Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: meishe91 on August 24, 2010, 12:45:02 am

Title: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 12:45:02 am
So a few nights ago I decided I would start on a game that is something like an RPG type game. Now I don't know how far I'm going to go into making this an RPG game but what it is basically gonna be, as of right now, is a game where you go around kill enemies, level up and such. Nothing to big or anything since it's my first of this type of game. Now, I'll tell you right now that I don't have a whole lot of the game done. Right now I only have the map done and walking (with map switching) which is what you see in the screenshots. For now it is only going to be a 5*5 map of 15*5 tiles. The reason that it is taking a bit to load the map (not including the display, I'm talking about when it stays white for a second) is because the whole map is stored in a string and then I just put the part that is being displayed into a matrix (which is how I'm doing collision right now). Right now it really is not anything special and if you guys have any suggestions or questions or anything I would be happy to hear/answer them.

As for code, I will not be releasing any of the code (except in small segments when I'm explaining something or ask for help or something) until I get much further in development (probably around when I need to start Beta testing).
Title: Re: Unnamed RPGish Game
Post by: Hot_Dog on August 24, 2010, 12:47:39 am
It's looking good so far!
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 12:49:11 am
Thanks :)

It runs better on the calculator, the text spriting is barely noticeable, I think, but on the screenshot for what ever reason it shows the ending "i" token.
Title: Re: Unnamed RPGish Game
Post by: TsukasaZX on August 24, 2010, 12:51:54 am
Looks nice so far! Can't wait to see more! I might have to play it when you release it (or a demo version of it) :)

How exactly are you displaying these tiles, anyway?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 12:53:08 am
Thanks :D It's turning out better than I thought it would this early.

They are just text sprites.
Title: Re: Unnamed RPGish Game
Post by: TsukasaZX on August 24, 2010, 12:54:55 am
How did you make them? *has never dabbled in text sprites before*
Title: Re: Unnamed RPGish Game
Post by: Hot_Dog on August 24, 2010, 12:54:59 am
Thanks :)

It runs better on the calculator, the text spriting is barely noticeable

That's what I thought.  Besides, I'm using Internet Explorer, and most screenshot .gifs run slower on internet explorer.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 01:00:11 am
How did you make them? *has never dabbled in text sprites before*

Oh, sorry, didn't realize.

Basically since the buffer edge of graphscreen text is on the right side you can run multiple tokens right next to each other off-set by a pixel and it will leave that far left side of the token. So just doing that with different tokens makes different tiles. HarrierFalcon made a text sprite finder a while ago.

If you give me a minute I'll put a quick example of code together for you.

Thanks :)

It runs better on the calculator, the text spriting is barely noticeable

That's what I thought.  Besides, I'm using Internet Explorer, and most screenshot .gifs run slower on internet explorer.

Ya, though even if you're in IE one of them should still run at close to normal speed since I made one at 9fps.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on August 24, 2010, 01:03:55 am
Wow this looks pretty sweet actually. I like the text sprite usage (although I never used them myself). It's nice to see stuff looking that good in BASIC and still loading at a reasonable speed. I am glad you're getting into game programming :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 01:14:56 am
Thanks :) I might be able to speed up loading even a tiny bit more while just figuring this out for TsukasaZX :P

@TsukasaZX
Ok, here is a quick example of code for text sprites:

Code: [Select]
ClrDraw
For(A,0,56,6
For(B,0,90,5
For(C,0,4
Text(A,B+C,sub("XYXJX",C+1,1
End
End
Text(A,92,"__ //Two spaces.
End

If you want further explanation just let me know :)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on August 24, 2010, 02:18:02 am
btw if you do not understand how this works, one trick is to just put a pause after the first Text( command and watch how the sprites are created, frame by frame. Once you saw how it works, it's just a matter of figuring out the best char combinations to do what you want.

I think someone should create a database or post of them..., possibly with pics of each sprite.

It's a bit slow, but it's faster than ROL3 map loading or pixel-by-pixel drawing that's for sure.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 02:57:51 am
There are a couple of good text sprite finders out there already. HarrierFalcon made one thats good. I'm considering making one too.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on August 24, 2010, 03:28:13 am
Really? I thought there were only ones for dual layer ascii. I guess I'll need to search on ticalc for one...
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 24, 2010, 04:05:06 am
Huh, I guess Harrier doesn't have his on ticalc.org. I couldn't find one. But I know he has one on UTI since that's where I got it and there is another one somewhere.
Title: Re: Unnamed RPGish Game
Post by: ztrumpet on August 24, 2010, 08:06:15 am
I tend to use the one that comes with the Level Editor for Donut Quest or paper and pencil. ;D

Wow, looks great!  I like how this is progressing so far.  Good luck! :D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 25, 2010, 04:56:18 am
Oh ya, I forgot about that one. I haven't ever tried it though.

