Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Yeong on October 14, 2010, 11:12:34 pm

Title: YEONG RPG(Back in Action!)
Post by: Yeong on October 14, 2010, 11:12:34 pm
I'm making a huge RPG game.
It will contain: 8 party members(and 1 hidden member), 80+ monsters with different sprites, up to 3v3 battle engine with switch party ability
here's the screenshot so far:
http://img.removedfromgame.com/imgs/1287111876-Screenshot.gif (http://img.removedfromgame.com/imgs/1287111876-Screenshot.gif)
Title: Re: YEONG RPG
Post by: yunhua98 on October 14, 2010, 11:14:39 pm
cool, how far are you into it?
the sprites look really good.  ;)
Title: Re: YEONG RPG
Post by: AngelFish on October 14, 2010, 11:20:21 pm
BASIC, I assume?

Looks good. :)
Title: Re: YEONG RPG
Post by: yunhua98 on October 14, 2010, 11:21:07 pm
according to his intro topic, its BASIC/xLib
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 14, 2010, 11:25:04 pm
That looks nice :D

One thing I notice, though, is that the character dissapears for a long while when moving around (and leaves a blank square behind). You might want to move your code that erases the character closer to the one that draws him to the next spot in your walking engine. Also judging by the speed this should run pretty well on a 84+ calc. If you need help optimizing speed feel free to share source code.

Good luck on the project!
Title: Re: YEONG RPG
Post by: AngelFish on October 15, 2010, 12:40:54 am
according to his intro topic, its BASIC/xLib

Aside from the movement thing, it runs at a pretty reasonable speed for it.
Title: Re: YEONG RPG
Post by: Jonius7 on October 15, 2010, 12:45:19 am
ooh! nice graphics, looks like pokemmon. good work!
That's a great game for BASIC! Wow!
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 15, 2010, 01:29:54 am
according to his intro topic, its BASIC/xLib

Aside from the movement thing, it runs at a pretty reasonable speed for it.
Yeah true. I think if some stuff is moved around it can run even faster, though. Example, move every event/even trigger out of the walking loop. When pressing the action key it exits the loop completly and trigger the appropriate events if needed. That speeds things up considerably.
Title: Re: YEONG RPG
Post by: meishe91 on October 15, 2010, 02:11:12 am
Ya, that is looking great. Good luck on it. You could also shift code around so that the replacement routine is the delete routine and then just add a blank sprite to erase. But I have no idea how easy or hard that is since I don't use xLib or those things yet.
Title: Re: YEONG RPG
Post by: Yeong on October 15, 2010, 07:21:24 am
I don't know... It has a separate program for just walking...
Map control at some program, and put walking program in there...
I think the collision detector slows the walking down a bit..
Title: Re: YEONG RPG
Post by: Yeong on October 15, 2010, 08:02:38 am
I'll gonna post the source file here
here's what I programmed so far..
Optimizing will be thankful
These programs are locked, so..
"OPRGMNAME":Asm(prgmCODEX
to unlock the programs, please.

Also, I moded OSR a bit..
Is it OK to do. or do I have to do something?
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 15, 2010, 12:11:48 pm
Wait, do you still use CODEX or did you switch to xLIB? If so, I would recommend switching to xLIB because it is much faster. If you got more space I would also recommed Doors CS over xLIB, as it got more functions and is faster.

ALso it's fine if you use OSR, although if I was you, I would modify it to use real(12 from xLIB, otherwise it's a bit slow.

Also could you attach all your files in one zip file with 7-Zip or Winrar? Because I don't think a lot of people will feel like downloading each of them one by one.
Title: Re: YEONG RPG
Post by: Yeong on October 15, 2010, 10:23:41 pm
I use both, sorta..
Reason is...
1.OSR use CODEX
2. Locking my prgms
3. rectangles...
Title: Re: YEONG RPG
Post by: FinaleTI on October 15, 2010, 10:41:11 pm
Looks nice so far!

I use both, sorta..
Reason is...
1.OSR use CODEX
2. Locking my prgms
3. rectangles...
Well Celtic III/DCS7 have all xLib's features plus some program status features (like the ability to hide/unhide programs), so that can take care of 2 and 3. Using xLib, you should be able to replace OSR's CODEX rectangle routines with the xLib rectangle routines, which would make it slightly faster.

