe improve that)
You are too kind, I think you did a fabulous job :)

I myself use the Lbl subroutine jumping thing.  Although usually i will permit myself 1 subprogram if i need to.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 12, 2009, 06:03:24 pm
(that's a bit in reference on how trapped gets over like 8-10 FPS while Illusiat 13, which does fewer stuff during walking and has no moving enemies or objects, had trouble even reaching 6)
Title: Re: the Tale of Lost Map
Post by: Galandros on November 12, 2009, 06:07:14 pm
No, I think the beginning of the subprogram does that for you.
Ans->R

which means if you entered
:2
:prgmROT

prgmROT stores 2 that's in Ans to R variable.
Exactly.

And there is a "fun" trick with :IS>( or :DS( IIRC.

(altough I'm sure Builderboy could maybe improve that)
You are too kind, I think you did a fabulous job :)

I myself use the Lbl subroutine jumping thing.  Although usually i will permit myself 1 subprogram if i need to.
I agree.

Curious. It has the advantage of being on the same program. Recursion (calling the program itself :prgmNAME) avoids Goto's with other costs. Example:

prgmNAME
:If fpart(Ans)=fpart(/pi/)
:Then //subroutine!
:Ans-/pi/->R
:If R=4
:Then

:End
://etc.
:End
:
://main loop
:/pi/+4
:prgmNAME
://code
:

Problems: if you execute the program with a bad ans, it will throw error. To solve, put a note on readme or use other program (maybe it is preferable to just use a subprogram to routines) like:

prgmGAME
:1
:prgmNAME

EDIT: other fix:
put this code before the :If fpart(Ans)=fpart(/pi/)
Ans(1 // solves problems with lists
but I don't know what to do with strings, matrices and maybe complex values...
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 12, 2009, 07:22:18 pm
hmmm... may be instead of Ans, you can manually store the value in Real variable, like 1->R or something like that. and the beginning of the program can be like,


prgmMAIN

If R=1
Then
//stuff
Return
End
If R=2
Then
//stuff
Return
End



//Stuff
1->R
prgmMAIN
//stuff

Title: Re: the Tale of Lost Map
Post by: Galandros on November 13, 2009, 09:34:03 am
hmmm... may be instead of Ans, you can manually store the value in Real variable, like 1->R or something like that. and the beginning of the program can be like,
Yes, that solves nicely. But there are 2 extra bytes for each call and remember R can be defined by other TI-BASIC programs or even by the user.
We can always add extra bytes using pi or e (euler constant). Like:
// While works nicely here to save bytes. If you need an explanation, ask.

While R=/pi/
//stuff
Return
End
While R=2/pi/
//stuff
Return
End

2/pi/->R
prgmMAIN
//stuff

This avoids triggering a subroutine by incident. Very rarely someone will have constant euler... pi is somewhat more common.

We are off-topic now but this was a good discussion for me and others.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 23, 2009, 02:42:04 am
/me is wondering how this is progressing
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 23, 2009, 10:14:44 am
I am writing out the storyline. I think I'm gonna get rid of the race part, and make the whole game in 3 parts, each with different race, and the whole story is same. it's to show the different perspective of the whole scenario in 3 races. First one probably will be human.
I am not doing a lot of coding right now.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 23, 2009, 01:13:59 pm
Aaah ok, I thought you started, I hope it won't die, noticing there was no coding in months :(
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 23, 2009, 01:20:02 pm
is it really months??? oh... I am coding from time to time, optimizing there, changing there, and modifying there...
I just implemented the saved file feature with the name, although it is kinda slow. It takes time to decode the name of the saved file (which is a single number) into string, using my encoding and decoding program that ProphetsDementia started...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 23, 2009, 01:25:15 pm
Aaah ok that's good at least. I was worried because when people stop coding for extended periods of time they seems to lose interest after a while :(

I was also hoping for new screenies soon :P. Plus I had thoughts about moving this in the featured RPG section with Iambian's one but I was first making sure it was doing any sign of coding progress (in the past I added RPGs there, only to notice they were not even updated anymore x.x)
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 23, 2009, 01:29:19 pm
oh okay :) good to know. I'll try to post screenie within few days ^^
There doesn't seem to be much progress since last screenie, but I cut like 100 bytes in optimizing
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 23, 2009, 01:45:47 pm
Aaah cool ^^

Since it has been a while, I'll have your nickname on the forums pink too, though.

j/k
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 23, 2009, 01:49:43 pm
Ya mean You'll make me lobster too???
j/k haha :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 23, 2009, 01:53:50 pm
Actually unfortunately it doesn't really work this way :P, there was a whole process involved in causing Netham45 to be a lobster and this process is... well... I have no freaking clue what happened and how it started, really, lol :P
Title: Re: the Tale of Lost Map
Post by: jsj795 on November 30, 2009, 07:08:50 pm
Back in update, I can't code as much as I used to since the college applications are due in... well in few weeks. But I have been working on the battle engine and such, so expect that within a week. (or at least i hope i can finish within a week :P)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on November 30, 2009, 11:41:40 pm
Good luck in your school stuff. I am glad you are working again on this though ^^
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 04, 2009, 11:14:31 pm
Okay. finally the screenshot that i promised.
THIS IS NOT THE FINAL STUFF!!!
The map of real game will be more 3D looking, like Illusiat 13. This was made to test.
The battle system is not set, too.
I'm thinking whether to include timer, for the real-time battle, but that would mean that it won't work on TI 83+.
If I do the turn-based battle, it will be compatible, but it would be very similar to every other BASIC RPGs...
I made the saved game loading faster, if you can compare with the last screenshot i posted.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 04, 2009, 11:33:16 pm
Nice, that looks pretty fast. Are you actually using pictures to store maps? If so, you might want to check Illusiat 12 map loading code for the 3d-ish dungeon layouts. A suggestion, though: I wonder if using the character "8" wouldnt be better than Theta? It would look more like the head and body


(note: that will most likely land into featured rpgs section soon)
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 04, 2009, 11:36:46 pm
I am not using pics... The whole walking and stuff is in homescreen, using output for the fast map conversion.
I also use the matrix, hence I can use same tile, but they can have different effect, as you can see in "You are standing" sign. The space is empty, but the event is triggered. and i will consider using 8. :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 04, 2009, 11:39:44 pm
aaah ok I see ^^
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 05, 2009, 11:13:45 am
Looks nice.  I like the look so far.  Would both matricies and strings for each map make it a little big?
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 05, 2009, 04:36:59 pm
yeah, it does... 7 maps are 2924 bytes in program, and they don't even contain any of the special characters, which are 2 bytes instead of one.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 05, 2009, 06:16:17 pm
As you can see by this link, not all non-special characters are one byte.
http://tibasicdev.wikidot.com/one-byte-tokens

An example would be all lowercase letters or the e constant.

Good luck with TLM. It sure looks awesome!
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 05, 2009, 09:45:16 pm
Thanks. In the program, I only used Y and * for the map, so they are all one byte each^^
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 05, 2009, 10:04:52 pm
Dont forget " ". :)

I forgot to mention this earlier:
I would highly stress to not use the timer.  Many people still have the 83+(se).  You don't want these people to not be able to play TLM, right.  Instead I'd do something like this:
:Value->A
:Repeat K="values that are valid key presses" or not(Ans
:getKey->K
:A-1->A
:End
This would let you have a real time like battle, but without using the timer.

Congrats on a featured RPG. :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 05, 2009, 11:52:45 pm
Yeah true, altough I have a Nspire now, I was kinda frustrated when a game did not work on the 83+ back then (or the SE) just due to one function x.x.

Plus if you're gonna have some sort of escape sequence like in Metroid games at the end, you should make the timer yourself. It shouldn't be that hard, since I did it in Illusiat 7. Not to spoil too much, but after the final battle you have 15 minutes to escape . The only problem with that is that the timer runs twice faster on the SE, but on the regular 83+ it's sort of accurate.

You can see it in action here at 2:05 into the video:



Reuben Quest 2 also had something like this

Back in the NES and SNES days, many games had timers running twice faster than normal, none were accurate, and people did not mind.

That said, you could always make a TI-84+ only version and a 83+ compatible one
Title: Re: the Tale of Lost Map
Post by: Builderboy on December 05, 2009, 11:54:43 pm
Thats what i did with Portal :) The timed boss levels were meant to be stressful (simple tasks become much harder under the pressure of time ;) ) and so I implemented the timer before i realized it wasn't compatable with 83's. 
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 06, 2009, 09:31:53 am
@Builderboy: At my school, no one knows about the version with the timer.  I still used an 83+ when I found it, so I downloaded the 83 version and gave it to everyone.  I've never even plaied the version with timed levels. :)

Illusiat 7's timer looks great!  It's cool that games can have a timer, but without using a timer. ;D
@DJ: I see what you mean. You finished this amazing final dungeon and get a pic that turns black and two screens of text.  That's a short ending. :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 06, 2009, 01:29:47 pm
Actuallly keep in mind that this Illusiat 7 timer was updated around late 2002 or early 2003, though. Beforehand, my coding skills was very limited and because of this, when the timer reached a single digit amount of seconds, time displayed as 11:9 instead of like 11:09 x.x. That was fixed sortly afterward without too much speed loss. The game was also pure basic, no ASM for switching automatically between chapters. The ASM programs to do that were only added during the timer update (and added in Illusiat 9 too) because before you had to switch manually like the other games.


It would be funny if I actually found an old version of Illusiat 7 still like that (I know I had a version 0.70 of ROL3 somewhere...) :P
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 10, 2009, 02:22:38 pm
Okay......... I changed the whole game system.
At least, the walking system. The game will be in side view, like the metroid pure and stuff. This allows me to have a way better graphic. I already have a working engine, which I can enter into the building, talk to NPC, use ladders, jump around, and others. I can put up the screenshot today if I can get to my house computer (usually I get home really late, because wrestling practice ends around 5:30 and by the time i get to my house and eat and shower, etc. it's usually 9:00 and I have to do my homework.)

What I did in past 2 hours did more than what I tried to do with my old engine for 24+ hours. haha
The graphic looks sooooo good (although it is in ASCII graphic and on homescreen, through careful use of hidden characters and stuff, it looks really fine)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 10, 2009, 02:31:59 pm
Nice! I can't wait for a screenshot!  How do you handle buildings?

Edit: Also, are the buildings/towns top view or side view?
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 10, 2009, 05:10:52 pm
Nice, try to not rewrite the game over and over too much though (else projects tend to die this way, altough rewrites can be good sometimes). Also, if you do side-scrolling, I would advise against using a lot of walking NPCs and enemies, else it will run very slow. I never got able to get over 1.5 FPS in Metroid 2 Evolution even with just one single enemy moving around
Title: Re: the Tale of Lost Map
Post by: Eeems on December 10, 2009, 05:47:45 pm
Sounds good! Can't wait for a screeny!
Also yay! Another wrestler!
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 10, 2009, 07:37:50 pm
The NPCs won't be moving around and the monsters will be random encounter (gotta work on my battle engine!!! it's so hard making one)
And the building is in side-view.
It looks like the buildings and NPCs are in the background and you walk over it, but if you press "up" you enter the building/talk to NPCs, etc.
Title: Re: the Tale of Lost Map
Post by: {AP} on December 10, 2009, 08:58:01 pm
I know the feeling.

My battle system is what has put Nyaar in such a long hiatus. >.<
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 10, 2009, 09:12:18 pm
yeah i hate trying to design them in such a way that will be easy to use and easy to see.
Implanting the use of different skills and their animation is very difficult to do also.
I am constantly messing with the graph screen to see how i should design it, but it just won't do it :(
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 10, 2009, 09:32:34 pm
Btw back in 2005, I had this idea of side scrolling RPG in mind after trying xLIB the first time. Illusiat 13 was originally gonna be a side-scroller, with a storyline extremly similar to the defunct ROL4 project from 2007. Finally I kind of lost interest
Title: Re: the Tale of Lost Map
Post by: Builderboy on December 10, 2009, 10:08:03 pm
Nice engine!  I see you have tiles that you can walk over, yet you don't erase them after you continue on, its a nice touch, and the the ASCII graphics are really nice!
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 10, 2009, 11:40:06 pm
What do u mean by SACHII?? do u mean ASCII?

 ;D
Title: Re: the Tale of Lost Map
Post by: Builderboy on December 11, 2009, 12:05:21 am
Ooops, yeah  :-[ thats what i get for typing in a hurry :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 11, 2009, 02:06:09 am
Good thing I did not see the post before the edit. I would have thought Builderboy is getting obsessed with lolis like Geno :P
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 11, 2009, 01:46:17 pm
I am making more rooms and events, coming out pretty nicely. I guess after I implement battle system and such, and basic storyline, it will be ready for alpha release. I hope battle engine doesn't eat me alive again o.o
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 11, 2009, 01:50:22 pm
That's good. For now, what battle engine system are you planning? Is it like Illusiat or other traditional RPGs or will it be more like Tales Of Phantasia?
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 11, 2009, 05:19:26 pm
Sounds great! I can't wait to try it. :)
Title: Re: the Tale of Lost Map
Post by: Builderboy on December 11, 2009, 08:37:57 pm
Loliloli! -Wait what?

looking good!  Its random-encounter battles right?
Title: Re: the Tale of Lost Map
Post by: Insorak on December 11, 2009, 08:45:05 pm
Quote
Loliloli! -Wait what?
::)

I'm looking forwards to playing this... and finding my link cable... :P
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 11, 2009, 11:39:32 pm
It is random encounter from the map, but I still haven't figured out if I want real-time or turn-based or mixture of both. Mixture would be more like Joltima style, where depending on your speed, you can have more than 1 hits in row. Real-time would be more like an action-based, where there is no timer and you attack, like DJ's Zelda, except side scrolling and 1 enemy. Turn-based is easy enough, Illusiat 13 style.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 12, 2009, 01:42:39 am
Side scrolling battles real time (random battles) might be cool. A lot of people liked this in Tales Of Phantasia:

Title: Re: the Tale of Lost Map
Post by: jsj795 on December 12, 2009, 07:25:31 pm
Wow thank you for your video, I got an inspiration from there. I think I will try to go that way ^^
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 15, 2009, 01:20:07 pm
Okay, I had to rewrite the walking engine, because it got slower every time i put new event. Now, checking event is faster, but then the jumping/stair climbing seems to be very buggy. I gotta work on that before I work on the battle engine
(it's always the battle engine that gets postponed... o.o)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 15, 2009, 02:10:50 pm
Question, are your events checked inside the walking loop? Or do you check if there's an event at all and if there is, just completly exit the walking loop to execute it? I found the later speed things up drastically. Basically you need a variable like M, set to 0 when game starts. If this var =0 it executes the walking engine until collision is detected with an event, which changes the var M to 1. M is changed to 2 if the random battle counter that decreases every loop reaches 0. Pressing 2nd during walking loop changes M to 3. In any of these 3 cases, the entire walking loop is exited.