Thanks though :)
Title: Re: Unnamed RPGish Game
Post by: skuller972 on August 25, 2010, 06:01:50 pm

@TsukasaZX
Ok, here is a quick example of code for text sprites:

Code: [Select]
ClrDraw
For(A,0,56,6
For(B,0,90,5
For(C,0,4
Text(A,B+C,sub("XYXJX",C+1,1
End
End
Text(A,92,"__ //Two spaces.
End

If you want further explanation just let me know :)

I usually add the two spaces to the end of the string and make the for loop 2 cycles longer

Code: [Select]
ClrDraw
For(A,0,56,6
For(B,0,90,5
For(C,0,6
Text(A,B+C,sub("XYXJX  ",C+1,1
End
End
End

it saves a few bytes programming it, but im not sure about the difference in speed. shouldnt be much
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 25, 2010, 06:11:10 pm
That doesn't always work. Like in this case you get a ERR:DOMAIN. It is also a bit slower. But it is smaller. It all really depends on the situation though because certain ending tokens need different amounts of spaces to clear them.
Title: Re: Unnamed RPGish Game
Post by: skuller972 on August 25, 2010, 06:14:34 pm
Its not an ERR:DOMAIN. he uses C+1 for the position so the first position is 1 and the last position is 7. But I see what you mean with the slower. With out my way, its 6 total text()'s, but with my way its 7 total text()'s
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 25, 2010, 06:18:46 pm
Oh, sorry, I didn't explain that right about the error. You get the error when it's being displayed since you are adding C to B you will end up with a 95 and 96 as your x-coordinate therefore causing the error. I didn't mean when going through the string.
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on August 26, 2010, 03:23:37 pm
Looks great! I wonder why 33 fps looks slower in Chrome, though...

Huh, I guess Harrier doesn't have his on ticalc.org. I couldn't find one. But I know he has one on UTI since that's where I got it and there is another one somewhere.

Apparently it got lost in the forum switching: http://www.unitedti.org/forum/index.php?showtopic=6260 (http://www.unitedti.org/forum/index.php?showtopic=6260) :(

Here's a small and quick sprite finder if anyone's interested:

Code: (TI-BASIC) [Select]


:" .?X+çQB^S+Jvs
e▫TI:?x(http://tibasicdev.wikidot.com/local--files/83lgfont/CBh_LxMean.gif)CAY?2ZV5
èi→Str1
:"?→Str2
:Matr►list([A],L
C0,LC1,LC2,LC3,L
C4
:For(A,1,5
:expr("LC"+sub("
01234",A,1→L1
:sub(Str1,32fPar
t(sum(seq(L1(5-B
)10^(B),B,0,4))/3
2)+1,1→Str3
:If Str3="?
:Then
:ClrHome
:Disp "ERR:NONEX
ISTENT","Column
#  cannot","be m
apped into a","c
haracter
:Output(2,9,A
:Pause
:Stop
:Else
:Str2+Str3→Str2
:End
:End
:sub(Str2,2,5)+"
  →Str2
:Pause Str2



EDIT: I made this a while ago, and I've since completely forgotten how to use it :P Sorry.

EDIT2: Figured it out, and now it works.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on August 26, 2010, 04:20:16 pm
Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on August 26, 2010, 05:05:58 pm
Figured out how to work my program, finally. I accidentally used 16 instead of 32 (apparently, I can't count :P). So there it is in my earlier post. Enjoy :)

Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?

Well, no, unfortunately. I don't really know how to use SC, especially when it comes to those weird restricted tokens. So you'll have to type it by hand, using some kind of extra symbol generator :P Sorry.

EDIT: Oh, yeah, and to use it, you have to store the sprite as a binary 5x5 matrix in [A], such as


[[0,0,0,0,0][0,1
,0,1,0][0,0,0,0,
0][1,0,0,0,1][0,
1,1,1,0]]→[A]


EDIT2: Or use the matrix editor.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on August 26, 2010, 05:51:17 pm
Or you can just type it on the graph screen in the top left corner and use my Map Converter (http://ourl.ca/4314/80453) to put it in a string then to a matrix. Though I've been meaning to update that so it can do all the conversions, well just provide to codes to all the conversions. Might be a little easier for some people maybe.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on August 26, 2010, 07:58:41 pm
Figured out how to work my program, finally. I accidentally used 16 instead of 32 (apparently, I can't count :P). So there it is in my earlier post. Enjoy :)

Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?

Well, no, unfortunately. I don't really know how to use SC, especially when it comes to those weird restricted tokens. So you'll have to type it by hand, using some kind of extra symbol generator :P Sorry.