Here's the syntax for xLib's rectangle routine.
Quote
12 - DrawShape
--------------
usage: real(12,Shape_Type,x1,y1,x2,y2,DrawShape_UpdateLCD

Shape_Type = Tpye of Shape you want to draw:
0 = DrawSingleLineBlack
1 = DrawSingleLineWhite
2 = DrawSingleLineInvert
3 = DrawEmptyRectangleBlack
4 = DrawEmptyRectangleWhite
5 = DrawEmptyRectangleInvert
6 = DrawFilledRectangleBlack
7 = DrawFilledRectangleWhite
8 = DrawFilledRectangleInvert
9 = DrawRectOutlineBlackFillWhite
10 = DrawRectOutlineWhiteFillBlack

x1 = First x coord (for rectangles this is TOP LEFT corner)
y1 = First y coord (for rectangles this is TOP LEFT corner)
x2 = Second x coord (for rectangles this is BOTTOM RIGHT corner)
y2 = Second y coord (for rectangles this is BOTTOM RIGHT corner)
Scrl_UpdateLCD = Toggle LCD update 0 = No, 1 = Yes

And the syntax for Celtic III/DCS7's program status routines
Quote
det(0,"FILENAME",[function_number])

Performs an action with a file given the function_number
provided. If function_number is...
 
0 = Archive/unarchive a file. The output will be zero if it
      has been unarchived. Some other number if archived.
1 = Lock/unlock a file. The output is 0 if unlocked, 1 if
      it is locked, 2 if you attempted this on an appvar.
2 = Program to appvar and vice versa. A "1" will be output
      if the operation was a success.
3 = Hide/unhide a file. Outputs 0 if the file is visible,
      1 if it is now hidden.
4 = Delete. Just. Deletes a file. Not undoable. Be careful
      on how you use this.
5 = Create. Creates a zero-sized file with the name you
      choose. There so you can insert your own stuff in it.
6 = Prog to string. Outputs the entire program file into
      a string so you can paste it into some other file.
7 = Output stats. Somewhat complicated. It outputs three
      letters followed by five digits indicating its size.
      Those three letters will tell you a lot about the file
     
      1st letter: A= archived, R= in RAM
      2nd letter: H= hidden,   V= visible
      3rd letter: W= writable, L= locked (uneditable)
     
      Naturally, archived files are uneditable.
      To get just the size of the file, do this:
      expr(sub(det(0,"FILENAME",7),4,5))
     
If you omit the function number, the command defaults to
the archive/unarchive function. Useful for saving bytes.
Edit: Forgot to mention that "FILENAME" is the program's name without the prgm token. For example, prgmA would be "A".

I'd be happy to help with libs if you need any help, cuz I've got a fair amount of Hybrid BASIC experience.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 15, 2010, 10:50:09 pm
Yeah true, if you use xLIB for sprites you could use it for rectangles too, plus you can even make rectangles display all at once, unlike with Codex, and much faster too. I haven't used xLIB in 3.5 years, though, so I kinda forgot some syntax. I always had trouble remembering it anyway x.x
Title: Re: YEONG RPG
Post by: FinaleTI on October 15, 2010, 10:57:59 pm
Yeah, plus if you're using Celtic III/DCS7 you can use hex sprites instead of using pics.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 15, 2010, 11:02:01 pm
I kinda like pics though, since it's much easier to store the sprites. No need to convert from image to hex and the like. If you don't fill an entire pic it wastes some space, though.
Title: Re: YEONG RPG
Post by: FinaleTI on October 15, 2010, 11:06:03 pm
True, but hex sprites can be dynamic without necessarily requiring multiple versions of it to be stored. Plus, you could convert to the hex to tokens until you needed to display it, effectively cutting the data size in half.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 15, 2010, 11:56:17 pm
Yeah true. I guess it depends of people, really. I always prefered to work with pics, personally, because I save so much time.
Title: Re: YEONG RPG
Post by: Yeong on October 16, 2010, 02:49:58 pm
I don't know..
This is my first tme doing hybrid BASIC...
Can u explain me more about that Hex Sprite thingy?
Title: Re: YEONG RPG
Post by: meishe91 on October 16, 2010, 05:13:21 pm
I don't really know how to describe what they are. But basically each row of four pixels is represented by a hexadecimal number (1-F). This works since there is a total of only sixteen possible combinations. I actually asked about hex sprites in a different topic. I'll find it real fast.

Edit:
Here (http://ourl.ca/4717) it is.
Title: Re: YEONG RPG
Post by: FinaleTI on October 16, 2010, 07:32:33 pm
Here's (http://ourl.ca/3169/58559) a simple tutorial that should explain it. This (http://www.ticalc.org/archives/files/fileinfo/389/38904.html) is a good program for making hex sprites.

You should use Celtic III or DCS7 (http://www.ticalc.org/archives/files/fileinfo/430/43068.html) with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.

