Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: TIfanx1999 on August 01, 2015, 07:23:07 pm

Title: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on August 01, 2015, 07:23:07 pm
As some of you might have noticed, I've been busy posting in the Mockups (http://www.omnimaga.org/art/mockups-'please-say-this-is-going-to-be-a-game'/300/) thread. I've decided to turn these mockups into something more and actually make them into a fully fledged game! In case you haven't seen, here are the mockups and test tiles so far:

(https://lh3.googleusercontent.com/H4-7adhMh8NXUXBQ-4xCxYD0McjYnePqjwe5fhxSoQ=w280-h288-no)

(https://lh3.googleusercontent.com/O0w2SIiOxbf1zYEfgQPKNPXcfZW7AJuw8sSW2HnbWA=w192-h128-no)

(https://lh3.googleusercontent.com/4W8aQzNKOuMDWzFJaDdKAKJr5ckH_mHpVozz_SWaxw=w192-h128-no)

The game is currently planned to be done in pure BASIC, but I may end up resorting to some ASM/ASM libs to read from archive if things get to big. Stay tuned for more!
Title: Re: Unnamed RPG [TI-BASIC]
Post by: Sorunome on August 02, 2015, 06:58:56 am
Oooooooh, you are making this in basic, I assumed in axe :P

For the data, you could do something similar to the reuben basic thing, if I understand it correctly there were programs to load the tilemap into a matrix, while these programs were named generically, e.g. MAPXY.
That way you could archive/unarchive them with pure basic command stuff ^.^


Also, looking forward to seeing some awesome stuff! :D
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 02, 2015, 01:18:29 pm
Yea, I'm really wanting to show off BASIC. I doesn't get enough love these days and I want to show that it can still do really cool and pretty games. I'm not sure how I'm going to handle all the data, how large it will be, or if i can even fit it all into RAM. While i can use lists and setupeditor to archive and unarchive lists from a program, I'm not really sure if i want to do that.
Title: Re: Unnamed RPG [TI-BASIC]
Post by: Geekboy1011 on August 02, 2015, 03:36:45 pm
If need be some assembly stubs could be made to load compressed data out of appvars or even lists. With that you would still show off the power of basic but leverage some of the space saving abilities/speed for it in assembly :P

That being said so far it looks awesome. Good luck with it!
Title: Re: Unnamed RPG [TI-BASIC]
Post by: SpiroH on August 02, 2015, 04:02:10 pm
As some of you might have noticed, I've been busy posting in the Mockups (http://www.omnimaga.org/art/mockups-'please-say-this-is-going-to-be-a-game'/300/) thread. I've decided to turn these mockups into something more and actually make them into a fully fledged game! In case you haven't seen, here are the mockups and test tiles so far:
... pics
The game is currently planned to be done in pure BASIC, but I may end up resorting to some ASM/ASM libs to read from archive if things get to big. Stay tuned for more!
Never mind the language you're programming in, as long as the computer gets what you mean. That looks pretty interesting, but aren't we missing some animation here? IMHO, the animation variable does play an important part, or not? I'm not an expert, so please be patient ;).
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 02, 2015, 04:43:31 pm
@Geekboy1011 : I agree, and that would not be outside the scope of what I want to do.
If need be some assembly stubs could be made to load compressed data out of appvars or even lists. With that you would still show off the power of basic but leverage some of the space saving abilities/speed for it in assembly :P
@Geekboy1011 : I agree, and that would not be outside the scope of what I want to do. SO that may happen at some point.
Quote
That being said so far it looks awesome. Good luck with it!

Thanks! :)

Never mind the language you're programming in, as long as the computer gets what you mean. That looks pretty interesting, but aren't we missing some animation here? IMHO, the animation variable does play an important part, or not? I'm not an expert, so please be patient ;).

@SpiroH
Not sure exactly what you mean. If you are asking about animated gifs, there aren't any yet. These are just simple images I made to show how the game will look. If you are asking if the game itself will have animations, the answer is yes, but somewhat limited depending on what's going on. I suspect I won't be using moving NPCs. I do also agree though, language overall isn't important as long as it lets you accomplish what you want with your game or program. :)
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 18, 2015, 08:22:54 pm
Here's a quick mockup of what the battle screen might look like. Please note that the sprites are only place holders and will not be used in the game.