EDIT: Oh, yeah, and to use it, you have to store the sprite as a binary 5x5 matrix in [A], such as


[[0,0,0,0,0][0,1
,0,1,0][0,0,0,0,
0][1,0,0,0,1][0,
1,1,1,0]]→[A]


EDIT2: Or use the matrix editor.
Aw ok. I guess I'll try later, then.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 04, 2010, 12:47:19 am
So today, or yesterday depending where you are I guess, I said I was making a new tilemapper for this because I got inspired by Sir's Edge (http://ourl.ca/6334). So I came up with a rather poor version of a tilemapper for this that I like the look of better. That's all I really have right now, mainly because I don't feel like converting the whole map right now (well technically I need to make a new one now...). So I thought I would just share a screenshot of what it will kind of look like with a test area.

(http://img.removedfromgame.com/imgs/1283575491-NewMD.gif)
(http://img.removedfromgame.com/imgs/1283575509-NewMD2.gif)

The main issue I have with this method is that each tile is three bytes. Which sucks. So I need to figure out a good way to either compress maps, make a better tilemapper that requires less bytes per tile, or something.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 04, 2010, 05:50:41 pm
Interesting, are each tile hardcoded? I notice there is one using Text(), one using Pt-On and another using something else.
Title: Re: Unnamed RPGish Game
Post by: Builderboy on September 04, 2010, 05:54:49 pm
Yeah i am curious about this too.  It seems very flexible and versatile, and yet the speed is still good!
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 04, 2010, 07:15:23 pm
No, this tilemapper was actually designed like Edge (just the idea, not the actually tilemapper). So some tiles are Text Sprites and others are just normal ASCII characters. In this case though the watter is the only Text Sprite used and the others are Θ, 8, and . I don't think the text sprite part works quite how I want it to yet because I haven't tested with other Text Sprites other than that one in it yet. The way I'm doing this technically allows for 999 ASCII sprites to be used if I wanted but only limits me to 9 Text Sprites (though I might be able to make that 99 too, but I need to work on the method).
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 04, 2010, 08:37:33 pm
Aah ok. Doesn't the tilemapper being hard-coded this way makes it extremly large, though, since it has to use different pieces of code for each type of tile?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 04, 2010, 08:41:42 pm
What do you mean exactly by hard-coded and such? I'm not quite following, sorry :(

Or do you mean is the map display program large because it uses two different kind of tile methods?
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 04, 2010, 09:19:03 pm
hard coded mean different source code for each sprite. Example, you have different code to display ASCII sprites than text-sprites or pt-on-based ones.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 04, 2010, 09:32:27 pm
Ah ok. Well ya, there is sorta a different source code for each one but it's a pretty small change. The tricky part is just running through my string correctly, which I have done. The program that runs that map you saw is 134 bytes, that's without map switching and such though. I'm not sure if this answers your question though.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 04, 2010, 09:37:01 pm
Aah ok, well if it's that small it should be fine. I just remember line()/pt-on() sprites were hard coded and each sprite code took like 100-300 bytes, depending of how complex they were. In the end, the map displaying took about 2 KB alone.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 04, 2010, 09:42:30 pm
Ah ok. I can see that happening with line(/Pxl-On(/Pt-On( sprites. Luckily, not using any right now. Right now the only thing I see being the big part is the maps :(
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 05, 2010, 03:17:16 am
So this is sort of a update but not really since no work has really been made program wise. I just made a mock-up of what the main screen will look like and just would like you're guy's opinions on it. Things to change, suggestions, questions, etc. Would like to know. Thanks.

(http://img.removedfromgame.com/imgs/1283670491-MOCKUP.JPG)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 05, 2010, 03:27:18 am
Looks pretty nice right now. Even if the sprites are small you still managed to make everything look nice and display a lot of the map on the screen. Will the menu remains open all the time? When the walking loop occurs, I think for speed you should not put the options inside the walking loop, but have the game exit the loop when a key other than arrows is pressed or when an event is triggered.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 05, 2010, 03:35:32 am
Ya, that will be open the all the time so you always can check your health and such without having to go through a couple menus or something like that. I was debating whether to have a fill-gauge for both health and magic but I don't know. If people would like them as well I will implement them though, if I can. As for the key pressing I will have a separate sup-program that handles the menu. Like when you push one of those buttons then it will go to that sub-program. One question I had though is would people like it to be like it is where you just press a number on the key pad to open the appropriate menu or would you guys rather have an arrow pointing to one you want open? Also, another question, should I use the whole menu area for sub-menus or should I just use that little "quarter" screen area (where the options are)?
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 05, 2010, 04:26:04 am
I think numbers should be fine, if we can select any option directly from the walking engine. Also use that area for sub-menus as well.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 05, 2010, 02:05:29 pm
Hmmm, ok. Thanks. I need to figure out what all I'm using and such. If I can fit it in that section then I will use it.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 07, 2010, 03:28:21 am
Ok, I did a little tweaking to the menu half of the screen and am in need of feedback from as many people as possible.