To use hex sprites with Celtic/DCS, you can use the identity(5 function:
Quote
identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)

Works just like the xLIB command real(1,...) except that
the Pic and the coordinates on that Pic file are not
defined.

Instead, a string consisting of hex digits is used to
define the sprite as inline data. For example, if you
wanted to draw a black 8*8 block at the top-left corner of
the screen with XOR logic and drawn immediately...
 
identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1)
 
Useful for those that want to display sprites without the
use of bulky image files.
 
For large sprite, each byte goes LEFT first, then DOWN,
so specifying "8FF0180000180000180FF01" would relate to
such a perfect box 3 bytes wide and 4 pixels down.
 
 
 
 
 
 
 
Note that any missing arguments will default to the value
of zero (0) instead of 32 as in xLIB.

Edit: Ninja'd....
Title: Re: YEONG RPG
Post by: shmibs on October 16, 2010, 07:35:02 pm
EGAD! I AM CHOOSEN! =D
this is WONDERFUL!

it looks like you've put a lot of work into this already, so rewriting things would be tiresome. however, switching to Doors/Xlib would really be worth your time as you would save time, increase speed, and gain a larger audience that's willing to use it. if you have any questions in particular, don't hesitate to ask. good luck!
Title: Re: YEONG RPG
Post by: meishe91 on October 17, 2010, 05:01:10 pm
Here's (http://ourl.ca/3169/58559) a simple tutorial that should explain it. This (http://www.ticalc.org/archives/files/fileinfo/389/38904.html) is a good program for making hex sprites.

You should use Celtic III or DCS7 (http://www.ticalc.org/archives/files/fileinfo/430/43068.html) with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.

To use hex sprites with Celtic/DCS, you can use the identity(5 function:
Quote
identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)

Works just like the xLIB command real(1,...) except that
the Pic and the coordinates on that Pic file are not
defined.

Instead, a string consisting of hex digits is used to
define the sprite as inline data. For example, if you
wanted to draw a black 8*8 block at the top-left corner of
the screen with XOR logic and drawn immediately...
 
identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1)
 
Useful for those that want to display sprites without the
use of bulky image files.
 
For large sprite, each byte goes LEFT first, then DOWN,
so specifying "8FF0180000180000180FF01" would relate to
such a perfect box 3 bytes wide and 4 pixels down.
 
 
 
 
 
 
 
Note that any missing arguments will default to the value
of zero (0) instead of 32 as in xLIB.

Edit: Ninja'd....

You know, I also have a Sprite Maker that exports the hex here (http://ourl.ca/6631/109089) that has a lot more features ;) (Sorry, tifreak!)
Title: Re: YEONG RPG
Post by: Yeong on October 18, 2010, 07:09:48 am
So... DSC7 is faster than xLib?
And..If I want to make a hex sprite, I have to draw them as a binary and convert to hex?
another question: How about the 16x16 sprites?
Title: Re: YEONG RPG
Post by: Yeong on October 18, 2010, 07:27:39 am
So.. Can you give me some useful DCS7 Functions that'll be helpful for making a hybrid BASIC game?
(i.e. tilemap, display pic, etc)
Title: Re: YEONG RPG
Post by: ztrumpet on October 18, 2010, 07:56:17 am
Here you go: http://www.cemetech.net/programs/index.php?mode=file&path=/text/calcinfo/dcs_sdk.zip ;D

Edit:  Also, please use the Modify or Quick Modify button to edit your post instead of double posting. ;)
Title: Re: YEONG RPG
Post by: Yeong on October 18, 2010, 07:57:18 am
Aaaaah!!
So many functions! :D
Title: Re: YEONG RPG
Post by: Yeong on October 18, 2010, 09:21:35 am
can u do char animation with hex sprites?
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 18, 2010, 03:01:22 pm
So... DSC7 is faster than xLib?
Not very faster, but some stuff have noticeable speed increase, like scrolling.

Also as Ztrumpet said, for posts that are not project updates/progress you need to use the EDIT button to avoid double-posting within short amount of times.
Title: Re: YEONG RPG
Post by: meishe91 on October 18, 2010, 04:02:41 pm
So... DSC7 is faster than xLib?
And..If I want to make a hex sprite, I have to draw them as a binary and convert to hex?
another question: How about the 16x16 sprites?