When it exited, if M=1 it triggers the event program and execute an event based on which map you are on (or where you are in that map if there are more than 1 event) and if it's = to 2, then it triggers a random battle. If M=3, the game menu is opened. Once one of these 3 things are done, M is reset back to 0 and in battle case, the counter is reset. This speed things up drastically because if you put everything inside the walking loop, you'll have major slow downs.
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 15, 2009, 02:35:02 pm
yeah i did the latter one too. Basically, since most of the events are triggered by pressing up (like going into the room, talking to NPCs), I set
Code: [Select]
walking loop (Repeat Z or exit out of boundary
getkey->_theta_
Walking code
[A](C,D)(_theta_=25 and 8>[A]=(C,D)->X
End
If X=1
-event 1-
If X=2
-event 2-
etc...


In [A] 8 is ladders and 9 is the wall.
0 is empty space and 1-7 is the event in the map.

I think may be i should change the wall to 1 and stair to 2 and make the events any number after 2, but not unless I have a map that has over 7 events
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 15, 2009, 04:12:20 pm
I think you should change it because then you have (Ans>2) vs (Ans and Ans<8).
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 15, 2009, 07:31:50 pm
actually, i don't need to do Ans and Ans<8
because if Ans is zero, then it is multiplied by zero
[A](C,D)*(_theta_=25 and 8>[A](C,D->X    )
so basically, the X is the value of the [A](C,D
as long as X doesn't exceed 7.

Even if I did Ans>2 i still would have to multiply it with [A](C,D) and _theta_=25
so it evens out  :P

I wanted to change because then the events in each map (one map is 8x16 homescreen) can be more than 7
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 15, 2009, 08:38:02 pm
Oh, your method is better. :)
Title: Re: the Tale of Lost Map
Post by: Galandros on December 28, 2009, 09:27:36 am
How is this going?
I hope the lack of news is not caused by lack of interest.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 28, 2009, 10:34:56 pm
me too -.-, he hasn't been online for several days at one point this month and recently hasn't posted a lot either :(
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 29, 2009, 11:15:01 am
sorry guys... I am currently so~~~~ busy doing my college applications. They are killers :(
I didn't lose any interest tho o.O
It's just that I can't find any time to code. I try to optimize and make the walking engine faster and better before i go to sleep, but it's kind of annoying to code the ladder-climbing part -_-;;;
Thanks for the interest tho~ after Jan. 1, which is the due date for the applications, I will be going online and coding more often. ^^ See you guys then
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 29, 2009, 01:43:43 pm
Aren't you in holiday vacations, though? I kind of hate schools that gives you full of homework/projects in the middle of holidays x.x

Once, at a school, we got a snowstorm in mid December and they decided to report an exam on December 24th morning x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 29, 2009, 01:52:52 pm
these are not school work, it's doing paper works and writing essays for college entrance.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 29, 2009, 02:12:02 pm
Poor you. I'm glad I don't have those to deal with yet.

I can't wait for progress on TLM, as it looks pretty cool.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 29, 2009, 02:40:11 pm
Aaah I see. it still sucks you have to do these during holidays, though. Over here, college entrance was in February I think, and you got a response to your application in April, where you got told you were accepted conditionally or refused, then you had to pass a test in May on a Saturday, and make sure your grades remains good enough if what you want to major in has a student cap for their class.
Title: Re: the Tale of Lost Map
Post by: jsj795 on December 29, 2009, 03:15:05 pm
OMG i so want to go to Canada now o.O
my GPA is pretty good, it's just annoying essays that i have to write for college that's killing me. I still have about 7 more essays to write before Jan. 1st. :'(
Well, better get back to work
*jsj795 starts writing essay again
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on December 29, 2009, 03:18:52 pm
Ouch that's a lot x.x

For my class, they only allowed 50 people, and I still got in with an average of 80% scoring in classes.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on December 29, 2009, 07:39:15 pm
Ouch. 7 more. Wow.  Good Luck!
 * ZTrumpet gives jsj795 a "good-luck-cookie"
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 01, 2010, 12:39:26 am
NOW THAT THE ESSSAYS ARE DONE, I CAN CODE NOW!!!
YAY HAPPY NEW YEAR
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 01, 2010, 01:18:53 am
Yay!

And happy new year to you too!
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 01, 2010, 01:30:32 am
thank you!! will try to post up any updates i make soon!!
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 01, 2010, 11:46:08 am
Alright! I'm glad you can code again!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 02, 2010, 04:16:10 pm
Cool
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 03, 2010, 08:35:11 pm
Okay, I have a vague idea of battle system, except I'm deciding whether to add jump button or not.
Also, i'm not too sure if im skilled enough to write a good real-time battle system :(
I'll try it tho, and see if it works
*jsj795 goes back to calculator to code
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 03, 2010, 09:11:31 pm
mhmm jumping might be a bit hard x.x

I guess go without it maybe
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 03, 2010, 09:19:44 pm
I think that if there's no jumping, then there's not much reason going to real-time battle, since you can't really avoid the attack except moving back... I just cant seem to decide on battle system!!! and I can't do anything else since the whole menu system/storyline will base on the battle system

I'm looking at a possibility of just a plain old turn-based battle system... hmmmmmmm

Edit: okay I've decided. After looking at many youtube videos and reading RPG articles on web, there's going to be 2 battle systems in the game, one regular turn-based, and the other Tactics.
The tactics will be the quest battles, with multiple monsters and such, and will take probably about 5~20 min. for 1 battle depending on your character(s) and your tactics.
The regular turn-based will be the random encounter when you are moving around from town-to-town and stuff, and will act as a place to grind.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 03, 2010, 09:54:42 pm
Good luck!  I can't wait to see them when you're done. :)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 04, 2010, 12:51:03 am
I like the idea of tactic battles. Just make sure random battles aren't too long, though, so it won't take 4 hours to grind for one level x.x

Also, no jumping is fine for a real time battle engine, because many of them didn't even allow jumping. The only time where you jumped is when performing certain attacks. Example:



(off-topic note: can't wait to play this on my TI-Nspire, if i find an english patch)
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 04, 2010, 01:54:27 pm
well, i'm at school right now so i can't see the video (the computer blocks the flash java upgrade), but yeah the random battles will be short. I'm planning to make like 3 characters (a team/party whatever you want to call it).
You may change the character who will walk (most likely be pi, theta, and omega sign) and the one that's walking at the time of random encounter will fight 1v1 against monster and get exp, so it gives them chance to level up if they are lagging behind in level.
The tactics of course will involve all three characters, and each get experience from attacking/defending, casting magic, etc. and will get a bonus exp. and money when the tactics battle is over. It will be ASCII tiles, but I don't know if I am going to do it on homescreen or graphscreen... depending on memory and speed vs. the menu system and stuff.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 04, 2010, 01:56:27 pm
That sounds really cool!  I can't wait to see what you come up with.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 04, 2010, 06:33:51 pm
pretty cool, can't wait for some progress and eventually screenshots :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 04, 2010, 08:17:53 pm
okay, I went back to the main menu and was able to optimize over 700 bytes!!! but still with same speed and feature. Now working on save/load feature, menu and little bit of random encounter battle engine.
I'll try to upload screenshot by this weekend if I get some progress
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 04, 2010, 08:43:27 pm
nice! btw how big is it all so far?
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 04, 2010, 08:48:09 pm
ummm... the main menu + naming the team (not the character now, but it's a team) is around 2K, Walking engine 670 bytes, and the maps broken into 3 programs total takes about 7K, and events (including going through the door, talking to NPCs, etc.) take around 3K.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 04, 2010, 08:48:49 pm
nice that's not too large so far. Anyway I hope you finish this ^^

Title: Re: the Tale of Lost Map
Post by: jsj795 on January 04, 2010, 08:55:21 pm
thanks! I think I can optimize a lot more, it's just that I kind of coded in more lengthy but easier language to understand what I'm doing, for example not using seq( or stuff like that.
Once February ends, I will be able to code most of my time since wrestling season will be over by then.

Edit: Looking over the previous posts, I think the game changed soooo much since the beginning...
It was supposed to be horizontal sprite graphing and etc., and many other stuff, but as the year went on, it now came down to ASCII homescreen map with side-scrolling walking, and many other stuff  :o
I wonder how much more the game will change before it's released...
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 04, 2010, 09:35:08 pm
Good luck finishing this, but it's sure changed a lot. :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 05, 2010, 07:51:03 pm
Just as a head up: try to not rewrite, rewrite and rewrite too much, else you will most likely go into an endless loop and never finish it. Many ppl did that in the past and they spent so much time optimizing and restarting from scratch (or close) that they eventually lost interest. Optimizing is good sometimes, though, and sometimes, a rewrite may be necessary.
Title: Re: the Tale of Lost Map
Post by: Galandros on January 06, 2010, 04:13:37 am
Maybe planning and thorough thinking beforehand can make one very good rewrite stand for the final release?
Seeing others code can also give you the lights make your code that keep you happy.

DJ Omnimaga is right about rewriting making to lose interest, rewriting things that were done, sometimes is necessary and good but tear down motivation very hard.
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 06, 2010, 10:30:18 am
yeah... that's why I kind of stopped trying to improvise my walking engine, and move on to making the in-game menu. Thanks guys for all the advice :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 07, 2010, 02:05:53 pm
I'm done with the save/load feature, although I will have to improvise it to compress the data when the list gets too big.
And I am actually getting progress on battle engine too!!! In the random battle, there's going to be horiz screen. You and enemy+basic menu choice will be seen on the homescreen (bottom side) and the animation+advanced menu choice will be seen on the graph screen (top side). Once I post the screenshot up, it will be easier to understand :P

I gotta work on the animations/magic/items!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 07, 2010, 02:16:47 pm
Compression can be a bit hard. I had an hard time figuring how to use Seq( do do Illusiat 13 compression. Finally I just compressed the item list and it was trial and error because I could never figure out what argumentd did x.x, plus for the rest of the data, each numbers were a different amount of digits
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 13, 2010, 01:28:28 pm
I began to write datas for the characters on paper...
So far, they have:
1) Level
2) Experience
3) Class
4) Life
5) Max Life
6) Mana
7) Max Mana
Stats
8) Strength - Life, Damage, Defence
9) Agility - Speed, Critical Hit, Miss Rate
10) Intelligence - Mana, Magic bonus/absorption
Skills
11) Combat - Melee, Range weapon wield
12) Engineer - Equipment, Crafting
13) Wizardy - Magical weapon wield, Magic Lvl

Different Classes are-
Basic
Warrior
Archer
Mage
1st Advancement
Knight, Mercenary (from Warrior)
Ranger, Hunter (from Archer)
Wizard, Sorcerer (from Mage)
2nd Advancement
Swordmaster, Assasin
Bowmaster, Sniper
Paladin, Necromancer
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 13, 2010, 02:21:38 pm
Nice, sounds not too complex either. Btw how will stats be like? I mean, max level, max HP possible, experience required for each levels? I know some people get trouble with the experience part, I could maybe give some ideas if you need any.
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 13, 2010, 02:31:15 pm
I'm thinking along lvl 100 for the max level, and max HP/MP possible may be 99999? or may be 9999 idk
they are pretty high, since I do plan to implement linked multiplayer gameplay, where you actually get to trade items, battle each character in both 1v1 style or tactics style, and such...

For exp., I will probably do some math formula, like int(20(1.3^L
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 13, 2010, 02:40:40 pm
Aaah ok, let me know if you need some help :)

Just make sure to not go overkill on grinding :P *cough*Illusiat 7*cough*
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 13, 2010, 04:07:46 pm
Wow, I like it. It's nice, simple, and small enough the user can remember it all.  Nice work!
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 17, 2010, 10:04:20 pm
Writing the whole storyline for the game... It's going to be complex with non-linear story... I'm about to write the whole history of the land (I haven't even named the land yet...) starting from the Creation of the whole world, since the storyline will actually involve gods and stuff... or at least that's what I am visualizing.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 17, 2010, 11:07:30 pm
Awesome!  Sounds like you have a lot of work ahead of you, but I'm sure it will be great and well worth it.  I can't wait to see what you come up with.