(http://img.removedfromgame.com/imgs/1283843908-NEW1.JPG)

A little information:

-The stats that it shows are at what I plan to be the max for each.
-The name are will have a eleven character limit, assuming I can figure out a good way to store it accurately. If not then I may just have to lower that limit. (I found one thread about it but I thought I remember Z had a letter compression thing or something, but couldn't find it :( Oh well.)
-The box surrounding the name will adapt to what ever the name is, how ever only uppercase will be accepted.

What I need your opinion on is things to change/tweak/remove/etc.

Couple things I'm not sure about and would especially like opinions on are:

-The menu numbers. I'm pretty satisfied with what four and five are, but the others not entirely. Map (I don't know how feasible this is, will have to mess around with it first) and magic are the two I'm on the edge about. I was thinking of having a stats page that will have some info detailing the magic stuff. Thoughts?
-Spacing of things, or does it look good?
-In the menu area there is a lot of white space to the right of the letters. Any suggestions on what to do with it? Fill it in, don't, patterns, etc.

Any other suggestions are greatly welcomed. I'm just trying to figure out what this part will look like before I start to much on the menu sub-program. Thanks everyone! :)

Edit:
I forgot to ask one other thing :P

I need help on a name for this. I was considering Survival Question or Survival, but I'm not to sure about them. Suggestions are greatly welcome :)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 07, 2010, 04:20:58 am
Looks nice, although I kinda got confused at first when I saw LV:99$ I thought it said 99$ levels x.x. I guess it can't be helped much, though, unless you lower the gold cap to 9999 or get rid of the : chars. Otherwise you could maybe shrink the rigth menu a bit to space things more in the left part.

As for menu I don't think map is really necessary. It's kinda more fun when you have to explore to find stuff. Maybe change it to Equip if you add equipments or Stats.

Idk for a name so far, though.

I hope this succeeds. I love RPGs!
Title: Re: Unnamed RPGish Game
Post by: Raylin on September 07, 2010, 09:23:19 am
Your money display can save you some space. Rip out the colon and put the money amount and the dollar sign back to back in a joint Text() argument. Also, Magic should be 2. People are going to be diving into that more that the map. Actually, aesthetically, you be better off putting it at 4 because the player's thumb can slide to the MAP. It's awkward to put a used key far away.

I feel like I'm rambling. So, I'll stop now. Good job though. :)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 07, 2010, 12:32:14 pm
One thing I love is when options are at the bottom of the screen and the user needs to use the Y=, Window, Zoom, Trace and Graph keys to choose menu options, but that won't leave much space for option names and you would need to rework the whole layout, not to mention a lot of people already use the F1-F5 system.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 07, 2010, 06:39:06 pm
Ok, I'll take that colon out and see how that looks. That way there should be two pixels between the level and amount of money. Is there any token that works better for money that people have found? I couldn't really find one but I didn't look to hard.

As for shrinking the right side menu part, I want to avoid that if I can just because depending on what the other screens look like I might need as much room as possible.

As for the F1-F5 thing, I don't really wanna do that, one, because it's been done a lot, two, it lowers the amount of room for words (and I'm not sure what I'd do for menus if I did) and, three, quite frankly I'm to lazy to reorganize it all :P

Ya, I agree with the Map thing. I will probably take it out since I don't think it is going to evolve into a big RPG like that. I also think I will will change Magic to Stats.

However, maybe instead of actually making you push one through four or five, depending, to open a menu I might just make it the F# buttons. That way they are closer. Thoughts?
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 07, 2010, 06:48:30 pm
You could maybe use both key sets. Some people may be confused if you only use the F keys as they may automatically press the numpad ones. However some people may prefer them at the top
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 07, 2010, 07:02:13 pm
Ya, I could do that maybe. Depends how much room it will take up though. Thanks.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 09, 2010, 08:06:02 pm
So I'm fairly sure I have decided on a final bottom half of the screen. At least hopefully :P I'm pretty pleased with it.