If you want to do it the hard way and by hand, yes. You technically draw them in binary and then convert them into hexadecimal. But if you use my Sprite Maker, or another one, all you do is type the image out and then when you are happy with what you have you hit the output button and you will get the hexadecimal code for your sprite. My Sprite Maker supports making sprites of almost any size (anything able to fit on the screen) and also has a lot of features. So 16*16 sprites are easy too, you just set the dimensions and on you're on your way.
Title: Re: YEONG RPG
Post by: Yeong on October 18, 2010, 07:59:38 pm
One more question about hex thingy. Does it support greyscale, if it does, can you tell me how to make one?
If possible, I want to switch them to greyscale.(2~3 layers)
Title: Re: YEONG RPG
Post by: Yeong on October 20, 2010, 09:34:00 am
I finally started to prgm battle engine! :D
I'll post gif later.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 20, 2010, 03:30:32 pm
I am not too sure if using grayscale in your early non-Axe RPG projects would be a good idea, though. With xLIB you will get a max of about 3 frames per second with everything optimized in your walking engine, if you use grayscale.

Regardless of if you use gs or not, good luck, though. Can't wait to see new progress :)
Title: Re: YEONG RPG
Post by: Yeong on October 26, 2010, 08:00:53 pm
Hooray! finished 1v1 battle engine! :D
But I can't think of any design for 2v2 battle...
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 27, 2010, 03:29:38 am
Nice to hear! Will you post a picture soon?

As for 2v2 do you mean you have trouble writing the engine, or do you just need an idea on the battle layout, character placements and GUI?
Title: Re: YEONG RPG
Post by: Yeong on October 27, 2010, 08:56:44 am
I need layout
Screenshot:
Title: Re: YEONG RPG
Post by: Aichi on October 27, 2010, 09:16:05 am
It is looking great so far! Now I look forward to new progress.  :)
Keep up this super work.
Title: Re: YEONG RPG
Post by: ztrumpet on October 27, 2010, 05:20:38 pm
Nice job! ;D  It looks great. :)
Title: Re: YEONG RPG
Post by: ASHBAD_ALVIN on October 27, 2010, 05:22:38 pm
Wow!

That's the best BASIC RPG screenier I've seen in a long time -- I'd even compare it to reign of legends 3 (a very epic yet ancient calc RPG)
Title: Re: YEONG RPG
Post by: yunhua98 on October 27, 2010, 05:23:43 pm
that looks great!  can't wait, if this gets bigger, maybe it can have its own subforum?

btw, Aichi, like your new avatar.  ;)
Title: Re: YEONG RPG
Post by: ASHBAD_ALVIN on October 27, 2010, 05:24:27 pm
same -- casio prizm craze ;D
Title: Re: YEONG RPG
Post by: ztrumpet on October 27, 2010, 05:25:01 pm
reign of legends 3 (a very epic yet ancient calc RPG)
Did you know that was made by DJ?  Of course it's awesome if it's made by him! :)
Title: Re: YEONG RPG
Post by: ASHBAD_ALVIN on October 27, 2010, 05:26:24 pm
yeah -- I realized that after I had beaten the game ;)
Title: Re: YEONG RPG
Post by: DJ Omnimaga on October 27, 2010, 11:42:33 pm
I wish xLIB was out when I made that game. X.x. Of course with matrices I might have ran into memory problems, though...

Anyway nice screenshot Yeong. Unfortunately I don't have much layout idea, though. :(
Title: Re: YEONG RPG
Post by: meishe91 on October 28, 2010, 08:10:26 pm
Looking good still! However, is it possible to keep that one mountainous spot from going blank for so long? It just seems a bit off to me. But keep up the good work :)
Title: Re: YEONG RPG
Post by: Yeong on October 28, 2010, 08:43:36 pm
I'm trying to get rid of it, but I forgot where did I put it! :(
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 02, 2010, 04:11:20 pm
Any luck/progress so far with this game? Feel free to post code in the BASIC forum if you need any help by the way.
Title: Re: YEONG RPG
Post by: Yeong on November 04, 2010, 07:19:15 am
Due to the rand calc reset, about half of the files are gone... :(
I backed it up, but it was long time ago...
So I'm thinking about not giving up and try with axe this time since the games started to get slower even with the optimization anyway. One question: how do you draw rectangle while still keeping a picture on screen?
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 04, 2010, 04:57:13 pm
Aw sorry to hear about the data loss. I would recommend doing backups more frequenlty somewhere else like a flash drive and a computer, in case. I hope you still continue the game, though. As for rectangles I forgot, I'll check later if I don't forget, but it involves having to do Fix 4 or something, so the text is drawn on the buffer instead of the LCD, else displaying stuff is a major PITA when text is displayed as well.
Title: Re: YEONG RPG
Post by: FinaleTI on November 04, 2010, 05:15:54 pm
Due to the rand calc reset, about half of the files are gone... :(
I backed it up, but it was long time ago...
So I'm thinking about not giving up and try with axe this time since the games started to get slower even with the optimization anyway. One question: how do you draw rectangle while still keeping a picture on screen?
Sorry to hear about the reset.