Will you put this story in the read-me or will it be at the begining of the game, like Illusiat 13?  (To me it depends on the size.)
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 17, 2010, 11:22:52 pm
well, since this story will influence a lot of what the characters do, I probably will incorporate it within the game... And not at the beginning of the game. I want something like, the character doesn't know anything, but discovers what happened in creation of the world and through that users get to know the whole storyline...
i think i kind of worded in confusing way :S
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 18, 2010, 01:19:00 am
Interesting, I kinda like when surprises happens in games.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 18, 2010, 09:13:56 am
Cool!  I like storylines that reveal themselves farther and farther in the game.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 29, 2010, 08:38:29 pm
Any new progress? D:
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 29, 2010, 08:44:02 pm
Sorry, I've been playing Pyoro and Reuben's Quest... Although I am thinking about the storyline tho. They are getting kind of interesting, and I need to think of multiple endings since the storyline won't be linear. The ending will depend entirely upon the player's choice of action and the characters' growth...
Title: Re: the Tale of Lost Map
Post by: ztrumpet on January 29, 2010, 10:17:57 pm
Wow, sounds great!
I love the multiple endings idea.
 *ZTrumpet is playing the same games as well. ;D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 29, 2010, 11:18:32 pm
Lol nice :P At least you still do some calc stuff ^^ and watch out cuz when I play Pyoro I can be addicted :P

EDIT: Btw The Reign Of Legends 1 had multiple endings. It was my only game to have any. However some were rather hard to trigger, as they were based on your friendship with each of your characters. If it was good, you could see additional cutscenes, altough very short. I think I remember something got unlocked in the game when seeing all of them. I don't remember if you could see multiple endings in one game either or if you had to restart a New Game + (chrono trigger style) several times in a row. Friendship between characters was also based on your battle actions. I think healing characters made it rise
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 31, 2010, 10:11:34 pm
I just finished Reuben's Quest. I think I gotta stop playing games and focus more on developing this game :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 31, 2010, 10:56:44 pm
Which one did you play btw? I remember making the first one quite hard (altough it was short) x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on January 31, 2010, 11:02:52 pm
I played the first one... I thought the game was a bit slow, although the graphic really was stunning O.O
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on January 31, 2010, 11:47:53 pm
Yeah that's a major issue with Omnicalc grayscale. I wish xLIB APP came out at that time, it would have ran twice faster maybe.

In 2005 I had a very early build of Reuben for xLIB but I lost it and it only had the walking engine that was modified :(
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 18, 2010, 03:20:31 pm
Hi, this post is to say that TLM is NOT DEAD, and I actually am working on it.
Although it is a slow progress, and I didn't do anything on calc programming itself, I did work on the background story and the storyline itself, while brainstorming some of the features I can put in.

When I get farther into the storyline and stuff, I *might* release some info for the spoiler ;)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on February 18, 2010, 05:21:15 pm
Cool to hear, I hope you don't give up on this, I am looking forward for it. I am curious about what will be the story about too
Title: Re: the Tale of Lost Map
Post by: ztrumpet on February 18, 2010, 05:26:35 pm
Me too.  I'm glad you're working on this and I'm looking forward to it as well. :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 19, 2010, 03:39:09 pm
Oh, btw, I started coding on calc now.
It really got a boost in optimization and speed(especially after learning some tricks from Factory Series :D )
I also gave them new looks, and is now working on the menu system.
The whole game will rely heavily on Horiz Mode and will try to post screenie up by next week^^
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on February 19, 2010, 04:21:44 pm
Glad to see it's progressing again :) I hope you continue like this. By horiz mode do you mean it will be an hybrid of graphical and text game? Radical Pi had a similar game on the old forums and CDI/Bsparks also worked on one back then. I'll post a screenie to show what i mean

EDIT (83+ speed)

(http://www.omnimaga.org/images/screenshots/adotrpg2.gif)
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 21, 2010, 02:06:08 pm
This game will be fully graphical. When I post the screenie up, you will see what I mean, but I'll try to explain it a little bit more here...

The game's overworld will be on Homescreen (like Illusiat), with sidescrolling action (sort of like The Blue Platform by Eeems), using ASCII. When you enter the menu, or even battle, there will be horiz screen showing the character on the bottom half (the homescreen side) and the menu will be on the top side (the graph screen side). Gah! It's so hard to explain. Will have to wait until I post screen shot (which I plan to do within 2 days :)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on February 21, 2010, 02:09:34 pm
I think I might understand, but I like the idea ^^, hoping to see it in action soon :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 21, 2010, 07:32:20 pm
Okay, I just decided to post what I have so far...
Title: Re: the Tale of Lost Map
Post by: ztrumpet on February 21, 2010, 08:32:39 pm
WOW!!!   That looks awesome!  Amazing job! ;D
That's really, really cool!  Excellent! :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on February 21, 2010, 08:42:59 pm
i like this new title screen. I liked the other one too, but (no offense) it looked a bit like generic BASIC games you find on ticalc.org x.x

Nice load save file screen too ^^, and I love how the convos displays with the name on the first line in bigger font. Should make it easier when a NPC has extremly long name. I love the menu so far too. Nice job so far. :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 21, 2010, 08:59:40 pm
i like this new title screen. I liked the other one too, but (no offense) it looked a bit like generic BASIC games you find on ticalc.org x.x

Yeah I know. In the TLM note that I keep, one of the list-to-do was to make the better title screen, and one morning, I came up with this idea, so I went for it :)

and the map, for now, is the place holder. I still have to make the battle engine tho... They are frigging so hard to make!!!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on February 21, 2010, 09:38:11 pm
yeah they are x.x, I spent a long while in Illusiat 13 one x.x, and it's a simple engine (attack, magic usage, escaping, same for most enemies and bosses)
Title: Re: the Tale of Lost Map
Post by: jmaster797 on February 25, 2010, 12:52:45 am
I decided to check this out and it looks great. Awesome job dude.
Title: Re: the Tale of Lost Map
Post by: jsj795 on February 25, 2010, 10:05:52 am
thanks!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 09, 2010, 04:14:51 am
/me wonders how it is going
/me hopes jsj795 won't give up on this
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 09, 2010, 10:12:32 am
Okay, the reason that I wasn't working on this was that I just got my TI 89 Titanium and was playing calcrogue and pokemon blue and link's awakening ever since.
It was yesterday that I kind of got tired of playing games and decided to work on TLM again.

So, I made this simple background of the world of TLM.

Quote
The planet that these people live is called 'Nuvehil,' which means the New World. It is very much similar to the Earth, except they lack much of the metals and ores, such as iron, copper, gold, etc. However, Nuvehil has some crystals around, and they are used as a currency. Different color of the crystals mark their values. Clear crystals, which are the most abundant, are the lowest currency, and the black crystals are the most rare and so they worth a lot. The crystal values are based on 100 system, where 100 clear crystals equal to 1 pink crystal, 100 pink = 1 red, 100 red = 1 crimson, and 100 crimson = 1 black.

Other than that, I have made the beginning story for the game, but since it will spoil too much, I'm not writing them :P
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 09, 2010, 10:25:24 am
That looks pretty nice!  TLM is an awesome looking game! ;D
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 09, 2010, 02:01:52 pm
lol thanks. I really gotta work on it more, tho. Elmgon, although it seems like it started later than mine, are wayyyy more developed. It just shows how lazy I can be :P

Edit:
I worked some more, and worked on stats.

Quote
There are 2 types of xp.
  • Combat xp.
  • Social xp.

Combat xp. are given after the battle or the quest.
With Combat xp. you are able to give points to
  • Strength
  • Dexterity
  • Toughness
  • Intelligence

Social xp. gives points to
  • Crafting
  • Brewing
  • Writing

For the Combat stats, there are
  • Life
  • Attack
  • Defense
  • Critical %
  • Miss %
  • Speed
  • Knowledge
  • Mana
  • Resistance
And they are usually modified by the weapons, armors, or whatever the character uses.

Crafting is for making weapons/armors, Brewing is for making potions, and Writing is for making scrolls.

Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 09, 2010, 02:57:00 pm
That looks pretty cool!  I like the Social xp.  It's pretty neat! ;D

Thanks on Elmgon.  I tend to program like crazy for a week and then take a couple of weeks off. :D  About a week ago I was working on Elmgon for 6 hours or so a day, and these "cycles" are why it progresses so strangely. :)  (I'm not counting planning as programming, so I'm not programming it today. :) )

I'm sure TLM will have progress soon.  It's a great game! ;D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 09, 2010, 04:46:00 pm
nice ^^

And glad you got a 89 ^^ there are some cool games for it

I hope you don,t give up on TLM
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 12, 2010, 04:35:52 pm
Something terrible happened... I tried to use simplethinker's string -> matrix  asm program, and it gave me a ram clear. A ram clear wasn't too bad, since I had TLM progress in the group, but then I found out that it disabled my usb linking port. I could not back up my files, because my calculator would not connect to the computer. I had to clear all of the calculator's memory, and I lost all my progress :(
Good thing, tho, is that I have some pieces of engine codes lying around my room, so if I find them, it shouldn't be too hard to rewrite them on calc.
Title: Re: the Tale of Lost Map
Post by: trevmeister66 on March 12, 2010, 04:42:44 pm
Something terrible happened... I tried to use simplethinker's string -> matrix  asm program, and it gave me a ram clear. A ram clear wasn't too bad, since I had TLM progress in the group, but then I found out that it disabled my usb linking port. I could not back up my files, because my calculator would not connect to the computer. I had to clear all of the calculator's memory, and I lost all my progress :(
Good thing, tho, is that I have some pieces of engine codes lying around my room, so if I find them, it shouldn't be too hard to rewrite them on calc.
Ouch, sorry to hear that. Couldn't you have ungrouped it and just coppied it down to paper? Hope it works out though.
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 12, 2010, 04:51:25 pm
It was too big of a code, and I would've made lots of mistake writing them down, also I'm not too patient to do so. Oh well, at least I remember how my code works after so many errors I had with the codes. I'm working on the engines right now, and they seem to be okay. May be I'll be able to find more speedy and smaller way that I couldn't find before :)
Title: Re: the Tale of Lost Map
Post by: trevmeister66 on March 12, 2010, 04:55:02 pm
Yeah I notice that sometimes when I have to rewrite some code. I usually find a better/faster/smaller way to write it. good luck
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 12, 2010, 05:33:08 pm
Ouch.  I'm sad to hear this. :(

It's too bad.  I feel for you.  Good luck! =\
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 12, 2010, 05:47:54 pm
shit, I hate when this happens, I hope you can retrieve enough progress from your computer or flash drive, I would hate to see this die. Don't give up, though, altough I understand the frustration. I never had a linking problem triggered by a crash before, but I had flash rom corruption or something like that. I haven't forgot the Illusiat 2002 project incident :(
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 13, 2010, 05:02:53 pm
good news! I found a recent backup on computer. There were hardly any changes from the backup, so I would resume on working on it. ;D
Title: Re: the Tale of Lost Map
Post by: trevmeister66 on March 13, 2010, 07:09:50 pm
Thats good news! I hope progress continues now that you have most of what you had before
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 13, 2010, 07:23:57 pm
Wow awesome, glad you found a good copy of it :)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 13, 2010, 09:49:39 pm
YES!  I'm sooo glad you found a backup! ;D  Good luck!  :)
Yay! :D
Title: Re: the Tale of Lost Map
Post by: Builderboy on March 13, 2010, 10:13:27 pm
Hooray!  The sad fate of another lost project has been banished!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 13, 2010, 10:39:17 pm
Somehow, it seems like on the new forums, a lot of lost projects gets retrieved fine (or almost), while on the old board, everyone would lose their stuff (90% of the time, due to a laptop dying... don't wonder why I hate laptops so much) and never retrieve it again x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 15, 2010, 02:34:14 pm
When I had a calc crash and before I found my backup on computer, I was like, okay. This will be a fresh beginning and let's move on. So I started making the title screen, and it came out pretty good. So when I found my backup, I decided to just use that title screen for the game, because it looks way more better. There will be only one save file. The second program is showing the starting map for the character. It looks more town-like(?) than the other one.

Edit: The decompressing doesn't do anything yet. I just used For( for it right now, because there is nothing to decompress yet :P and the version number isn't right. It's probably more like v 0.0.0.0.0.0.0.0.1 but oh well  ;)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 15, 2010, 04:19:01 pm
Wow!  That looks incredible!  Awesome job! ;D  I love the new title screen!  That's amazing!  Excellent work!  This makes me want TLM even more.

I like how your maps look.  They look really good!  I like the clouds especially!  :D
Title: Re: the Tale of Lost Map
Post by: trevmeister66 on March 15, 2010, 05:34:11 pm
Wow that is pretty awesome right there. Great work.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 15, 2010, 05:52:35 pm
wow nice title screen, and I like how it looks complex like if it was a pic, yet still displays pretty fast. Nice job on it :)

Also I like the village layout, the houses fits well now it seems.

Keep up the good work :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 15, 2010, 07:20:19 pm
thanks guys. I used method from contra to make the map and stuff.  I used fast circle draw (putting {i  as the last argument) for the compass :P

Now i'm going over the movement code again for speed optimization and such, and writing out the code for the battle system
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 15, 2010, 08:18:01 pm
That sounds great!  I love the title screen. ;D  It's excellent!  I just noticed the finance N is made by Text. :D

Awesome job! :)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 15, 2010, 09:10:41 pm
Nice, so the title screen is a map? I wonder how much memory does it take? Sometimes we can save a lot of RAM hardcoding pictures instead of storing images in actual picture files.
Title: Re: the Tale of Lost Map
Post by: trevmeister66 on March 15, 2010, 09:14:45 pm
Nice, so the title screen is a map? I wonder how much memory does it take? Sometimes we can save a lot of RAM hardcoding pictures instead of storing images in actual picture files.