(http://img.removedfromgame.com/imgs/1284076888-SCREEN.JPG)

I'm going to assume most of you will think that little box is random, but it does have a point. I have decided that the main menu will active the whole time, but when you choose an option then it will essentially "pause" the game. When a button is pushed, well a menu button, that box will expand to what it needs to depending on the option. This is just a mock up of the animation but it will look similar to this:

(http://img.removedfromgame.com/imgs/1284077120-Menu.gif)
(http://img.removedfromgame.com/imgs/1284077125-Menu9.gif)

Tell me what you guys think :)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 09, 2010, 08:27:33 pm
WOW I like the new design. It's different from most games I see. I love the lil box thing. I wonder, though: could it temporary be used for an experience bar, and when comes time to expand the box, the experience bar disappears (except if displaying the stats menu)? I think that would be cool. However I don't know if people would figure out that it is for experience.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 09, 2010, 08:55:16 pm
Thanks :)

I actually really like that idea. I've been wondering how I could incorporate experience on to the front page. I mean I plan to have it on the stats page too, but ya. My only concern is how hard it is to implement :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 09, 2010, 09:02:22 pm
Yeah true x.x.

Another idea could be to use it for limit breaks or the like, if you add such special abilities. When the bar is full, your character can perform a super version of a spell by using the same amount of MP, for example.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 09, 2010, 09:26:21 pm
Hmmm, well I wasn't planning on that but that's a possibility too. Thanks.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 09, 2010, 10:00:54 pm
No problem, just saying in case, and to give new ideas :D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 09, 2010, 10:04:38 pm
Ya, thanks. I think I will probably just try the experience idea though.
Title: Re: Unnamed RPGish Game
Post by: TsukasaZX on September 10, 2010, 02:28:04 pm
Awesome HUD, meishe91 :)
Now I *really* can't wait to play this!

My suggestion is a mini EXP bar below MP and leaving the little box unused when not using menus.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 02:49:40 pm
Oh, huh, that's a good idea too. That could make things a lot easier :P Thanks :) Glad you like it.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 09:58:46 pm
So I did a little mock up of what I think the mart will sort of look like. Tell me what you think.

(http://img.removedfromgame.com/imgs/1284169241-MART POSSIBILITY.JPG)

I personally think the big blank space is just not filled enough but I'm not sure what I should do with it. Suggestions? About anything. Would really like some input. (An idea is to have a counter on both sides but I don't know if I want that.

I also really like TsukasaZX's idea for that experience bar at the bottom. It works out great actually.
Title: Re: Unnamed RPGish Game
Post by: TsukasaZX on September 10, 2010, 10:12:23 pm
Put some shelves in there. Or Rick Astley...
/me runs
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 10:17:40 pm
Ya, that's what I was thinking. I just wasn't sure what they should look like.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 10, 2010, 10:36:28 pm
I think what surrounds the wall should be black, but leave an outline around menu boxes. As for the door it should probably be a bit larger
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 10:57:19 pm
Well I've decided that all text and menus and such will be handled by that box on the side there. However, what do you mean by the black around the walls thing. As for the door, I'm not sure. I did it like that since it's an odd number of tiles so it is set in the middle. I was gonna have it as two doors but I thought it would look odd.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 10, 2010, 11:03:16 pm
This
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 11:14:40 pm
Ah ok. Well the whole zero column isn't gonna be used for maps because it evens things up on the screen. So that wouldn't be filled. But neither would be the bottom because the sprite to use there is the impossible combination. So filling it in might look weird at that point. As for the door, that could be doable.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 10, 2010, 11:18:26 pm
Aah ok I see. It's ok then I guess, as it still looks quite good in your screenshot.

As for the overworld I had another design idea for maps, though.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 11:23:12 pm
That could be a little hard to accomplish in TI-BASIC :P What is that a screen from anyways?
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 10, 2010, 11:24:04 pm
I was just kidding lol, I just took a screenshot from Final Fantasy XIV and converted it :P
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 10, 2010, 11:28:44 pm
Haha ya I know. And oh ok, to hard to tell :P
Title: Re: Unnamed RPGish Game
Post by: Jonius7 on September 11, 2010, 01:28:31 am
looks very nice. good sprites
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 11, 2010, 01:33:51 am
Thanks.

So I did a little math 'cause I was bored and was calculating how big maps will be. Full screen (meaning half screen in this case) maps will be a whopping 558 bytes and half screen (meaning quarter screen) will be 270 bytes :( (Assuming I use strings as my map storage system, which is what it looks like I will be doing right now.)
Title: Re: Unnamed RPGish Game
Post by: Jonius7 on September 11, 2010, 01:57:47 am
what im also impressed is the greyscale menus. is that actually possible on a ti-84?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 11, 2010, 02:10:36 am
There isn't any grayscale in this game...it will be pure TI-BASIC (with maybe the exception of XCOPY or something). If you are referring to DJ's post here (http://ourl.ca/6789/116325) that was just a joke. He just made a screenshot of a game, converted it to grayscale and then pasted it on the map section of my game.