Making an RPG in Axe isn't all that easy, but if you stick with it, I'm sure you can do it. ;D
One suggestion though, simplify the battle engine as much as you can, because it can crush you and your soul if you make it too complicated.
Don't be afraid to post code, too. It could help a lot in the long run, as you can get help with it, plus you have a backed up copy of it.
Title: Re: YEONG RPG
Post by: Yeong on November 08, 2010, 07:22:31 am
So..I programmed walking, but there's a problem:
1. It walks too fast!(Wow. Axe is sure fast)
2.Character keeps blinking
3.Have no idea how to do collition course.

Can you guys help me?

I'll post my code:
Code: [Select]
:.DEMO
:prgmA0000001 //Tilemap Sprite
:prgmA0000003 //Character Sprite
:[060606060606060606060606 -> GDB1
:[060606060606060606060006
:[060606060606060602020206
:[060606060606060602020206
:[010101010301010101010101
:[010101010301010101010101
:[060606060606060606060606
:[060606060606060606060606
:0->A->B->C
:Repeat getKey(15)
:sub(MP
:Pt-Off(A,B,C*8+Pic201
:DispGraph
:If getKey(2) and (A!=0)  //!=  not equal sign but I don't know how to write it, so...
:2->C
:A-8->A
:Pause 100
:End
:If getKey(3) and (A!=88) 
:3->C
:A+8->A
:Pause 100
:End
:If getKey(4) and (B!=0) 
:1->C
:B-8->B
:Pause 100
:End
:If getKey(1) and (B!=56)
:0->C
:B+8->B
:Pause 100
:End
:End
:Lbl MP
:For(Y,0,7
:For(X,0,11
:Pt-Off(X*8,Y*8,{Y*12+x+GBD1}*8+Pic101
:End:End
:DispGraph

More Info: Pic101
00=Tree
01=Water
02=Grass
03=Bridge(V)
04=Bridge(H)
05=Ground
06=Nothing

Pic201 is in this order:
Front,Back,Left,Right
Title: Re: YEONG RPG
Post by: jnesselr on November 08, 2010, 07:51:36 am
Remove the MP at the end of the Lbl MP block and replace it with a return. That should help the blinking.
Title: Re: YEONG RPG
Post by: FinaleTI on November 08, 2010, 02:52:21 pm
Remove the MP at the end of the Lbl MP block and replace it with a return. That should help the blinking.
Do you mean to remove the DispGraph? Because removing the DispGraph at the end of the Lbl MP block, should do the trick.
I'll look at the collision later.

Edit: One away. >:D
Title: Re: YEONG RPG
Post by: Yeong on November 08, 2010, 09:13:12 pm
I'll look at the collision later.

Edit: One away. >:D
Thank you!
BTW, the tilemap ID might change. But I'll make walkable tiles after unwalkable so it would be easier to make collition detection thingy.
EDIT: FinaleTI, where's ur old avatar? it looked cool ;D
Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 06:48:56 pm
So I'm trying to code battle engine(again) using axe, but I don't get
1. The function/prupose of L1~L6
2. How to store list externally

need help?
Title: Re: YEONG RPG
Post by: squidgetx on November 17, 2010, 06:53:34 pm
Ironically the answer to your first question is sort of the answer to your second.

L1-L6 are pointers to some free RAM that you can use for whatever you want.
usually you want to use L1; for example if you wanted to store some numbers in L1, you would write number->{L1+somenumber} where somenumber is the offset (remember L1 is just a pointer. If it was pointing to address 100, you could access 100, 101, etc by doing L1+1, L1+2, etc. While you could use the decimal equivalent (I think it's around 30000, it's easier to use the token L1 :P)
Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 06:56:59 pm
so...

L1->{1,2,3,4,5,6,7,8,9...
Disp L1+3>Dec=3

like this? or is it other syntax?
Title: Re: YEONG RPG
Post by: squidgetx on November 17, 2010, 06:59:34 pm
Sorry, I wasn't super clear :P