Yeah, and sometimes it even looks cool (especially in this case).
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 15, 2010, 09:47:13 pm
I think it was like ~600 byte with just the map. What I did was this method:

Code: [Select]
:{15231561,42133313,62186251,48604839
:For(X,1,dim(Ans
:Line(iPart(Ans(X)/E6),iPart(E2fPart(Ans(X)/E6)),iPart(E2fPart(Ans(X)/E4)),E2fPart(Ans(X)/E2
:End

Source: http://tibasicdev.wikidot.com/compression (http://tibasicdev.wikidot.com/compression)

I compared it to the hard-coded lines, and it got around 150~200 bytes smaller, but then the speed was tiny bit slower.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 15, 2010, 09:56:02 pm
wow pretty complex :O, nice

I doubt I would understand this code, i would prbly do like Illusiat save loading and copy/edit a sample of code and trial and error not knowing what each arguments are for x.x

As long as the hardcoded pic is not larger than an actual pic, tho, else then you might as well use a real pic (unless you're running out of them and don't want to use hacked ones)
Title: Re: the Tale of Lost Map
Post by: Builderboy on March 15, 2010, 10:20:39 pm
Wow thats an epic title screen! ;D  God job on this, especially the size!
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 20, 2010, 02:33:55 pm
I've been thinking a lot about the storyline that I intended to use before. I think I'm going to make few major changes, and give the game more of interactive story, not a straight, linear storyline. After reading many posts at gamedev.net, and reading how they achieve interactive stories, I thought that it would be really cool to do it for the calculator game.
I hope it's doable tho, and that I can really finish this project the way I want it to (I want perfection!! :)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 20, 2010, 02:43:50 pm
I often feel the same way.  I hope you achieve perfection! ;D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 20, 2010, 02:44:49 pm
Cool, sometimes, non-linear sections can spice up the story. Will the story change a lot based on your actions? Or will you add some optional stuff? I kinda like when near the end we can beat a super hard boss (harder than final boss) just for the challenge. Glad yoU're still working on this ^^
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 20, 2010, 04:38:36 pm
The story will be based on the character's action. And one action will cause a chain reaction, and the story will go on like the real world. I don't know if I can achieve this on calculator with BASIC tho, because I'm not Builderboy ;D
Title: Re: the Tale of Lost Map
Post by: Galandros on March 20, 2010, 04:43:18 pm
The story will be based on the character's action. And one action will cause a chain reaction, and the story will go on like the real world. I don't know if I can achieve this on calculator with BASIC tho, because I'm not Builderboy ;D
Well it can be made at a certain extent.
Keep in mind the memory requirements of it. Speed is also a limitation but mostly memory. If it is too big challenge for you try to do this when you are capable (later, of course). Try to not loose too many time rewriting...

I would suggest plan very well what happens on paper. You ought to plan very well in order to keep the story consistent and don't make mistakes.
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 20, 2010, 05:06:33 pm
thanks. I know the memory restraint, and since I'm not too sure how much list elements might be needed, I really don't know how broad the story can be...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 20, 2010, 11:42:16 pm
It could be possible, but you have to make sure there are no exploits. A very complex interactive story could cause errors if you are not careful, for example. However, if you don't mess up, there shouldn't be any problem. Once you're far enough, you will have to test your game with hacked stats, trying different options and stuff to make sure everything triggers the right events and that you cannot skip entire game parts you're supposed to do (*cough*Metroid II Expansion Set boss 2+varia suit*cough*).

Also don't make the game too massive, either. Start small, then see if you can add more. It's best to not go with projects that are massive if you didn't do a lot of calc RPGs before. I mean, my first RPG to be minimum 10 hours long was Illusiat 9 I think.
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 23, 2010, 10:17:36 am
Still progressing, trying to write the whole Storyline before I program, so I don't have to rewrite programs over and over again. Hoping that my storyline is good ^^
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 23, 2010, 01:24:18 pm
Good idea ^^, and it's good also to write everything down on paper/notepad cuz then you won't forget anything.
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 25, 2010, 10:12:10 am
Making an inventory system... It's really complicated :( I divided the inventory to 5 different section, equipment,food(like potion), scrolls, misc., and quest.
The problem is actually loading the item names fast, and displaying them. There aren't that much of a space because I'm trying to use Horiz mode... Is 3 items per page (like per view) good enough? Like,
__________
> Item 1
   Item 2
   Item 3
------------
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 25, 2010, 05:38:15 pm
I would go with 3, especially if you use half of the screen (top).
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 25, 2010, 11:13:36 pm
I almost got the inventory system to work, just needs to test some stuff to find any bugs to squash :/
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 25, 2010, 11:31:18 pm
nice ^^ I hope you don't run into as many bugs as I ran into when working on the Illusiat 13 item menu x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 26, 2010, 09:29:55 am
YES!!!!! I finally made it work at pretty fast speed!
Now, the only work I need to do with the items is to actually put in the data for each item, actually using them or equipping them, or throwing out.
It was really annoying, and I had to use a lot of round( because when I divided C/3 when C is 9 or something, it kept giving me 2.99999999 and the int(Ans was 2, not 3...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 26, 2010, 09:35:32 am
mhmm could you explain in more details, or possibly screenshots, why you need decimals in displaying the items? Regardless I would still like  a  screenie of it in action though :P
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 26, 2010, 09:47:49 am
Here's the screen shot^^
It's kind of hard to explain why I needed to divide by 3, because then I have to explain my whole code -_-;;; and it's really complicated, unoptimized currently, and really long

Edit: in the real game, you will not have multiple bananas or test items shown (they will be added and represented by x5 or x99 or x#)
but for the test sake, I showed multiple of them
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 26, 2010, 05:06:11 pm
Wow looks pretty nice. It fits pretty well :)

But... bananas????????????????? O.o
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 26, 2010, 07:28:07 pm
lol yeah... it's part of food!
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 26, 2010, 07:57:46 pm
Nice, I found it funny at first, though, but I guess it makes the game original in some ways, since many RPGs goes with potion, herb, ether, elixir and some others with NInijshcheusla, Nsjeueudleak, and more other weird names x.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 26, 2010, 09:54:47 pm
yeah, I plan on making all kinds of potion stuff food to make it more realistic.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 26, 2010, 10:17:37 pm
Question, though: does the story main character(s) is fully human or at least does the story occurs several years in the future or in another world? Cuz it might be weird if it occurs in a real world if common food actually had magic curative effect. Unless these items were blessed with some magic or something
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 27, 2010, 11:42:04 am
I think there will be only 1 main character, after thinking about the storyline. And it is in the different world, and what I was thinking is that eating food will recover some of the HP, and may be eating like a vitamin will help with MP. There will be some potions (might be called drug or medicine) that will cure a lot more HP or MP.
Right now, I'm working on the rest of the menu, like character, skills, quest, etc...

Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!!!!!!!!!!!
I just got a ram clear, and I have to redo the whole inventory system  :'(
Fuck! I knew I should have grouped it
I have the backup file in school computer, but I don't go back to school until next Wednesday...
I'm deciding whether to try to recreate the system or wait until Wednesday to restore the files
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 27, 2010, 01:28:25 pm
mhmm this sucks :/, I hate RAM clears. What ASM program are you using, btw? If I was you, I would delete all the ones you don't use, even MirageOs. Crashes seems to be more and more common these days here and ppl should try to be more careful x.x

I would wait until wednesday and work on other stuff in the meantime
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 27, 2010, 02:06:15 pm
I think it happened because I was trying to link the calc to the computer, for downloading CalcUtil.
Yeah, I should work on other stuff :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 27, 2010, 02:11:05 pm
wait so now the calc can crash just by linking it to the computer? Wow, that's an all-time low. How do we backup our stuff on the PC now???
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 27, 2010, 08:07:12 pm
I think it was because my connection was loose. Oh well, I'm gonna work more on battle system for now
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 28, 2010, 12:01:04 am
Still, though, even when my cable was not connected firmly, I never got a crash/RAM clear during file transfer attempt. Maybe it's because I was using a serial cable, though, but all TI connect would do is give me a warning that the file failed to send or something.
Title: Re: the Tale of Lost Map
Post by: mapar007 on March 28, 2010, 07:16:38 am
I'd rewrite it if I were you. Every time I came across such a situation, my rewritten code turned out to be much smaller/faster when I recovered the older version.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 28, 2010, 12:40:55 pm
well it depends, if he got a lot of stuff that is hard to recreate. In this case it might be best he waits for that part and work on other stuff in the meantime
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 28, 2010, 09:17:31 pm
Yeah... It would be hard to recreate it without what I have now.
Especially since I got the code using trial-and-error, I don't understand exactly how my codes worked...
Title: Re: the Tale of Lost Map
Post by: ztrumpet on April 01, 2010, 04:35:44 pm
wait so now the calc can crash just by linking it to the computer? Wow, that's an all-time low. How do we backup our stuff on the PC now???
Unfortunately, I've heard of this happening just linking some people's calcs to the computer when the only Asm programs on them were the default Apps.  Somehow, TI connect is to blame.

It's too bad you got the RAM Clear.  Good luck getting everything back the way it was!

I really like the screenie!  Great job, as always! ;D
Title: Re: the Tale of Lost Map
Post by: jsj795 on April 02, 2010, 11:14:45 pm
Well, I tried implementing real-time battle system, but it was wayy to slow... so I want to do the battle system, similar to Age of Calc II, like strategy, except it would be 1 vs 1 or even 1(character) vs more than 1 enemies... I'll try it and if it works, I'll post a screen shot up... The main reason I don't want to do the traditional turn-based battle system is that I want the ranged weapon (like bow, etc.) to be of some use, other than having a different stat or something. So...
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on April 02, 2010, 11:43:32 pm
I never tried Age Of Calc. is it any good?

Sorry to hear, though, the game will still be good anyway I'm sure, though, regardless of which battle system you choose.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on April 03, 2010, 09:45:22 am
That sounds pretty cool!  Good luck! ;D
Title: Re: the Tale of Lost Map
Post by: jsj795 on April 07, 2010, 10:37:24 am
I went back to the school today, and I got all the programs back to the calc! Yay!
Well, the progress is currently halted due to making hnefatafl, but it won't be long before I resume the work on TLM again^^
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on April 07, 2010, 10:46:42 am
I'm happy to hear :)

Keep up the good work on TLM and Hnefatafl :)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on August 19, 2010, 11:34:46 pm
I watched a screenie of this game, and I remembered how much I wanted it.  This looks like an incredible game; I hope one day it gets finished! ;D
Good luck irl Jsj! :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 01, 2011, 03:37:57 pm
Hey guys, yeah it's a super necropost... But I just wanted to let you guys know that I kinda picked up on the coding again, and I'm working on the battle system, the one that actually made me halt the progress because I was having so much trouble with them. I got a huge inspiration from the Tales of Destiny (although I never played it, I got the inspiration from watching the gameplay video)

Working on the GUI at the moment, and I realized how rusty my programming skill is x.x I already have in mind how the whole battle is going to be like, so I won't have another indecisive moments where I wouldn't be sure what I was coding.
Title: Re: the Tale of Lost Map
Post by: yunhua98 on March 01, 2011, 05:39:17 pm
wow!  Its great to see you again!
hope you can get back to calc programming.  ;)
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 01, 2011, 05:42:46 pm
Jsj!  You're back!  This game's going to get finished!!!  Yea!!!!!!!!!!!!! ;D
:w00t:
This made my day. :D
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 01, 2011, 09:21:50 pm
okay so this is what I got so far in battle system.
It's basically linear-tactical turn-based battle system. You have a stamina, which is determined by a lot of stats, mostly your agility-sort of stats (idk what the exact name of the stat is gonna be), the equipments the character is wearing, etc. The stamina is how many times you can move during your turn. Under the stamina and distance, in that empty space will be the battle dialogues, like you did blah blah damage to the monster, you recovered blah blah HP, etc.
Pressing 2ND brings you to the menu, where u can choose to attack, use skills, use items, or end your turn. It is possible to change your weapon during the battle, allowing a dynamic battle where the player can choose different weapons based on the enemy's weakness and the distance between you and the enemy. However, when you do change your weapon you may not attack, use skill, or use item that turn.
In order to escape the battle, simply exit out of the battle to the character's left. However, note that there is a chance that you won't be able to escape, which is also determined by the character stats and the distance between the enemy.
The enemy also has a chance to escape, and the player can choose to TRY to stop the monster from escaping or not, which means it is possible that the monster will escape even if the player tried to stop it. The monster will try to escape based on the character's level, the monster's "ferocity" and the monster's health remaining, plus the monster's agility, etc.
There are items and skills where you can push/pull the monster into/away from you. There are also aerial monsters, which can only be attacked by ranged weapons/skills, etc.

I gave a lot of thoughts into the battle system, and it is not too complex enough to cause significant speed drop nor huge memory usage on the calculator, but gives enough dynamics and complexity for people who are tired of traditional equip-best-equipments-and-click-biggest-damaging-skill battles.
Title: Re: the Tale of Lost Map
Post by: ztrumpet on March 01, 2011, 10:02:00 pm
Looks great!   You may want to add a pixel of space between the text where it says "Attack/Skills/Inventory/End Turn" so it will work on the MP OSes. 
Great job! ;D
Title: Re: the Tale of Lost Map
Post by: Builderboy on March 01, 2011, 10:07:11 pm
Wow that looks great!  I can see you put in a lot of time into that battle system, it really looks like its going to be really effective and awesome :D It's so glad to see you again, can't wait for more progress on this! ^^
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 01, 2011, 10:15:51 pm
Looks great!   You may want to add a pixel of space between the text where it says "Attack/Skills/Inventory/End Turn" so it will work on the MP OSes.  
There wasn't enough space to put a pixel of space in between, so I'm still trying to figure out what to do with that.

Edit: Okay, fixed. I just removed the box around the menu and there was just enough space to do so.


Wow that looks great!  I can see you put in a lot of time into that battle system, it really looks like its going to be really effective and awesome :D It's so glad to see you again, can't wait for more progress on this! ^^
Thanks! I really hope I can finish this too!

Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 02, 2011, 12:44:33 am
Wow I am glad you are picking this up again! I remember on SC2 you talked to me about it but I was wondering when you would pick it up again finally. Also this looks nice. I hope you finish it. :D
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 04, 2011, 12:30:47 am
Working on the actual battle engine now, by writing the pseudo-code on notepad. When the Battle engine and the Skill engine is done, I might be able to release a small demo :)
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 04, 2011, 12:52:55 am
Cool to hear!
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 04, 2011, 12:57:09 am
LOL there were so many If:Then:Else:End Conditions, and nested Repeat groups, that I desperately needed to write the pseudo-code. And I already see A LOT of optimizations that I can make on the current Battle engine I have on calc.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 04, 2011, 12:58:25 am
Lol ok x.x. I personally hate optimizing old code. Often I don't even remember what it's doing. When I left Metroid II dormant for a year and went back to it I rewrote some parts from scratch and it was not just because of the switch from Omnicalc to xLIB. X.x
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 04, 2011, 01:00:51 am
I'm having the most trouble remembering what variable does which >.< The thing is, when I was playing around with TLM before I went dormant and didn't know what to do with battle system, I optimized all the programs like crazy so it took me a while (like actually few hours) trying to figure out what the heck each program does. I still don't know exactly what I did in Inventory system, but it works so I'm just gonna leave it alone :D
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 04, 2011, 01:16:33 am
Yeah that too. Personally in my final programming years I just wrote down which var I used, but then I forgot as the game progressed and eventually got lost. If I ever picked up Illusiat 13 again it would be a huge nightmare...
Title: Re: the Tale of Lost Map
Post by: AngelFish on March 04, 2011, 01:21:17 am
You have some sort of order? I just use random variables and debug till it works...
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 04, 2011, 01:24:40 am
Since this is BASIC program, I just have a bit under 30 variables that I can work with, if I don't want to use lists (cuz writing the lists require a lot more memory). So many of the variables overlap, and that can cause a lot of bugs. I need to make sure the variables do not overlap, and that's hard when there are so many nested Ifs and Repeats in many nested programs :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 04, 2011, 01:25:21 am
Sometimes using lists is inevitable, though. Take ROL2 for example: There are 9 playable characters. O.O
Title: Re: the Tale of Lost Map
Post by: jsj795 on March 04, 2011, 01:28:33 am
Yeah lists are used inevitably, but I'm trying to limit the lists only for data storage, and use all the variables with Ifs and Repeats. Writing and reading A~Z and theta is a lot better than going through L1(3) or L5(2), etc.
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on March 04, 2011, 01:44:09 am
Yeah true. On #cemetech once Weregoose was suggesting something implying that it was better to use lists instead of all variables, but I think we save a lot of space when the variable is used several times.
Title: Re: the Tale of Lost Map
Post by: jsj795 on May 06, 2011, 01:03:17 am
a little bit of update:
I've finished coding the basic outline of the battle code, but realized I can't continue working on it without implementing any stats and such. While getting all the stats down, I also started working on different "classes" (?).

So for the stats, when Kiril (the main character) levels up you will have certain points that you can spend them on 3 attributes, which is Strength, Dexterity, and Intelligence. Each attributes give different stats, for example putting a point into Strength will give Kiril more life, damage, armor, and stamina. The idea is similar to Diablo system if you ever played it.

As for the classes, you do not start with a certain class. You choose what "class" you want to be throughout the game. For example, if you choose to train with The Tahlavis - a clan of magi devoted to the readings of sun, moon, and the stars, and have the ability to manipulate the foretellings of the stars - you will be able to learn their skills.

However, training in one class does not stop you from training in different classes. The only catch is that there is limited amount of skill points that you can spend, so if you choose to train in many multiple classes you may never learn the high-level skill of a certain class. One single character will NOT be able to learn all the skills. Rather, your character will only learn a fraction of all the skills available in the game, and this will allow you to play the game over again, but you might choose different skills to beat the game.

I'm hoping to finish all the different classes tonight and finish working on the stats so I can finally finish this battle engine!
Title: Re: the Tale of Lost Map
Post by: jsj795 on May 08, 2011, 08:49:26 pm
The classes that I have come up with so far. Note that not all of them are going to be in the game, some might be removed, some other might be added.
Also, if you have a good idea on what kind of class you would like to see, please share :D


-The Pahlavis
Tahlavis are part of the magi, who devote their lives to the readings of sun, moon, and the stars, and are able to

manipulate the foretellings of those stars.

-The Khiamians
They are known for their use of bows, their invention, and also they have the power to tame the wild beasts.

-The Varangians
Known for their piracy and mercenary activities, they excel in many different kinds of weapons.

-Flamen (Flamines)
There are 12 gods, and each believer devotes his/her life to one of the 12 gods. The gods grant them power depending

on the amount of faith he or she has in them. You cannot serve more than 1 god.

-Shamans
They are the masters of life and death, and can manipulate the ghosts.

-Cleilims
They excel in potion makings and the transformation of materials to their will. Alchemists in essence.

-Vali
A secret organization known for their assassination skills.

-Taranis
Thunder-related mage clan

-Belenus
Fire-related mage clan

-Aeolus
Wind-related mage clan
Title: Re: the Tale of Lost Map
Post by: ztrumpet on May 08, 2011, 09:18:19 pm
Sounds great!
I love progress on this. :)
Title: Re: the Tale of Lost Map
Post by: jsj795 on May 08, 2011, 09:46:48 pm
I've attached the screenshot of the progress so far (without the battle)

Also attached is the programs so far, excluding the battle engine. Press 2nd to jump and select choice in menu, alpha to get to menu and cancel in menu. Pressing "up" will trigger events, and pressing down when you're stepping on the table or chair will bring you down.

The main reason I posted this demo is because I'm curious how feasible it is in TI-83BE. Will someone with 8mHz test this out and tell me if it's playable on it? Considering that it seems just about right speed on 15mHz I think it would be unenjoyable in 83BE :(
Title: Re: the Tale of Lost Map
Post by: ztrumpet on May 08, 2011, 10:21:37 pm
Wow, I'd forgotten just *how* impressive TLM is. :)  Lookin' great! :D
Title: Re: the Tale of Lost Map
Post by: Munchor on May 09, 2011, 07:27:53 am
(http://www.omnimaga.org/index.php?action=dlattach;topic=1012.0;attach=265;image)

I'm 21 pages late O.O I'd like to say this looks cool, but then again all basic graphical stuff looks great to me as I can't do it :P
Title: Re: the Tale of Lost Map
Post by: aeTIos on May 09, 2011, 10:28:19 am
Cant you really do graphics?
Anyway, wow cool game!!! I'm actually impressed by this, I never saw a game in Basic that was as good as this O.O
Title: Re: the Tale of Lost Map
Post by: jsj795 on May 09, 2011, 04:33:19 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=1012.0;attach=265;image)

I'm 21 pages late O.O I'd like to say this looks cool, but then again all basic graphical stuff looks great to me as I can't do it :P

LOL this game has gone like million times of rewrites, that this screen shot has been obsolete for a long time :P
Title: Re: the Tale of Lost Map
Post by: ztrumpet on May 09, 2011, 04:34:46 pm
Scout, here's the most recent:
(http://www.omnimaga.org/index.php?action=dlattach;topic=1012.0;attach=7673;image)

EDIT: (yunhua98) added ending img tag
Title: Re: the Tale of Lost Map
Post by: aeTIos on May 10, 2011, 06:46:56 am
Awesome title screen is awesome! wow, great work!
Title: Re: the Tale of Lost Map
Post by: jsj795 on May 21, 2011, 11:10:57 pm
I'm putting this project on halt, because I'll be going to Korea over the summer. Although I can continue coding there, it would be hard considering I haven't been back for over 7 years which means full schedule for a while trying to meet up with all my relatives. I will try to visit omnimaga from time to time tho :P
Title: Re: the Tale of Lost Map
Post by: DJ Omnimaga on June 07, 2011, 02:06:18 am
I always loved this game interface, especially the title screen and the menu placement in game. I am glad this is still alive. I hope you continue working on it after you return from korea. Have fun there!
Title: Re: the Tale of Lost Map
Post by: jsj795 on July 11, 2011, 11:13:11 am
Dress up, anyone?

(http://i.picasion.com/pic42/0a31f9f6faeb641c28612037a4b98229.gif)

The head, armor, and shoes are interchangeable, and they will reflect different equipments that your character is wearing in game. I am planning to have 6 helms, 5 armors, and 4 shoes, so that's 120 different combinations you can have. Plus, I haven't included the weapons and shields, and there are (planned) 41 different kinds of weapons/shields, so expect lots of different customizations :D
Title: Re: the Tale of Lost Map
Post by: TIfanx1999 on July 13, 2011, 07:22:32 am
Like Ephan, I too missed out on this originally, and just finished reading through the thread. You have a lot of dedication to have stuck with this game so long. The current incarnation looks really good, and I'm sure it will be fantastic once it's finished. :) I'm gonna test on my normal 83+ and see how speed is. I'll get back to you later.
Title: Re: the Tale of Lost Map
Post by: jsj795 on July 13, 2011, 08:37:12 am
Thanks! Yeah it went through so many rewrites I lost count x.x I almost gave up in many instances, especially because of battle system :(

And thank you for the speed test :D I appreciate it
Title: Re: the Tale of Lost Map
Post by: jsj795 on August 16, 2011, 02:57:52 am
Phew! finally done with naming all the equipments, and partially drawing all of their sprites. Now need to finish all drawing all the sprites.

after that i'm gonna work on implementing the attack command and basic AI in the battle system
Title: Re: the Tale of Lost Map
Post by: TIfanx1999 on August 17, 2011, 06:25:00 am
Also, for those wondering; the gameplay speed was fine on the normal 83+. :D
Title: Re: Tale of the Lost Map
Post by: jsj795 on November 14, 2011, 07:49:33 pm
I rebooted this dormant project, and I started working on the battle engine (finally, phew!)
I'm going to try to upload a screenshot within 2~3 days or so, I already have basic attack command almost done  :w00t:

After the battle engine, I need to make an equipment engine and I think that will be the last major engine I have to make. Others will mostly be punching in data such as making maps, dialogues, and events.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on November 15, 2011, 01:37:04 am
Hey, it's been a while huh? Nice to see you working on this again. It's looked quite promising. =D
Title: Re: Tale of the Lost Map
Post by: jsj795 on November 15, 2011, 09:32:40 am
yes it has been a while... x.x

and to compensate, i've put up a new screenshot of battle engine i've worked on. The screenshot doesn't show everything i did so far tho, such as flying. The damages done are made up numbers cuz I haven't worked on all the stats yet. Next up is getting AI to work sorta, and then adding in skills and items :)

Edit: btw which door looks better do you think? the tall door with DD or a shorter door with B?

Or any other suggestions for the door? I was also thinking about making A be the door.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on November 15, 2011, 03:19:04 pm
I think using "B" for the door is fine. A doesn't look quite as good IMHO.
Title: Re: Tale of the Lost Map
Post by: ztrumpet on November 15, 2011, 03:37:04 pm
I think A is the best character for a door, but this may be biased because I'm just used to it.  That's what Illusiat 13 used, by the way.

The battle screenies look amazing.  Excellent job there.  Good luck with the rest of it - they are so hard to code.
Title: Re: Tale of the Lost Map
Post by: jsj795 on November 17, 2011, 01:54:57 am
Done with the attack commands, I'll add in a very crude monster AI, and that will actually allow a little demo program that can be released for you guys to try out :)

Hoping to get the AI done by friday night!

Edit: A little bit of eye-candy
(http://img.removedfromgame.com/imgs/New Battle Engine.gif)
Title: Re: Tale of the Lost Map
Post by: jsj795 on November 18, 2011, 01:19:37 am
While going through all the codes, I realized that my inventory system code was very messy. So I started fixing them, and in the end I just wrote them from the scratch... Now it is able to handle A LOT more items (increased from 99 items to 500 items), and can stack more than 99 items if the item is same (for example, before you could only have up to 99 apples. Now you can have as many apples as you want, and it will be grouped into stacks of 99 apples.)

(http://img.removedfromgame.com/imgs/TLM inventory adding items.gif)
Title: Re: Tale of the Lost Map
Post by: LincolnB on November 18, 2011, 10:42:36 am
that looks sweet. Props on an awesome menu screen! Pure BASIC? Wow.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on November 18, 2011, 11:42:13 am
Great work man! Looking awesome! =)
Title: Re: Tale of the Lost Map
Post by: jsj795 on December 20, 2011, 10:02:34 am
I've been busy with finals so far so I had no progress :( also, now that it's winter break, I'll be going to Korea for a whole month, so I can't really work on TLM. Hopefully, I'll make some progress when I come back
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on December 21, 2011, 02:07:44 am
All great things take time. No worries. :D
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 04, 2012, 02:16:18 am
Just a thought, I'm thinking of porting this to computer when I'm done with this game using C/C++ (I'm trying to learn them right now)
Title: Re: Tale of the Lost Map
Post by: DJ Omnimaga on January 04, 2012, 02:29:40 am
I hope you finish the calc version, though. :P I'm still looking forward for it, even though I don't check forums as much. :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 04, 2012, 02:34:55 am
I didn't bring my calc to korea so I can't work on actual program right now, but I am currently working on the map data using excel :)
Title: Re: Tale of the Lost Map
Post by: DJ Omnimaga on January 04, 2012, 05:03:00 am
Yeah I noticed in your post. i was sure you came back, though. When are you coming back to USA?

In any case, have fun and when you resume work on this, good luck. :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 04, 2012, 09:11:45 am
I'm coming back Jan. 18th :) I really do wanna finish the battle engine already x.x I mean it's mostly done but the monster's AI coding is really tricky
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 05, 2012, 04:52:19 am
While writing my storyline for the game, I thought it would be cool to borrow some of the Christianity's terminology and use them in the game. Well, what I'm doing is just putting some words such as Eden, or making certain group of people religious believers that the main character comes across, and integrating those into a game. But the game world itself will be largely different from actual Christian view of the world, as this world actually does not contain any specific Creator of the world, and has multiple dimensions and such (I don't want to say too much as that would be spoiling the storyline)

But yeah the thing I wanna ask is if anyone here would rather have me remove the whole aspect of religion in the game or just change that christian religion theme into some other religions that only appear in other fantasy settings or other long-extinct religions such as Greek/Roman mythology.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on January 05, 2012, 08:06:38 am
I think it's fine. After all, fantasy is usually influenced by reality isn't it? :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 06, 2012, 03:09:24 am
yeah I would think majority of people would be okay with it, but there might be some people who are sensitive with it :P
Title: Re: Tale of the Lost Map
Post by: Hayleia on January 07, 2012, 07:21:12 am
Personally, I am ok with it.
But for other people, maybe you should put a warning at the beginning of the program, saying that there will be Christianity terms/themes and that you are not <I forgot how to say "when we advertise a religion">.
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 07, 2012, 07:51:58 am
oh yeah like, this game is not affiliated with any religions? that's a good idea. I should put that in place like "credit/about" or when new game starts
Title: Re: Tale of the Lost Map
Post by: imo_inx on January 07, 2012, 07:54:45 am
Good idea.
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 07, 2012, 08:16:34 am
Here is a little bit of an eye-candy, how the maps will look like.