Update:
So I thought I would show the map display program do the mart, with a little bit of the movement engine too. I will say right now that none of it is perfect yet (as you see in the black and white screenshot). The reason I am able to go into that wall is because I have it set on pixel test right now. Let me know what you guys think :)

(http://img.removedfromgame.com/imgs/1284189522-Mart30.gif)
(http://img.removedfromgame.com/imgs/1284189699-Mart9.gif)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 11, 2010, 04:00:08 am
Awesome looking, Meishe! Loads quite fast for graphical sprites too. About memory, you may have to store your maps into strings that you have to carry with your game when sending them to people (and be careful to not lose them) and archive/unarchive them when necessary. To avoid garbage collections, you would need to use an ASM lib instead, though, like XCOPY. It might be a bit hard to fit the game in RAM
what im also impressed is the greyscale menus. is that actually possible on a ti-84?
If you meant my second screenshot, it was a joke :P

Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 11, 2010, 04:10:42 am
Thanks :) Ya, I don't know if I will put them separately but I will definitely be using Archive/Unarchive. It all just depends. I don't know how big everything will be though. If I can I would like to hold off of XCOPY :P (Plus I still need to read on how it works :P)
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on September 11, 2010, 07:41:42 pm
That's pretty fast! And about TsukasaZX's suggestion: Why not use Rick's head as the clerk? :D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 11, 2010, 09:04:43 pm
Ya, the only reason that top row takes the longest is because it is all Text Sprites. Other than that it skips all spaces and the ASCII tokens display really fast. I also think I will be having it set to be adjustable depending where you are. So like a mart will be fifteen tiles wide while a outside map will be thirty-one tiles long. Then it adjusts the display routine to the size. I'm tired so that probably sounds repetitive or off or something :P

As for Rick Astley, could be a bit hard to fit that into a 3*5 sprite ;) However, I've been thinking about having pictures for the main character and some other people...Hmmm :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 11, 2010, 11:52:14 pm
Do you mean large pictures showing them in details? Some RPGs got such scenes.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 12, 2010, 12:00:24 am
Nah, I just mean like a little box in the text box that shows up. I don't know if that makes sense. I'm trying to think of a game that does it...
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 12, 2010, 02:26:08 am
Oh, that. That would be cool ^^

The remakes of FF for the gameboy advance do, if I remember. It looks cool
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 12, 2010, 02:41:21 am
Ya, I thought one of the Final Fantasy games had something like that, but wasn't completely sure. I think Knights of the Old Republic has it too a little. Maybe. I'm not sure. But what I'm thinking is that I have a set box, make the sprites and then store the coordinates with list compression. Then I'll probably have one for mart people, hospital/healing place people, yourself in the stats menu, and if I decide to make this a true RPG then important characters. I have no idea how feasible this is though. It's just a thought right now.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 12, 2010, 03:02:18 am
aah ok, well good luck on the idea :)

Btw, there's one game that used sprites stored in lists before: Final Fantasy: Tales Of Magic 1 and 2. I think when they are complex, they can end up very large, though, and I think they're hard to create as it is mostly trial and error
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 12, 2010, 03:15:28 am
Ya, I don't plan to use complex numbers or anything. I will probably use a system similar to my string conversion where the coordinates are stored like that. But I'm not sure yet.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 14, 2010, 10:10:10 pm
Ok, so I decided to remodel the mart because the previous one used about twenty different tiles alone by itself so I'm trying to lower that significantly. I'm making a couple different versions but this is what I have right now. I'm posting multiple sizes to see which size I should post, instead of four So let me know :)