(https://lh3.googleusercontent.com/14RXuXgd4qmZ4_kM8HnSwBwBa3_dF8uMUQUaxJXzOg=w192-h128-no)

*edit*And.... since I can't sleep another quick and dirty one. This is a possible shop interface:

(https://lh3.googleusercontent.com/9-rD2afz5GI1AlHUNDgR2g-L8FWVl7ZlFZKww2bmMw=w192-h128-no)
Title: Re: Unnamed RPG [TI-BASIC]
Post by: Sorunome on August 19, 2015, 03:17:07 am
custom font?
Anyhow, both mockups are lioking awesome! :D
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 19, 2015, 06:28:56 pm
Thanks. The font was just something I came up with on the fly as I was creating the mockup. I didn't feel like looking up Ti's 5x7 font so I came up with something kind of similar. That said, custom fonts *are* actually doable. I've thought about it, but they will make things larger, and they might be kind of a pain to implement.
Title: Unnamed RPG [TI-BASIC]
Post by: Sorunome on August 20, 2015, 03:32:41 am
what if you use some asm lib for custom fonts?
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 20, 2015, 06:25:50 am
That could be a possibility, but I think I'd rather not.
Title: Re: Unnamed RPG [TI-BASIC]
Post by: TIfanx1999 on August 22, 2015, 08:27:45 pm
Updated shop mockup. Also finished a new font shown off here:

(https://lh3.googleusercontent.com/eLXSnTEvd5lpJawER47pbpNDM81re68eXQNoD0lHSQ=w192-h128-no)
Title: Re: Unnamed RPG [TI-BASIC]
Post by: Sorunome on August 23, 2015, 04:29:25 am
I like this custom font a lot :D
Title: Re: Curse of the Minotaur[TI-BASIC]
Post by: TIfanx1999 on August 23, 2015, 08:55:08 am
Thanks. I'm quite pleased with how it came out as well. :)
Title: Re: Curse of the Minotaur[TI-BASIC]
Post by: SpiroH on August 30, 2015, 09:39:44 am
....
@SpiroH
Not sure exactly what you mean. If you are asking about animated gifs, there aren't any yet. These are just simple images I made to show how the game will look. If you are asking if the game itself will have animations, the answer is yes, but somewhat limited depending on what's going on. I suspect I won't be using moving NPCs. I do also agree though, language overall isn't important as long as it lets you accomplish what you want with your game or program. :)
IMO, mockups are fun but are dead! What really excites me is the way the game story unfolds. Can we have a rough idea of what you have in mind or is too soon? Surely you must have already something thought out (drafted in your mind). Good luck with that  ;).
Title: Re: Curse of the Minotaur[TI-BASIC]
Post by: Iambian on August 30, 2015, 11:53:57 am
Updated shop mockup. Also finished a new font shown off here:

(https://lh3.googleusercontent.com/eLXSnTEvd5lpJawER47pbpNDM81re68eXQNoD0lHSQ=w192-h128-no)
I feel that I must mention that (the more recent versions of) CaDan had a custom font routine that supported kerning  (http://https://en.wikipedia.org/wiki/Kerning), which would be perfect for what you're doing (unless your character set has more than 64). If you want, I could extract that routine and make it a standalone.
Title: Re: Curse of the Minotaur[TI-BASIC]
Post by: TIfanx1999 on September 05, 2015, 06:08:24 pm
That's a generous offer. I'll let you know if i decide to go that route.
Title: Re: Curse of the Minotaur[AXE ???]
Post by: TIfanx1999 on January 18, 2016, 09:22:58 pm
New mockups I was playing around with. The monsters aren't mine and are there for place holders. They're from one of the Final Fantasy Games on Gameboy. You can thank @c4ooo  for asking me about this project. Inspired me to do some more mockup work and think about resuming this.

*Edit* those mockups are supposed to be double sized, but the attachments are showing them at 1x. I'll upload them somewhere later so the are a bit more viewable.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: Eeems on January 19, 2016, 11:06:53 am
People can just click on the image attachments to view them at full size FYI
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on January 19, 2016, 06:36:54 pm
Ah, good to know. More sprite work:
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 01, 2016, 02:11:20 am
New revised battle mock-ups:
Title: Re: Curse of the Minotaur[AXE ??]
Post by: Siphonic_Sugar on February 01, 2016, 02:36:57 am
You seem to be doing a pretty good job with this! Keep up the good work. Your graphics in this look great. ;D
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 01, 2016, 03:09:39 am
Thanks, keep in mind that the enemies are place holders at the moment, and not mine. They'll be replaced with original ones eventually. ;)
Title: Re: Curse of the Minotaur[AXE ??]
Post by: Dudeman313 on February 01, 2016, 08:45:02 am
Now I wish I had not just replaced my TI-84+ with a CE.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 01, 2016, 03:11:06 pm
Further fine tuning. Now 4 characters fit. :D Also an example of how a large enemy would look. Again, this guy is a place holder.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: Eeems on February 01, 2016, 05:25:25 pm
Now I wish I had not just replaced my TI-84+ with a CE.
Well it's going to be a while before dev on this is done. Who knows, maybe you'll have an 83+/84+ alongside your CE by the time this is out.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 01, 2016, 05:30:15 pm
^This is true. I wouldn't rule out a color adaptation at some point down the road either though.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 01, 2016, 08:03:09 pm
Continuing to plug away at this. See if you can tell what the symbols indicate from this screen mock-up. I want the battle screen to be as uncluttered as possible but still convey all the necessary info to the player.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: chickendude on February 02, 2016, 06:20:58 am
When it's a character's turn to attack the health stat is replaced by the magic stat? Color-coding the health based on how full the player's health is is a nice touch, too. Personally i think you could get away with leaving the player's health off the main battle screen, perhaps briefly showing all player's health/magic at the start of each round or having a box pop up with that info when pressing a certain key. For the currently attacking character, it'd be nice to have both their health and mp (as well as max stats) displayed. It's looking great, though.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 02, 2016, 02:51:32 pm
Hey chickendude, thanks for the feedback. You're pretty much right on the money, so I'm glad it's clear what's going on. Only minor difference is that the game will display a characters current MP only if you are selecting a magic attack. I've toyed with the idea of having the battle screen alternate between showing HP/MP above the character at regular intervals. However, the most important stat is your HP, so I thought it would be good to show that all the time, and other things as needed.