Hopefully people see what I'm trying to draw :P This is inside of a house fyi

The yellow highlight is where the doors are located
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 11, 2012, 06:15:36 am
Just a little update, I have wrote down the overall quest story line, and I gotta say, it actually came out to be really good!!

I don't want to spoil the game, so I'll only put down a little teaser in the spoiler box

Spoiler For basic storyline:
Kiril is a 12 year old boy, the only son of Proucron family. One night, his mansion is attacked and his parents are killed, while he successfully hides in the nearby forest. When he comes back home, family steward is on the verge of dying. Before the steward breathes his last breath, he gives Kiril a map and tell him to run away and keep the map safe.

Kiril runs away to -whichever place the player decides to go to-, trying to find out who is behind the attack and what the map contains. After many years of various trainings and hardships (player can decide what kind of trainings to get, and do different side quests which will ultimately point toward the main quest), Kiril finds out that the map leads to the ruins of Aitria, a mysterious land known to contain many dangers but also heaps of treasures. And that the attackers were after those treasures.

However, as Kiril finds out more and more about the ruins of Aitria, he discovers that the ruins contain far deeper secrets that might change the whole world...

Spoiler For deeper secrets:
do you really want to know what the deeper secret is?

Spoiler For yes!:
play the game when it's released :devil:

but here's a little bit of hint. It has to do with separate dimensions and the actual reset of all lifeforms including humans(yes, it does happen, and you are unable to stop it from happening)
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on January 12, 2012, 11:09:39 am
Sounds really interesting, I'm looking forward to it. Keep up the great work! =)
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 14, 2012, 12:49:34 am
I got back to New York! I got my calc back! I can resume working on it!! yayyyy!!! /me starts programming
Title: Re: Tale of the Lost Map
Post by: jsj795 on January 16, 2012, 01:30:02 pm
I've just finished implementing a new movement, where event checking also works when moving horizontally instead of having up as the only method of triggering event, which allows a lot more variety in map design.

expect more progress soon as I have a lot of time nowadays
Title: Re: Tale of the Lost Map
Post by: jsj795 on February 01, 2012, 01:52:59 pm
phew! I think I got the basics down on getting the monster AI work. Although a lot simplified than what I had originally planned, I think it will be decent enough. Now I just gotta code the pseudocode on calc, and hope it's good. If it does work, screen shot will be coming up soon :)
Title: Re: Tale of the Lost Map
Post by: DJ Omnimaga on February 01, 2012, 03:10:16 pm
I like the map so far. Can't wait to see it on calc :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 09:45:02 pm
Does anyone know of any example of battle system, where it is turn based, but it involves linear movement?

Sort of like Tales of Phantasia Linear Motion Battle System, but completely turn-based (meaning on your turn you get to move back and forth and can even fly, and attack and use spells/items, and after you make your turn, enemy takes turn to move around and attack), unlike Tales of Phantasia where both you and enemy can move in real time.

I've been looking up on google for possible examples of this battle system and failed. Is it that no one thought of using it this style or is it just not effective in general?
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 09:45:55 pm
So you mean like MMBN style battle with turn-based system applied?
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 09:51:25 pm
yes, I guess it's very similar to Mega Man Battle Network battle system, except you would be able to go behind enemy, and it'll just be in 1 line instead of 3
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 09:52:11 pm
For going behind enemy, you could do "looping arena".
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 09:54:00 pm
I mean, I have my battle system pretty solid, but I was just asking if there is any game with this kind of battle system already.

And leaving the battle happens when you go out of battlefield :)
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 09:55:08 pm
Hmm, I haven't seen one exactly like that.
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 09:56:31 pm
I guess I'll be the first one to invent this kind of battle system then xD on calc too!
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 09:57:43 pm
well, the only difference between yours and the others will be the dimension. :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 10:04:48 pm
okay while I'm at it, another question. Do you guys want the save system to work everywhere in the game or should there be save points throughout the game?

Pros of making save possible at any point:
-Allows quick save/exit if teacher comes nearby (although I guess I can add in teacher key for that, and quick resume afterwards)
-If you need to stop playing but is not near the save point.

Pros of making save only at certain save points:
-Harder difficulty in general (forces you to try not to die since it will mean you have to start over again from last save point, discouraging save/load spamming)
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 10:13:14 pm
I personally prefer saving anytime (it helps when I "try" the boss if I can beat it yet or not)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 10:17:19 pm
Well I'll be sure to definitely put in save points right before boss battles if I do go with save point system.

but okay 1 vote to saving anytime :)
Title: Re: Tale of the Lost Map
Post by: parserp on April 16, 2012, 10:21:36 pm
^^^^^^^^^
Make that 2 votes. ;)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 10:23:50 pm
Hmmm how about this? make saving anytime cost gold or something, while saving at saving point doesn't require anything. It could provide good gold sink and discourage saving-on-the-fly meanwhile still providing a way to do it.
Title: Re: Tale of the Lost Map
Post by: Yeong on April 16, 2012, 10:26:53 pm
So you're talking about buying "saving diary" in the shop, right?
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 16, 2012, 10:31:05 pm
Hmmm that's actually a good idea. I was just thinking of not having to buy an item to save en route, but just take away certain amount of gold (and if you don't have that gold you can't save), but yours sound more effective.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 17, 2012, 02:32:06 am
I like save points with a quick save option. As far as examples of other games with a similar battle system... One of the Ultima game that Ranman ported to the 68k series kind of had something like that. Once you encounter an enemy on the overworld it goes to the battle screen. During each turn you can move within the combat area. You can only attack when near an enemy or when using weapons or magic that can hit from a distance. The same is true for enemies. When you reach a screen boundary you successfully "run" from the battle. The biggest difference though is that you could move in four directions (N,S,E,W) as opposed to just towards or away from the enemy. Ultima also had multiple enemies per encounter.
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 17, 2012, 03:04:56 am
oh i remember i started playing that Ultima but never got to finish x.x

and this is my solution so far to integrate both saving point+saving anywhere.

Within the towns and certain parts of the world, you have poets, who's looking for a story to tell, and asks you to tell about your adventure, thus you are embedded into the game world's "memory". And this happens for free.
And from poets or from stores, you are able to buy the journal, which requires gold and takes up inventory space, thus limits from having unlimited journals on you. When you use your journal, your past deeds are written, and you are again embedded in the "memory".

A little detail that make the game more realistic on something miniscule like saving game :)
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 17, 2012, 05:54:17 am
Sounds good. I like it. :) It's no surprise if you didn't finish playing that game. It is MASSIVE.
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 17, 2012, 06:56:50 pm
Yeah it is, I have over 20 notepad worth of ideas and stuff to implement + 5 excel spreadsheets for data input so far x.x
And I'm still yet not close to finishing it
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 25, 2012, 03:35:16 am
I actually have the posts from this thread cached, so I'm adding them back in now as quotes. Best I can do since we lost some posts. ;)
Quote from: jsj795
(yesterday @02:24:12]
I guess this is a little huge update plus looking for a bit of help post.

I'm going to include the list of skills (All of them totally unbalanced) that I've been brainstorming to be included in the game.
And there are many sections that I have yet to make any skills for, this is where you guys can help Cheesy
Give me as many skills as possible!! It can be really generic, or really out of the box (I do prefer out of the box skills), just don't go overboard with crazy skills that will be overpowered (e.g. MA LAZOR - enemy instantly die!). Something that you think will work and that can be somewhat balanced Tongue

notes:
the (A), (S), (P), (S/A) in front of the skill name is the nature of the skill.
(A) - This is Attack, and you may not use more than 1 Attack on same turn.
(S) - This is Skill, and you may not use more than 1 Skill on same turn.
(P) - This is Passive, and each Passives stack amongst each other, and is permanent
(S/A) - This is both Skill and Attack, so you may not use both Skill and Attack on that same turn after you use S/A.

The battlefield is 16 spaces long, and 2 spaces high. It's in platformer style so 2 spaces high means lower space is ground, the higher space is air.

Quote
TLM skills


Archery Skills

(P) Overdraw (Increase max range for bow class)
(P) Tuned String (Increase min range for bow class)
(S/A) Piercing shot (Hit for 120% physical damage with 70% chance to cause Bleed)
(A) Arrow thrust (Melee attack, does physical damage with chance to cause Bleed, ignore min range)
(S/A) Aerobatic Shot (Jump back 2 spaces, shoot arrow forward while in air)
(A) Sniper (Hit enemy regardless of range)
(P) Bullseye (10% chance critical hit will do 3x instead of 2x)
(A) Knockback (Physical Attack that knocks back enemy by 1)
(S) Lock Aim (Gives 100% accuracy)
(S/A) Strafe (Shoots arrow 3 times, but unable to attack/move next turn)

Psychic Skills

(S) Dimension Lock (Enemy unable to move for a turn)
(S/A) Desync (Inflict psychic damage, with a chance to cause Stun)
(S) Insanity (Chance to cause fear or frenzy)
(A) Neural Shock (Inflict lightning damage with a small chance to cause shock)
(S) Lift (character flies after this turn with mana drain)
(P) Focused Mind (Increase all psychic damages)
(A) Telekinesis (Inflict physical damage and knocks back by 1 space)
(S/A) Mind freeze (Inflict small psychic damage with chance to cause disrupt)
(A) Rend (Inflict physical damage with chance to cause bleed)

Assassin Skills

(P) Fade (Increase agility)
(S) Shadow walk (Disappear for one turn)
(S/A) Backstab (Jump to other side and do 130% physical damage in melee, ground position)
(S) Tumble (Move forward or backward by 3 space)
(S) Doppelganger (Increases evasion)
(A) Dart (Dagger does range attack with 90% physical damage)

Soul Skills

(A) Whisper (Inflict psychic damage)
(A) Torment (Inflict physical damage with a small chance to cause Fear)
(S) Spirit Realm (Increase Soul skill damage with a small chance to cause delusion on oneself)


Alchemy Skills

(A) Acid bomb (Inflict poison damage with chance to cause Corrosion)
(P) Catalytic Hand (Decrease Mana cost of alchemy skills)
(S) Fiery weapon (Add fire damage to weapon for 1 turn, grants chance to cause fire on weapon attack)


Rune Skills



Elemental Skills

(A) Fireball (Cast fireball in a line, inflict fire damage to enemy with chance to cause Burn)
(A) Spark (Cast spark around character, inflict lightning damage to enemy with chance to cause Shock)
(A) Ice Beam (Cast ice beam in a line, inflict ice damage to enemy with chance to cause Freeze)
(A) Gust (Cast gust around character, inflict wind damage to enemy with chance to push enemy away by 1 space)
(S) Hail (Increase all ice damages)
(S) Whirlwind (Increase all wind damages)
(S) Scorch (Increase all fire damages)
(S) Charge (Increase all lightning damages)
(S) Wind drift (character flies for 2 turns)
(P) Fire mastery (Increase fire damages)
(P) Ice mastery (Increase ice damages)
(P) Lightning mastery (Increase lightning damages)
(P) Wind mastery (Increase wind damages)
(S) Wind walk (Move forward or backward by 4 space)

Martial Skills

(S/A) Throw (Pick up enemy and throw 2 spaces, dealing physical damage. Works on melee and on ground-enemy only)
(S/A) Running Blow (move forward 1 space, deals 120% physical damage, knocks back enemy by 1 space)
(S) Dash (Move forward 3, if this overlaps with the enemy you go behind the enemy)
(A) Wild Punch (Melee attack with 2x critical damage with 10% loss of accuracy)
(P) Discipline (Increase all physical damage done with martial skills by 10%)
(A) Smite (30% to do critical damage)
(S) Side-step (Increases the chance to evade enemy's 'line' attack for a turn)
(S) Taunt (Chance to cause frenzy)
(S) Rage (Increases physical attack to 200% but cannot move next turn and lowers defence)

Cleric Skills

(S) Enchant (Increase stamina and all physical damage)
(S) Bravery (Remove fear)
(S) Prayer (Certain chance to remove physical status effect)
(A) Judgment Light (Inflict psychic damage)
(A) Plague (Inflict poison damage)
(S) Repulsion (Push enemy by 2 spaces)
(S/A) Holy Aura (Inflict fire/ice/lightning damage, closer you are, more damage it causes)
(S) Divine Intervention (30% to remove all statuses every turn after casted, but drains mana when it's on)

here are battle statuses
Quote
Battle status

Physical:
Bleed - Lower maximum HP
Corrosion - decrease HP and defense
Burn - decrease HP at certain %, can stop burn after certain number of move, cancel out freeze
Freeze - can't attack or move, cancel out burn
Shock - moving or doing anything physical causes damage

Mental:
Stun - can't do anything
Fear - cannot aim or move toward opponent
Frenzy - can only physical attack, lowers defense, can't leave battle
Delusion - lowers accuracy
Disrupt - can't use skills

Quote from: TBO_Yeong
(yesterday@03:20:08)
One suggestion (you may ignore this.)
The name "Death mark" sounds like 1-hit KO move, even though its use is completely different.
Maybe change the name to "Lock-Aim" or something like that?