(http://img.removedfromgame.com/imgs/1284516852-MartRevisedx4.bmp)
(http://img.removedfromgame.com/imgs/1284518103-MartRevised2x4.bmp)
(http://img.removedfromgame.com/imgs/1284519341-MartRevised3x4.bmp)
(http://img.removedfromgame.com/imgs/1284519951-MartRevised4x4.bmp)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 14, 2010, 11:33:39 pm
Wow this turned out pretty nice. Looks really great man!
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 14, 2010, 11:36:40 pm
Well I need input on which one to use. I'm leaning toward one of the last three. But can't decide. Also, open to other designs but I can't think of much else right now.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 14, 2010, 11:38:51 pm
Oh ok. Personally I would use the last one
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 14, 2010, 11:48:51 pm
Ya, that's the one I'm tempted to use. I just wasn't sure if people wouldn't like the two people right on top of each other.
Title: Re: Unnamed RPGish Game
Post by: nemo on September 14, 2010, 11:56:06 pm
personally, i like the third from the top. i see the two people standing "on top" of each other, but i don't really like it. if it uses too many new tiles though, then i'd go with the last one.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 14, 2010, 11:59:18 pm
Ya, that's the thing I don't like about it. And that's what I fixed with the one I was using but it caused way to many sprites to be needed. I can't really fix that issue though in these cases besides by separating them like they are. Thanks.
Title: Re: Unnamed RPGish Game
Post by: Builderboy on September 15, 2010, 02:05:24 am
My favorite is the second :) I dont like the people on top of eachother D: I couldn't even tell they were people :( I like the 2nd over the 3rd just because i like the arrangement of the shelves
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 15, 2010, 02:09:40 am
Hmm, ok. Well I'll go with number two or three then. I'm just not really satisfied with the shelves personally. I mean I like that they are symmetrical but I think something more random would look better...though I can't think of a random design that would look good :P
Title: Re: Unnamed RPGish Game
Post by: Builderboy on September 15, 2010, 02:11:01 am
What about another design with them side by side?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 15, 2010, 02:24:18 am
What do you mean?
Title: Re: Unnamed RPGish Game
Post by: Builderboy on September 15, 2010, 02:28:16 am
With the people side by side (left and right) instead of above and below eachother i mean.  Here lemme see if i can get a mockup...
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 15, 2010, 02:30:37 am
Oh, I think I know what you mean. The only problem is that is kind of how I was going to do the health/hospital center thing. Like have marts with people on the sides and then the health person be at the top. If I understand you right.
Title: Re: Unnamed RPGish Game
Post by: Builderboy on September 15, 2010, 02:34:42 am
ahhh i see, in that case it probably would be best to keep them at the sides then
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 15, 2010, 02:38:45 am
Ya. I was thinking I might be able to maybe do a corner looking thing. I'd have to play with it though.
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on September 16, 2010, 07:42:08 pm
That looks great! I'd prefer #3, by the way.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on September 16, 2010, 08:10:27 pm
Wouldn't it be possible to just have one shopkeeper? In most RPGs, there's only one per shop unless the weapon shop is merged with an armory. Would it leave too much space?
Title: Re: Unnamed RPGish Game
Post by: ztrumpet on September 18, 2010, 09:49:19 pm
I like #4 best, then #3. :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on September 18, 2010, 11:13:52 pm
Thanks. I still need to mess with a few other designs too :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 09, 2010, 11:20:46 pm
/me is wondering how is this progressing, since he mentionned about his game in Exodus topic
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 09, 2010, 11:25:16 pm
Nah, not right now. It's on the back burner for right now. This will be continued though, I just don't know when. I have decided though that I'm going to rewrite the tilemapping routine. I've been thinking of ways to do it.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 10, 2010, 03:01:49 am
Ah ok, I hope this eventually revives. Good luck on the rewrite, too. Are you planning to keep the same map layout/design? :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 10, 2010, 07:24:25 am
Ya, I plan on keeping the look the same. I just need a new tilemapping engine since three byte tiles will get very large very fast.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 10, 2010, 01:16:13 pm
Ah ok, because it looked pretty nice. I hope you can find a way to keep map data small (and still load relatively fast for BASIC).
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 10, 2010, 10:59:58 pm
Ya, I mean if I need to I can go back to my previous routine which works and all. But with the idea I have that is somewhat inspired by SirCmpwn's method I will be able to have one byte tiles (two byte if it's a two byte token) but unfortunately four to seven bytes for the Text Sprite tiles.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 10, 2010, 11:04:29 pm
AH ok I see. I wonder how fast it will be?

Btw are you planning to use the program/routines Sir used in his BASIC RPG he worked on while on his trip to Hawaii?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 10, 2010, 11:29:23 pm
I have no clue, we can only hope it's fast in the end :P

I don't believe so. I talked to him about how he was doing he tilemapping and such and I understood part of it but then there was some stuff I didn't understand (something about indexes I think). So I'll probably just write my own routines so I know what's happening and understand how it works.
Title: Re: Unnamed RPGish Game
Post by: Jonius7 on November 10, 2010, 11:31:38 pm
Ooh, nice to see development in the game, it should be surely fast in the end, there's always a way
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 10, 2010, 11:39:27 pm
Ooh, nice to see development in the game, it should be surely fast in the end, there's always a way

I haven't said there has been any development. I was saying that I plan to rewrite the tilemapper eventually though and that I just have ideas.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 11, 2010, 01:03:11 am
/me prods Meishe91 to work on it and SC. ;D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 11, 2010, 01:07:04 am
I've got other things I've been working on lately ;)
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 11, 2010, 01:10:22 am
Other calc projects? :P
Title: Re: Unnamed RPGish Game
Post by: meishe91 on November 11, 2010, 01:11:20 am
Perhaps :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on November 11, 2010, 01:42:08 am
Lol ok. :P
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 22, 2010, 04:03:06 pm
So I regret to say this but I realized that the only back ups I had of my progress was on my computer before I had to reformat it. So I lost all of that. Though I don't want to say this is dead it will definitely be on hold indefinitely, unfortunately :(
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on December 22, 2010, 04:27:54 pm
:(

Another project gone.