L1,L2, are really just numbers pointing to some memory address in RAM

Example 1->{L1}
Or, to copy data to L1, you'd have to define it first:
Code: [Select]
Data(0,1,2,3,4,5,6)->GDB1: Copy(GDB1,7,L1)To display the list above, you would then write
Code: [Select]
For(A,0,6):Text(0,,{L1+A}>Char):EndThe way this is different form just using the original list pointed to by GDB1, is that you can also edit the values of data in L1. Think of it like a whole lot of extra variables. Using them as variables is slightly different in that you need the curly brackets: ie to increment whatever value is in {L1+0}, you would write
Code: [Select]
{L1}+1->{L1}
The documentation does a pretty good job of explaining it if you don't get what I mean :P
Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 07:01:21 pm
oh now it looks clear to me.
Thanks!
Oh. BTW is there any 16x16 axe sprite editor?
Title: Re: YEONG RPG
Post by: squidgetx on November 17, 2010, 07:05:56 pm
I have a 3lvl gray masked one :P here (http://ourl.ca/7776) but I don't know of any 4lvl or monochrome ones
Title: Re: YEONG RPG
Post by: Xeda112358 on November 17, 2010, 07:06:02 pm
Yes, in Axe, variables like Str, Pic, GDB and L1~L6 are just numbers.They are not pictures or lists or GDBs or what ever. They are just used as numbers to point to where data is stored. In a way, this is like using a list as squidgetx said.
Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 07:08:09 pm
I don't even know how to prgm greyscale... :(
I'll just stick around with monochrome until I really learn how to do it(Trying to learn by looking at one of the sample prgm of axe)
Title: Re: YEONG RPG
Post by: squidgetx on November 17, 2010, 07:12:38 pm
Yeah, looking at the user guide will help a lot..I think it explains free ram and stuff much better than I did :P

Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 07:14:02 pm
I read the user guide already
I'm requesting help for the stuffs that I can't understand even if I read it repeatedly(is it a word?)
Title: Re: YEONG RPG
Post by: FinaleTI on November 17, 2010, 07:39:32 pm
Here's my variable size hex sprite grabber. It takes a sprite from the graph screen. I made it so I could recall pictures, then grab sprites off the screen. It's written in TI-BASIC and requires Celtic III/DCS7 to run.
Just run prgmAHEX2 and then input the height and width of your sprite. I didn't implement boundaries for moving the cursor around, so be careful not to go off the screen. Press 2nd when the cursor is over the sprite to convert it. The result is in Str1 with a leading space.
I'll see about making my hex utilities more user-friendly and uploading them another time.

It's monochrome, btw.
Title: Re: YEONG RPG
Post by: ztrumpet on November 17, 2010, 08:19:51 pm
Here's what I use: http://ourl.ca/4832/94254
Keep in mind that this was made a while ago, so you have to write the hex down by hand and then put it in your program. :)
Title: Re: YEONG RPG
Post by: Yeong on November 17, 2010, 08:34:57 pm
oh it's ok.
I've been drawing sprite in graph paper and transfering with hex myself anyway.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 18, 2010, 09:17:02 pm
Also grayscale data is twice larger so as a first project, you should try to stay with smaller stuff in case you quickly run out of memory (well you can use archive, but it's best to not go too large either if it's your first Axe game).

That said I'm glad this is still alive. :)
Title: Re: YEONG RPG
Post by: Yeong on November 22, 2010, 08:11:20 pm
Oh this is still alive until I say it's dead. ;D
I'll post here whenever I'm done with battle engine.
Title: Re: YEONG RPG
Post by: squidgetx on November 22, 2010, 08:13:26 pm
good luck with the battle engine, especially if it's in Axe. If it is, beware of possible number overflows (at any point during damage calculations, the number that is being worked with can't be higher than 65535)
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 22, 2010, 11:23:32 pm
Oh this is still alive until I say it's dead. ;D
I'll post here whenever I'm done with battle engine.
Ah cool! Don't give up and feel free to use the forum help section to search/ask help when needed. I'm looking forward for this. :)
Title: Re: YEONG RPG
Post by: Yeong on November 24, 2010, 09:21:52 am
This forum seems empty so I'll post some character info

YEONG
Speciality: Physical Strength

Hero of this game. Naive and hot tempered, he usually seems to take action without thinking. He set on a journey to defeat evil witch Malore once and for all. His main weapon is sword.

AMELIA
Speciality: Elemental Magic

She attends same school as Yeong, even though he doesn't seems to relize it. She is a class genius who use magic. She joins the party after Yeong saves her from evil Vice Principal. Her main weapon is rod.

LOGAN
Speciality: Speed

He's Yeong's friend. He's also known as the "guy with great heist." His main weapon is dagger.

CODY
Speciality: Vast amount of HP

He's fat and lazy. He joins the party after Yeong helps him out of the trap. His main weapon is punch glove.
CICIL
Speciality: Healing Magic

She's the 11-year-old brat who already received the doctorate degree in medical science. Her main weapon is staff.