Quote from: jsj759
(yesterday @03:23:15)]
ooh true, I actually like the Lock Aim better Cheesy thanks

Quote from: TBO_yeong
(yesterday@04:24:08)
I got one:
Cleric Skill
(S)Unbind: Remove Disrupt with 70% chance

Martial Skill
(A)Wild Punch: Punch that pushes enemy

Quote from: jsj795
(yesterday@04:36:07)
as for Unbind, I don't think it works because Disrupt by itself means you can't use any skill, which means you can't use the skill Unbind. But I took the idea and changed the name/effects tho ((P) Divine Intervention (10% to remove all mental statuses every turn))

Changed Wild Punch's effect to be more befitting its name, also since its effect seemed kinda similar to Bash.

post updated.

Edit: Switched Wild Punch's category from Martial Arts to Combat, since it seems more oriented to Combat

Now that I think about it, Combat and Martial Arts are pretty similar so I'm going to just move all Combat skills to Martial Arts skills and delete Combat skills altogether

Edit 2: Huge edit in the skills, added in tons of new skills, deleted some, modified a lot of effects
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 25, 2012, 03:35:42 am
Quote from: Art_of_camelot
(yesterday@15:31:50)
I tried to add to the skills that had the least amount of entries in order to balance things out a bit more. Smiley The skills I wasn't too sure about (Soul and Rune) I didn't touch.

Martial Skill:
(P)Counter: Has a chance to automatically retaliates against physical strikes if the target is within range.
(P)Side-step: Gives a 10% chance to evade an enemy's physical attack.
(A)Flying kick: A strong attack that knocks the target back a space. May cause stun.
(A)Fatal blow: Has a high chance to cause a critical hit. May cause bleeding.
(S)Berserker's rage: Puts player in a frenzy state for 3 turns.

Psychic Skill:
(P)Barrier: Reduces damage taken by 10% (Could be a Skill instead and last a predetermined number of turns)
(A)Telekinesis: Hurls an enemy back several spaces and causes damage. May cause stun.
(S)Mind freeze: Inflicts Disrupt status for 5 turns.
(A)Rend: Inflicts damage to target's internals. Has a high chance to cause bleeding.

Cleric Skill:
(S)Mend: Replenishes a small amount of health.
(S)Recover: Replenishes a small amount of health. Heals a small percentage of health over the next 3 turns.
(S)Heal: Replenishes a medium amount of health.
(S)Restore: Replenishes a large amount of health.
(S)Cure: Removes status.

I'd suggest moving smite to cleric and possibly changing it's effect.

Thief skill:
(P)Stealth: Increases evasion by 10%
(S)Steal: Attempts to steal an item from an enemy.
(S)Vanish: Player attempts to escapes from battle(regardless of position). Does not work against bosses.
(A)Death strike:Has a high chance to cause a critical hit. May cause bleeding.
(A)Mug: Deals damage. Has a chance of stealing an item

Alchemy Skill:
(S)Temper: Increases damage done with melee weapons.
(P)Medicine man: Causes healing items to replenish a larger amount of health.

Quote from: jsj795
(yesterday@15:44:44)
Wow thanks! funny thing is, I added in the skill Counter to Martial Arts Skills, but scrapped it due to it be possibly overpowered.
Also there are some skills that I already have in there, such as Cure and Stealth.

Why would you suggest moving Smite to cleric?
smite:
1. to strike or hit hard, with or as with the hand, a stick, or other weapon.
2. to deliver or deal (a blow, hit, etc.) by striking hard.

Is it because of diablo 2's influence on the skill smite? Tongue

And I haven't exactly figured out what to do with Rune Skills yet, I may just scrap it, but who knows. Also, I'm really debating whether I should add in healing type skill or not (curing status is fine, but not HP or MP heal). I'll add in when I think it's necessary since it's easy to implement Tongue

Edit: Don't understand the effect of berserker's rage, since frenzy is not a beneficial status... It restricts movement and skill use, plus it lowers your defence. So I changed the effect Tongue

Edit 2: I realized I actually didn't want the typical-thief skills in the game, so I changed the Thief skill to Assassin skill as that is more befitting. No item-stealing for this game x.x Also I don't like the auto-run skill such as Vanish Undecided

Quote from: Art_of_camelot
(yesterday@16:00:09)

I've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. Smiley I did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status. I didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. Smiley

Quote from: jsj795
(yesterday@16:18:21)

Quote from: Art_of_camelot
I've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. :)
Hmm okay, it's not a huge deal, plus I think Cleric  skills might need a physical damaging skill.

Quote from: Art_of_camelot
I did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.

I don't want a skill to be a MUST-GET for every characters out there, since I think a permanent passive boost to evasion is pretty significant and overpowered thing since it greatly boosts you not getting hit 1 out of every 10 attacks. And yes it is a temporary boost, for a reason stated above Smiley With actual skill it becomes more of situational skill. Do I sacrifice MP and skill turn for better chance to evade, or do I use that MP and skill turn for more offensive skill?

Quote from: Art_of_camelot
As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.

Again, I think 100% to cure all status seems pretty overpowered Sad And I'm considering changing the effect of prayer from chance to cure all statuses to chance to cure physical statuses and change Alchemy's skill Transmutation Dust to some other effect or just scrap it.

Quote from: Art_of_camelot
I didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. :)

Yes, I put in a skill called Rage which puts in an effect where you are granted boost in attack but also penalizes you for it.


Edit: Updated the previous skill post

Quote from: Art_of_camelot
(yesterday@???)
1.As I said it doesn't really matter, it could be used in either. ;)
2.)Ok, makes sense.
3.)Same as above, but either of the could be late game skills or have a significant cost to use.
4.)That's cool, i like the idea of a "berserk" skill reagardless.
5.)I see you updated your above post. I don't mind the thief class being changed to assassin. I usually group thief/assassin/ninja classes similarly, thus the skill suggestions. Also, the vanish skill i suggested is not 100%. It only has a chance of working. I understand if you think it's overpowered or don't want to use it.
*This last post of my responses was reconstructed from my memory*

That's all I have. There may have been one or two more as of my last checking the thread, but alas; they are gone. At least I managed to retain most of it though. :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 25, 2012, 03:50:22 am
Wow thank you so much!!!!
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 25, 2012, 04:06:26 am
No problem. ;) It would have been a pain for you to have to recap and retype. Not to mention that if you didn't have the changes saved it could be difficult to remember some of the suggestions. I'm just glad I had the tab open and cached. =)
Title: Re: Tale of the Lost Map
Post by: aeTIos on April 25, 2012, 04:09:22 am
woah lots-o-texts ...
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 25, 2012, 04:11:16 am
No problem. ;) It would have been a pain for you to have to recap and retype. Not to mention that if you didn't have the changes saved it could be difficult to remember some of the suggestions. I'm just glad I had the tab open and cached. =)

Yeah thankfully I had the new skills changed and saved on my computer :) But I would've forgotten who contributed what, since all of you guys are gonna be in the credit :D

Edit: just went through a huge overhaul. Now I don't have to worry about running out of RAM thanks to Xeda's small asm program. Also optimized bunch of codes so it's 500 bytes smaller AND it's a bit faster! I probably will save more bytes when I finish with other half of codes I haven't looked yet.
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 25, 2012, 10:42:19 am
I don't really know if you guys can see it but there was a huge speed difference between old code and the new code especially on the actual calculator.

Old Code
(http://img.removedfromgame.com/imgs/TLM%20old%20movement%20-%201.gif)

New Code
(http://img.removedfromgame.com/imgs/TLM%20new%20movement%20-%201.gif)

And also it allows for more versatility as I don't have any limit on how many event tiles I can place on the map whereas in the old code I was restricted to 10 events per map.
Title: Re: Tale of the Lost Map
Post by: DJ Omnimaga on April 25, 2012, 02:03:58 pm
Wow that is great! I like the speed improvement. What technique did you use? Did you put every event code outside the walking loop? That usually helps a lot. :)

Glad to see this is still progressing btw. :)
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on April 25, 2012, 03:02:16 pm
Very nice! The speed improvement is quite noticeable actually. =)
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 25, 2012, 05:50:53 pm
Wow that is great! I like the speed improvement. What technique did you use? Did you put every event code outside the walking loop? That usually helps a lot. :)

Glad to see this is still progressing btw. :)
Event has always been outside of walking loop, but what I did was change the map tile format which helped to reduce A LOT of conditional checkings :) Only downside is that now the map files are slightly larger than before, but it's still manageable.
Title: Re: Tale of the Lost Map
Post by: Yeong on April 25, 2012, 07:33:45 pm
The skill wind walk seems like maplestory skill name :P
Title: Re: Tale of the Lost Map
Post by: Xeda112358 on April 25, 2012, 10:05:27 pm
This is looking quite impressive o.o
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 27, 2012, 02:04:11 am
Here are the skills for now.

If you notice, there has been some additional symbol in front of any attacks.
[A] or [L]
[A] stands for Area
[L] stands for Line

If you notice the skill called "Side-step" under martial skills, it increases the chance to evade enemy's 'line' attack.
So this adds in another depth in battle system. Usually Line attacks will have longer range, but has lower chance to hit, while Area attacks will have shorter range, but has higher chance to hit. Bows/xbows/spears/daggers are kinds of weapons that will have Line attack, meanwhile Swords/Axes/Voulges are kinds of weapons that will have Area attack (since it's slashing in an arc).

I'm still accepting skill ideas, it doesn't matter if that skill section already has a lot of skills. If you have ideas, tell me! These skills are not finalized at all and are subject to change due to balance issues, etc.

Quote
TLM skills


Archery Skills

(P) Overdraw (Increase max range for bow class)
(P) Tuned String (Increase min range for bow class)
(S/A)[L] Piercing shot (Hit for 120% physical damage with 70% chance to cause Bleed)
(A)[L] Arrow thrust (Melee attack, does physical damage with chance to cause Bleed, ignore min range)
(S/A)[L] Aerobatic Shot (Jump back 2 spaces, shoot arrow forward while in air)
(A)[L] Sniper (Max range increased to 16)
(P) Bullseye (10% chance critical hit will do 3x instead of 2x)
(A)[L] Knockback (Physical Attack that knocks back enemy by 1)
(S/A)[A] Strafe (Shoots arrow 3 times, but unable to attack/move next turn)
(A)[A] Guided Shot (Always hit enemy, does 80% physical damage)
(S/A)[A] Exploding Arrow (Inflict 50% physical damage and 80% fire damage, chance to cause burn)

Psychic Skills

(S) Dimension Lock (Enemy unable to move for a turn)
(S/A)[L] Desync (Inflict psychic damage, with a chance to cause Stun)
(S) Insanity (Chance to cause fear or frenzy)
(A)[L] Neural Shock (Inflict lightning damage with a small chance to cause shock)
(S) Lift (character flies after this turn with mana drain)
(P) Focused Mind (Increase all psychic damages)
(A)[L] Telekinesis (Inflict physical damage and knocks back by 1 space)
(S/A)[A] Mind freeze (Inflict small psychic damage with chance to cause disrupt)
(A)[A] Rend (Inflict physical damage with chance to cause bleed)

Assassin Skills

(P) Fade (Increase agility)
(S) Shadow walk (Disappear for one turn)
(S/A)[L] Backstab (Jump to other side and do 130% physical damage in melee, ground position)
(S) Tumble (Move forward or backward by 3 space)
(S) Doppelganger (Increases evasion)
(A)[L] Dart (Dagger does range attack with 90% physical damage)
(S) Heightened Sense (Increase damage by 10%, increase accuracy by 20%, attack does Area of effect)

Soul Skills

(A)[A] Whisper (Inflict psychic damage)
(A)[L] Torment (Inflict physical damage with a small chance to cause Fear)
(S) Spirit Realm (Increase psychic damage with a small chance to cause delusion on oneself)


Alchemy Skills

(A)[A] Acid bomb (Inflict poison damage with chance to cause Corrosion)
(P) Catalytic Hand (Decrease Mana cost of alchemy skills)
(S) Fiery powder (Add fire damage to weapon for 1 turn, grants chance to cause burn on weapon attack)


Rune Skills



Elemental Skills

(A)[L] Fireball (Cast fireball in a line, inflict fire damage to enemy with chance to cause Burn)
(A)[A] Spark (Cast spark around character, inflict lightning damage to enemy with chance to cause Shock)
(A)[L] Ice Beam (Cast ice beam in a line, inflict ice damage to enemy with chance to cause Freeze)
(A)[L] Gust (Cast gust around character, inflict wind damage to enemy with chance to push enemy away by 1 space)
(S) Hail (Increase all ice damages)
(S) Whirlwind (Increase all wind damages)
(S) Scorch (Increase all fire damages)
(S) Electric Charge (Increase all lightning damages)
(S) Wind drift (character flies for 1 turn)
(P) Fire mastery (Increase fire damages)
(P) Ice mastery (Increase ice damages)
(P) Lightning mastery (Increase lightning damages)
(P) Wind mastery (Increase wind damages)
(S) Wind walk (Move forward or backward by 4 space)
(S/A)[A] Armageddon (Cast meteor front of 3 spaces from character. Inflict fire damage with accuracy of 70%)
(S/A) [L] Lightning (Cast a line of electricity out, inflict lightning damage)
(S/A) [A] Blizzard (Cast blizzard at min/max range. Inflict ice damage)
(S/A) [A] Hurricane (Cast Hurricane out, inflict wind damage, the farther enemy, the weaker the damage)

Martial Skills

(S/A)[L] Throw (Pick up enemy and throw 2 spaces, dealing physical damage. Works on melee and on ground-enemy only)
(S/A)[L] Running Blow (move forward 1 space, deals 120% physical damage, knocks back enemy by 1 space)
(S) Dash (Move forward 3, if this overlaps with the enemy you go behind the enemy)
(A)[A] Wild Punch (Melee attack with 2x critical damage with 10% loss of accuracy)
(P) Discipline (Increase all physical damage done with martial skills by 10%)
(A)[A] Double Slash (Inflict 55% of physical damage twice, small chance to cause bleed)
(S) Side-step (Increases the chance to evade enemy's 'line' attack for a turn)
(S) Taunt (Chance to cause frenzy)
(S) Rage (Increases physical attack to 200% but cannot move next turn and lowers defence)

Cleric Skills

(A)[L] Smite (30% to do critical damage, physical attack)
(S) Enchant (Increase stamina and all physical damage)
(S) Bravery (Remove fear)
(S) Prayer (Certain chance to remove physical status effect)
(A)[L] Judgment Light (Inflict psychic damage)
(A)[A] Plague (Inflict poison damage)
(S) Repulsion (Push enemy by 2 spaces)
(S/A)[A] Holy Aura (Inflict fire/ice/lightning damage, closer you are, more damage it causes)
(S) Divine Intervention (30% to remove all statuses every turn after casted, but drains mana when it's on)
Title: Re: Tale of the Lost Map
Post by: Yeong on April 27, 2012, 11:07:02 pm
Just a question:
What do you mean by "Rune" skills?
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 28, 2012, 04:46:48 am
At the moment, I don't really know exactly what it is going to be, but it'll most likely be just a magic skills (like let's say you say this rune word, this happens) which can practically be anything you want it to be :P I put it in cuz I thought I would tie in some kind of rune word system into the storyline, but it's subject to change.
Title: Re: Tale of the Lost Map
Post by: Yeong on April 29, 2012, 07:30:05 pm
How about this for alchemic skills?

