Author Topic: Curse of the Minotaur[AXE ??]  (Read 17133 times)

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Offline TIfanx1999

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Curse of the Minotaur[AXE ??]
« on: August 01, 2015, 07:23:07 pm »
As some of you might have noticed, I've been busy posting in the Mockups 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:







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!
« Last Edit: January 18, 2016, 09:24:41 pm by Art_of_camelot »

Offline Sorunome

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Re: Unnamed RPG [TI-BASIC]
« Reply #1 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

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Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #2 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.

Offline Geekboy1011

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Re: Unnamed RPG [TI-BASIC]
« Reply #3 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!

Offline SpiroH

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Re: Unnamed RPG [TI-BASIC]
« Reply #4 on: August 02, 2015, 04:02:10 pm »
As some of you might have noticed, I've been busy posting in the Mockups 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 ;).

Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #5 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. :)

Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #6 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.



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

« Last Edit: August 18, 2015, 11:08:44 pm by Art_of_camelot »

Offline Sorunome

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Re: Unnamed RPG [TI-BASIC]
« Reply #7 on: August 19, 2015, 03:17:07 am »
custom font?
Anyhow, both mockups are lioking awesome! :D

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Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #8 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.

Offline Sorunome

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Unnamed RPG [TI-BASIC]
« Reply #9 on: August 20, 2015, 03:32:41 am »
what if you use some asm lib for custom fonts?
« Last Edit: August 20, 2015, 03:08:26 pm by Sorunome »

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Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #10 on: August 20, 2015, 06:25:50 am »
That could be a possibility, but I think I'd rather not.

Offline TIfanx1999

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Re: Unnamed RPG [TI-BASIC]
« Reply #11 on: August 22, 2015, 08:27:45 pm »
Updated shop mockup. Also finished a new font shown off here:


Offline Sorunome

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Re: Unnamed RPG [TI-BASIC]
« Reply #12 on: August 23, 2015, 04:29:25 am »
I like this custom font a lot :D

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Offline TIfanx1999

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Re: Curse of the Minotaur[TI-BASIC]
« Reply #13 on: August 23, 2015, 08:55:08 am »
Thanks. I'm quite pleased with how it came out as well. :)

Offline SpiroH

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Re: Curse of the Minotaur[TI-BASIC]
« Reply #14 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  ;).