NIC'KAL
Speciality: Accuracy

He's the native american who had been "chosen" by their tribe god. Cicil makes fun of him every time. In fact, he's the chief's son. His main weapon is bow.

SMARTY
Speciality: Upgrade

He's just a plain genious. His weapon is good ol' toolbox.

ARIAL
Speciality: Support Magic

She's the daughter of prophet of mystical land of aquarious. She can either buff or deadly status magic depends what user choose.  Her main weapon is wand.
Title: Re: YEONG RPG
Post by: Munchor on November 24, 2010, 12:19:01 pm
(http://img.removedfromgame.com/imgs/1287111876-Screenshot.gif)


It's the first time I see this project topic :S

Very nice, like it a lot, and good luck!
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 24, 2010, 07:39:02 pm
Nice character stuff Yeong! Glad to see more info being posted :)

Keep up the good work!
Title: Re: YEONG RPG
Post by: turiqwalrus on November 24, 2010, 07:58:57 pm
maybe try to mask the sprite. the character has a whitespace surrounding him
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 24, 2010, 11:11:40 pm
Yeah that might be a good idea. I think that might be a bit slow for basic/xLIB, though.
Title: Re: YEONG RPG
Post by: FinaleTI on November 25, 2010, 10:41:26 am
Yeah that might be a good idea. I think that might be a bit slow for basic/xLIB, though.
Masking isn't too much of a slow down with xLib. In fact, that's what I'm doing in Sky's Story. I draw the map layer, and then mask and OR the player, and there isn't too much of a difference then when i just use overwrite.
Title: Re: YEONG RPG
Post by: Yeong on November 25, 2010, 12:06:55 pm
Maybe I failed to mention it, but I'm switching over to Axe(The reason why programming battle engine takes forever because I'm trying to figure out how to store list to appvar)
EDIT: That video that SD posted was long time ago stuff
All my stuffs were gone so I started new one from scratch with Axe
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 25, 2010, 09:13:28 pm
Ah ok I see. I never experimented with masking but I worried that drawing many sprites per frame slowed things down. I'm glad it doesn't.

Maybe I failed to mention it, but I'm switching over to Axe(The reason why programming battle engine takes forever because I'm trying to figure out how to store list to appvar)
EDIT: That video that SD posted was long time ago stuff
All my stuffs were gone so I started new one from scratch with Axe
Ah ok I see. If you don't feel comfortable with the code size limit in Axe, remember that you still can split your Axe game in sub programs and use a BASIC launcher with XCOPY or Resource and call routines when needed. In any case, though, make sure most stuff including enemy data and NPC convos are stored as data, not hard-coded. That way your code is smaller.
Title: Re: YEONG RPG
Post by: Jonius7 on November 26, 2010, 12:52:13 am
Oh! It was going so well! Hopefully with Axe you'll be able to get your code to a smaller size!
Good Luck!
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 26, 2010, 01:07:49 am
Just please make frequent backups, though. Axe can crash a lot more often since there's no error checking at all during execution.
Title: Re: YEONG RPG
Post by: Yeong on November 27, 2010, 04:51:30 pm
does anyone know if axe apps can exceed 16384 bytes if it needs more space?
Title: Re: YEONG RPG
Post by: FinaleTI on November 27, 2010, 05:31:18 pm
Currently, no.
You'll have to use appvars or other external vars for more space.
Title: Re: YEONG RPG
Post by: Yeong on November 29, 2010, 08:30:54 pm
Currently, no.
You'll have to use appvars or other external vars for more space.
D: Seriously?
I started Axe because I thought it could exceed 16384 bytes.... Well then, I'm either going back to xLib or wait until Axe can handle this problem(?)
But my project isn't dead yet! :D Imma finish before I finish my Junior year in High School
Title: Re: YEONG RPG
Post by: DJ Omnimaga on November 30, 2010, 03:44:11 am
You can store the data to external appvars or programs and archive those. Then you can keep the entire 16 KB for code. Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program. Don't give up on the project, though. It looks great. :)
Title: Re: YEONG RPG
Post by: FinaleTI on November 30, 2010, 03:40:12 pm
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...
Title: Re: YEONG RPG
Post by: Yeong on November 30, 2010, 09:17:33 pm
For this RPG, I'll just program in xLib again(sigh...all the sprites I have drawn...)
At least, I got my walking engine again :D
Imma remodel my battle engine so it would looks like a battle in Lufia 3: The legend Returns

(P.S. This is halted until I finish R.P.G. RPG)
Title: Re: YEONG RPG
Post by: DJ Omnimaga on December 01, 2010, 04:23:56 am
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...
Nope, because of the executable code limit, unless there's a way to clear it all between program launches? The launcher would have to be BASIC, since upon exiting ASM programs ran with Asm(), the TI-OS clears the code from the 8192 bytes place where it's ran.