(P)Aurelian Hand: Increase the gold earning by 150%.
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 29, 2012, 07:36:16 pm
ehh I don't think that skill would fit well in with the game :( Gold is going to be pretty rare in this game (monsters don't drop gold as loot + there are various gold sinks) so increasing the gold earning means everyone would get that skill no matter what, and if I lower the stats, no one would get it cuz it's useless skill.
Title: Re: Tale of the Lost Map
Post by: Yeong on April 29, 2012, 07:38:44 pm
ah, I never knew that. :\
EDIT: Let's try some elemental magics, then.

(A)[A] Armageddon: Casts meteors around 2 spaces from character. Deal 400% fire damage with accuracy of 35%
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 29, 2012, 07:41:06 pm
Oooh that's a good spell :D Thanks, will add into the list!
Title: Re: Tale of the Lost Map
Post by: Yeong on April 29, 2012, 07:43:25 pm
based on Armageddon:
(A)[A] Blizzard: Casts hailstorms around 2 spaces from character. Deal 400% ice damage with accuracy of 35%
(A)[A] Hurricane: Hurricane sweeps around 2 spaces from character. Deal 400% wind damage with accuracy of 35%
Title: Re: Tale of the Lost Map
Post by: jsj795 on April 29, 2012, 11:14:56 pm
modified them so it's not exactly same skills, and changed effect slightly, but overall idea was kept. Also changed them to (S/A) as it's the stronger attack and should use up skill slot as well
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 07, 2012, 06:09:56 am
So I ran into a little design problem. What happens if you or the enemy go over each other during the battle?
What I mean is, let's say you are flying, and enemy is on ground. If you try to move over the enemy, what will happen?

(in this case, 8 is you, <:3)~ is enemy. you're trying to move following the arrow)

       8 ->
         <:3)~
XXXXXXXXXXXXXXXX

I didn't want you to actually stay above the monster because you won't be able to attack each other. So after many brainstorming and playing through the situation with different methods, I've decided that when you move over the enemy, you will knock the enemy back by 1 and so you'll be able to move forward. This only happens if you're flying, so if you're on the ground you won't be able to knock back enemy, giving you the incentive to use the flying skills that are available.

One more thing, if enemy is trying to escape the battlefield (move off-screen toward the right), now it'll take the distance between you and enemy into account, so it's harder to escape battle if the distance between you and enemy is closer.

It's kinda hard to explain everything in word, so as soon as I get this whole thing programmed, I'll upload the screenshot to show you guys what I mean :P


Also I've been working more and more on the storyline, adding in major themes and conflicts, and whatnot. And so here is some overview of the background story. It might sound really confusing, but I don't know how to explain it better without giving out the major storyline  <_<
Spoiler For background story of Tale of the Lost Map:
There are two dimensions. Dimension of Knowledge, and Dimension of Life. At first, they did not know of each others' existence, but as time went on, they discovered that they had sibling dimension, and soon developed dimension travel to traverse between two dimensions. Through collaborative work, they created powerful 7 items. It was to be used for the good of both dimensions, but as generations passed, each dimension began to use it for their gain, and war erupted over the possession of these items.
This war, later known as the War of the Seven Sins, raged on, which almost wiped out the whole universe. Soon, the whereabouts of the items were lost and the war ended without a clear victor. The few mages that survived the war decided to make a dimension where they and their children would oversee both dimensions to keep them in peace. They called this new dimension Dimension of Shadow, and named the three isles within the dimension Reminiscence, Reticence, and Reverence, in order to remind themselves of the destruction of the war.
Through the secret guides of the mages of the Shadow dimension, Dimension of Knowledge and Dimension of Life forgot the existence of each other and began to repopulate.

Generations after generations passed, and it is this time that someone happened to stumble upon one of the hidden artifacts, which will disturb the peaceful world.

And it is up to you to choose how this world will end up (literally. There are, currently planned, 6 different endings based on your actions during the game)


Edit: I have a question for all of you. What I'm planning to do is make the multiplayer mode possible, battling each other over the link cable.
Would you cheat by changing the data around, e.g. making your character 9999999HP or giving yourself godly items? Do you think your friends would cheat if it was easy to do so, like change a number on the save list?

What if I added in some obscure algorithms and security checks to make sure the save list has not been tampered with? Would you go through the trouble of actually looking for the formula? Do you think adding that sort of security measure will stop most people from messing with their save list and cheating? (I say major because obviously this is BASIC program and if you're really willing and know some BASIC, it's pretty easy to alter the data and stuff)
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 10, 2012, 08:27:47 pm
I'm going to implement normal mode and hardcore mode.
With normal mode, if you die, you can load the game and respawn at the last save point.
With hardcore mode, if you die, you stay dead, and can't be reloaded (Trying to figure out a feasible way for it tho, if someone made a backup of the save list and just restore that, it would defeat the whole purpose.)
Title: Re: Tale of the Lost Map
Post by: blue_bear_94 on May 10, 2012, 10:12:46 pm
Permanent death is always good. Maybe not always, though...
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 10, 2012, 10:18:17 pm
That's why it'll be an option for the player to choose when starting a game. So a new player can play it safe in normal mode, and after beating it few times, can start a hardcore mode for an additional challenge :)
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 11, 2012, 03:51:23 am
After countless hours on google/wikipedia, I've wrote down all the possible weapons you can choose from in this game.
I'm going to try to include as many of them as possible, and every one of them with unique sprites, but it's definitely not guaranteed :-X

(Currently sitting at total of 78 weapons)
Spoiler For Weapons:
1=Sword   1=Gladius
      2=Spatha
      3=Shamshir
      4=Katana
      5=Claymore
      6=Falcata
      7=Sabre
      8=Long Sword
2=Axe   1=Hatchet
      2=Battle Axe
      3=Shepherd's Axe
      4=Ono
      5=Parachu
3=Dagger   1=Kris
      2=Stilleto
      3=Sica
      4=Dirk
      5=Pugio
4=Spear   1=Trident
      2=Yari
      3=Pike
      4=Spectum
      5=Lance
5=Polearm   1=Halberd
      2=Poleaxe
      3=Bariche
      4=Voulge
      5=Bill
6=Mace   1=Club
      2=Flanged Mace
      3=Spiked Mace
      4=Morning Star
7=Hammer   1=Warhammer
      2=Maul
      3=Bec de corbin
      4=Mallet
      5=Gavel
8=Staff   1=Quarterstaff
      2=Cane
      3=Sceptre
      4=Fire staff
      5=Wand
      6=Rod
      7=Scabbard
9=Close combat   1=Cestus
      2=Suwaiya
      3=War fan
      4=Knuckles
1=Bow   1=Composite bow
      2=Long bow
      3=Recurve bow
      4=Yari
      5=Hwal
2=Crossbow   1=Ballista
      2=Handbow
      3=Arbalest
      4=Sunogung
3=Flail   1=Spiked Flail
      2= Flanged Flail
      3=Nunchaku
4=Javelin   1=Harpoon
      2=Pilum
      3=Angon
      4=Vel
      5=Assegai
5=Rope   1=Bladed Whip
      2=Chain
      3=Scourge
      4=Shoge
      5=Kusari-fundo
6=Throwing Weapon   1=Tomahawk
      2=Francisca
      3=Atatl
      4=Dart
      5=Throwing Knife
      6=Hurlbat
      7=Shuriken
      8=Chakram
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on May 11, 2012, 08:08:43 am
O.O Holy cow! That's a ton of weapons! In regards to the save game protection, I think I'd put some sort of checksum or something in to help discourage cheating. There will always be those that will try. :/
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 11, 2012, 09:29:27 am
O.O Holy cow! That's a ton of weapons! In regards to the save game protection, I think I'd put some sort of checksum or something in to help discourage cheating. There will always be those that will try. :/
Yeah I've decided to implement checksum, and also check for random seed value and stuff.

Also, keep in mind that the weapons I've listed are only the base weapons. For each weapon, there is a possibility that upto 2 randomized enchantments can be placed (there are so far over 50 different enchantments) so virtually no items should be same
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on May 11, 2012, 05:58:15 pm
Very nice!
Title: Re: Tale of the Lost Map
Post by: blue_bear_94 on May 11, 2012, 05:59:44 pm
It's miraculous how you could fit that into 24KB of RAM!
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 11, 2012, 08:25:56 pm
It's miraculous how you could fit that into 24KB of RAM!

I'm using A LOT more than 24KB of RAM. I'm using small asm program that copies archived programs into temp programs and run the temp programs. If you played Illusiat 13, that's exactly what I'm doing :)
Title: Re: Tale of the Lost Map
Post by: blue_bear_94 on May 11, 2012, 08:27:42 pm
Specifically, what program?

Will you include ponies?
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 11, 2012, 08:56:42 pm
http://ourl.ca/15934

:) this program
Title: Re: Tale of the Lost Map
Post by: blue_bear_94 on May 11, 2012, 09:07:15 pm
And do you fight ponies?
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 11, 2012, 09:39:35 pm
sadly no, i don't watch MLP
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on May 12, 2012, 05:15:08 am
@blue_bear: You need to stay on topic. Don't spam people's threads asking about ponies when it clearly has no relevance to the thread mmkay?
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 18, 2012, 11:24:48 am
I'm planning to make a new language for this :P
It's called 'Tiran' a form of written language that only 'high' classes use. There's also a language called 'Kaziran' which is a 'low' language that all people use to speak. Kaziran will be same as English, while for Tiran, I'm making new alphabets for them, and will make up some simple words and stuff. The way that this new alphabet will be displayed is through horizontal text spriting :)

I got this concept from reading a wikipedia article on Diglossia. pretty interesting stuff
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 21, 2012, 08:14:32 pm
For the storyline, I'm gonna write an IF (interactive Fiction) game, so I can see how the whole non-linear storyline works out and if they make sense. I'll probably release this once I'm done.
This will let you pretty much play through the TLM as a text-based RPG without battles.
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on May 21, 2012, 09:14:12 pm
Hmm.. sounds interesting. Non-linearity makes for a more interesting game IMHO, but it definitely requires more planning from a development standpoint.
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 21, 2012, 09:22:25 pm
yes. I've been trying to figure out how to organize the nonlinear storyline, and seemed like making an IF is best way to do so. I'm writing it with Inform 7.
Title: Re: Tale of the Lost Map
Post by: jsj795 on May 22, 2012, 08:20:41 pm
Game design update:

Time:
I've implemented 'Time' in this game. This is arbitrary game time, not the Real Time, so it won't use the Time commands that only Ti-84 series have, so it's still compatible with TI-83+ series. Instead, what happens is that majority of events/actions that you do adds some value to a Time variable. For example (purely example) moving from one room to another takes 1 minute to do so, while sleeping in an Inn takes 7 hours.

Many of the quests will have time limits and some quests will only start if you start the quest in time. If you miss the quest (either by accident or on purpose) usually there will be alternative quest(s) for you to do, and all of these choices will affect the kind of ending you will have (so far I have planned 6 different endings. Again, subject to change).

Character Points:
Character points are a kind of resource that is mainly used for crafting (an effective way for resource sink).
The ways that character can earn character points are:
-Finishing quests in the game.
-Betting character points in pvp and winner taking it.
-Spending gold to enter Endless Arena (survival mode) and earning character points depending on the score.

Hardcore mode:

With this mode, if you happen to die while playing the game (excluding endless arena or pvp), save list will be erased. However, completing the whole game in Hardcore mode will give you more character points, so there is some sort of reward for playing through the hardcore mode.

All of these are only conceptual so far, and has not been implemented in codes yet, so no promise is given.

But which one of these designs are you most excited about? Problems that you can think of that can arise from them?
Title: Re: Tale of the Lost Map
Post by: jsj795 on October 01, 2015, 11:25:15 pm
Holy moly it's been a long time.

Just thought I'd say I started developing this again :)

https://codewalr.us/index.php?topic=748 (https://codewalr.us/index.php?topic=748)

You can read up on the progress here :P Or I can just keep cross posting here and there too, if you guys would prefer it that way
Title: Re: Tale of the Lost Map
Post by: pimathbrainiac on October 02, 2015, 09:20:15 am
It would be nice if you crossposted it. It looks interesting.
Title: Re: Tale of the Lost Map
Post by: Sorunome on October 02, 2015, 11:27:02 am
Yes, crossposting would be awesome! ^.^
Title: Re: Tale of the Lost Map
Post by: TIfanx1999 on October 02, 2015, 04:22:33 pm
Holy moly it's been a long time.

Just thought I'd say I started developing this again :)

https://codewalr.us/index.php?topic=748 (https://codewalr.us/index.php?topic=748)



You can read up on the progress here :P Or I can just keep cross posting here and there too, if you guys would prefer it that way

Yes do cross post please, and welcome back! It's been a long time!