I'm also planning on showing all characters MP if you select an item that restores MP, so that you can see who may need it. I'd like to show max HP/MP for the current player, but screen space is limited. That's why I opted to try to use colored icons so that the player can at least get an indication of where health/mp levels are. A black icon(this will work with the HP and MP icons) means full, dark gray lesser, and light gray is critical.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: chickendude on February 03, 2016, 08:00:23 am
Another option that takes up very little space is a health bar, two rows, one for HP and one for MP, would be enough to give you a general idea. Or 4 rows if you wanted to outline the bars. Or a flashing box with player info somewhere on screen. Or a box that pulls down/pops up when no key has been pressed (or when a certain key such as XTOn is pressed).  The current layout looks really nice, it's pretty compact and there's still a bit of space left :)
Title: Re: Curse of the Minotaur[AXE ??]
Post by: c4ooo on February 03, 2016, 08:21:59 pm
Nice to see more mockups, but i wonder when you will start developing this project :P
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 14, 2016, 10:10:11 pm
@chickendude :Yea, those are options too, and I might experiment with them as well. I think I'd have to rearange the screen for decent sized health/mp bars though. :/ The popup options isn't bad and could work with the current setup.

@c4ooo:Soonish hopefully. :D
Title: Re: Curse of the Minotaur[AXE ??]
Post by: SpiroH on February 15, 2016, 04:42:52 pm
Nice to see more mockups, but i wonder when you will start developing this project :P
Could it be that the curse of minotaur has haunted the programmer's ability to further develop the game?
Yeah, we've been waiting for action for some time. IMO AOC just got cursed, period!  ;D
Title: Re: Curse of the Minotaur[AXE ??]
Post by: chickendude on February 19, 2016, 10:23:15 am
Having a good idea of what you want before you start programming isn't bad (eg. look at the E:ToR forum) and besides, if AoC drops this someone else has a lot of inspiration to work off :)
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 20, 2016, 03:54:26 pm
Yea, that's true. It's a lot easier if you have things planned out instead of jumping in, making a mess of things, and trying to put a disjointed project together. That would probably lead to a lot of re-writing of code.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: SpiroH on February 21, 2016, 10:44:47 am
Yea, that's true. It's a lot easier if you have things planned out instead of jumping in, making a mess of things, and trying to put a disjointed project together. That would probably lead to a lot of re-writing of code.
Yeah, but then again quoting @c4ooo "excuses are excuses." Taking the risk of being nasty to these friendly gents, I must admit that engineering, in general, likes results ;).

*Edit*: typo fixed, i hope.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: TIfanx1999 on February 21, 2016, 11:28:07 am
Haha, yea that's certainly true as well.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: c4ooo on February 21, 2016, 11:35:34 am
Yea, that's true. It's a lot easier if you have things planned out instead of jumping in, making a mess of things, and trying to put a disjointed project together. That would probably lead to a lot of re-writing of code.
Hmm, one thing i always do is start proggraming my project from the logical place: the title menu! Then i move on to the level selection/saving ect, and finally the actual engine.

Yeah, but then again quoting c4000 "excuses are excuses." Taking the risk of being nasty to these friendly gents, I must admit that engineering, in general, likes results ;).
m8 ive been here a year and you still got my name wrong :P
/me waits for excuse
/me quotes himself
/me runs :P
Title: Re: Curse of the Minotaur[AXE ??]
Post by: SpiroH on February 21, 2016, 07:35:18 pm
@c4ooo : Oops, I'm sorry, please accept my apology :-[. I should have used the '@' thing. Typo has been fixed above.
Title: Re: Curse of the Minotaur[AXE ??]
Post by: c4ooo on February 22, 2016, 02:33:43 pm
@c4ooo : Oops, I'm sorry, please accept my apology :-[. I should have used the '@' thing. Typo has been fixed above.
@SpiroH dude, i was joking :P I understand my name may be hard to get ;)