Do you still have it in your archive, though? You can always use the archive undeleter if you haven't GC'd recently.

As a suggestion, thumb drives are pretty good for backup. Plus you can link them back from any comp with a link program installed.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 22, 2010, 07:15:32 pm
It's not gone necessarily, just on hold for right now. It might be dead but it isn't at this point.

What do you mean?

And ya, I know. I had one, then my brother borrowed it and I have never seen it again. Just haven't boughten a new one.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on December 23, 2010, 12:09:27 am
That sucks. I hate computer crashes, especially that they often hold our backups. I would hate if that happened to mine again. I lost some old programs before and it sucks. I hope you don't give up on this project, though. :/
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 23, 2010, 12:17:31 am
I hopefully won't. I just won't be working on it right now.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on December 23, 2010, 01:13:34 am
Ok, hopefully you regain interest eventually. What will you be working on now?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 23, 2010, 01:18:27 am
I'm not sure. I still have one game I need to finish but I don't know about after that.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on December 23, 2010, 01:31:42 am
Ah ok, what would be the game?
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 23, 2010, 01:35:24 am
It be a secret :P Nah, it's just a graphical version of one I've already made. Which one you ask? Gotta figure that out yourself ;) :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on December 23, 2010, 01:38:11 am
Ah ok lol, I can't wait. I hope you have some more free time to work on it. ;D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on December 23, 2010, 01:58:50 am
Well I've just been trying to figure out the best way of handling data and such that will allow good speed and smaller size.
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on December 23, 2010, 03:58:40 am
I see, then good luck ^^
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 08, 2011, 03:07:42 am
I will note that this is not completely dead. I have a new mapping engine that I am more satisfied with (however I have to store maps upside down...though i don't know if I'll change that). Also figured out how I wanna do a few other things. Progress is very slow on this so don't expect things to fast. You might get a look at the new mapping engine soon, but no promises. It looks almost the exactly the same with the exception that I am using the whole screen instead of half. The full, main, maps are 30*12 instead of 31*6. I might make the mapper more versatile to be able to do things with a smaller map (like buildings and such). Anywho, just wanted to let ya all know.
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 08, 2011, 11:51:46 pm
So here is a quick screenshot that I was able to do. The map that is displayed is just a test/dummy map to show the engine.

(http://img.removedfromgame.com/imgs/MapEngineTest.gif)
Title: Re: Unnamed RPGish Game
Post by: ztrumpet on April 08, 2011, 11:54:59 pm
Um, just a warning, if that's Text(Y,X,"theta") I see, then this won't work on the MP OSes or any 84s after visiting the mode menu, as it adds an extra line of blank pixels below the text.  Other than that, it looks really good. :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 09, 2011, 12:08:40 am
MP OS? And isn't the Mode Menu thing fixable by like just going to the graph table or something?
Title: Re: Unnamed RPGish Game
Post by: leafy on April 09, 2011, 01:11:06 am
OH DUDE THIS HAS SOUNDS FROM NIGHTMARE HOUSE 2! THAT'S LIKE THE BEST FRICKIN MOD FOR HL2!
Mad props Builder :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 09, 2011, 01:24:14 am
I think you got the wrong topic...
Title: Re: Unnamed RPGish Game
Post by: Ashbad on April 10, 2011, 11:49:35 am
Yeah, most likely wrong topic :P

But, looks awesome meishe!  Can't wait for more progress :)
Title: Re: Unnamed RPGish Game
Post by: ztrumpet on April 10, 2011, 11:52:29 am
MP OS? And isn't the Mode Menu thing fixable by like just going to the graph table or something?
Here, read this: http://ourl.ca/4059/74879  The edit is especially noteworthy. :)
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 10, 2011, 12:39:39 pm
Ah okay. Well not isn't that big of a deal then. I could just include that in the readme when it finally gets done and all.

What does MP even stand for?
Title: Re: Unnamed RPGish Game
Post by: Deep Toaster on April 10, 2011, 12:44:48 pm
MathPrint, meaning the OS displays things in (sort of) pretty-print like on the TI-73.

And hurrah for another revival :D
Title: Re: Unnamed RPGish Game
Post by: meishe91 on April 10, 2011, 07:27:06 pm
Oh right. Ya, I know what Math Print is, just didn't know that's what it stood for and thanks. And yup, hopefully anyways :P
Title: Re: Unnamed RPGish Game
Post by: DJ Omnimaga on May 21, 2011, 03:01:36 am
This looks awesome Meishe, I wish it was finished eventually :)