Is it even possible to run sub-programs from an Axe program, anyway?
For this RPG, I'll just program in xLib again(sigh...all the sprites I have drawn...)
At least, I got my walking engine again :D
Imma remodel my battle engine so it would looks like a battle in Lufia 3: The legend Returns

(P.S. This is halted until I finish R.P.G. RPG)
I see, sorry to hear that Axe did not suit your needs. Good luck whatever you decide.
Title: Re: YEONG RPG
Post by: FinaleTI on December 01, 2010, 06:00:32 am
Alternatively you can split the game in sub-programs in Axe and run them using a BASIC program.
You could use an Axe program as a launcher instead...
Nope, because of the executable code limit, unless there's a way to clear it all between program launches? The launcher would have to be BASIC, since upon exiting ASM programs ran with Asm(), the TI-OS clears the code from the 8192 bytes place where it's ran.

Is it even possible to run sub-programs from an Axe program, anyway?
It's possible to run programs from an Axe program, and in fact, I'm doing that for Nostalgia in an effort to circumvent the code limit.
You need to use Hex Asm to do it though.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on December 01, 2010, 06:09:50 am
Oh ok you use assembly to do it. Is there a tutorial somewhere or something? If not, maybe you should write a small one so RPG coders aren't hindered as much by the code limit in the future? Not a hurry, though.
Title: Re: YEONG RPG
Post by: FinaleTI on December 01, 2010, 06:29:32 am
Yeah, I have to perfect my system, but it uses Hex Asm to launch the program, and I use Builderboy's multi-page program maker thing to let me have more than 8kb of executable code in my program if I need. I'm not sure how much RAM will need to be free to play this, but I'm hoping not more than 10kb.
Title: Re: YEONG RPG
Post by: squidgetx on December 01, 2010, 07:06:41 am
Continuing the slightly offtopic discussion, yeah, I'm using that method as well. It's actually just a very short asm() command, (4 bytes, I think?) that takes the pointer to the program's name. You can just copy the program from an appvar in archive to a temp program in RAM and run it. I'm using that for small-ish things like my stat screen and the name-input screen for Ash.
Title: Re: YEONG RPG
Post by: DJ Omnimaga on December 01, 2010, 02:03:48 pm
Yeah, I have to perfect my system, but it uses Hex Asm to launch the program, and I use Builderboy's multi-page program maker thing to let me have more than 8kb of executable code in my program if I need. I'm not sure how much RAM will need to be free to play this, but I'm hoping not more than 10kb.
Ah right I see, I guess it is useful, then, unlike what someone said in Builderboy's topic.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on December 13, 2010, 07:11:01 pm
Imma post some info up here even though I paused the project for few weeks:

-There will be one secret character that you cn get by doing all the quest in entire game before final boss.

-Yeong and his party will save the world against the evil witch Malore.

-The dream that Yeong had at intro screenie is related to some serious event
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on December 14, 2010, 02:37:45 pm
I like the secret character idea. Will there be a bonus dungeon opening where you have to use him or something? That would be nice. What will the character do in particular?

I hope you resume this soon. What is EOC by the way? ???
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: nemo on December 14, 2010, 02:43:07 pm
I like the secret character idea. Will there be a bonus dungeon opening where you have to use him or something? That would be nice. What will the character do in particular?

I hope you resume this soon. What is EOC by the way? ???

End Of Christmas i think.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on December 14, 2010, 03:00:59 pm
Ah maybe it's that. I didn't thought about it. :P
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on December 15, 2010, 06:46:44 pm
EOC= End of Course
State test in High school...

The secret character is the "ops" char but getting him will be really hard
His presence is just like using boomerang against the final boss in LoZ:LA

Random quote from YEONG RPG:
"WTF? No TV? Then how do I watch Spongebob!!!" - Cecil
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on December 16, 2010, 04:07:30 am
I see now. Well good luck with classes.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on December 27, 2010, 08:47:46 am
Some plan changes
-It will have a scrolling tilemap once I figure out the bug
-IDK if i already mentioned it,but the battle system will be similar to Lufia 3
-Char's level cap will increase from lv 30 to lv 99 (Stat rebalancing...No.....)
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on December 27, 2010, 06:06:47 pm
Cool, I never played Lufiat 3, though, only the first two. Is it gonna be xLIB, still?
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on December 27, 2010, 06:41:06 pm
yea, sill xLib
I hope something better tilemapper come out
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on December 27, 2010, 07:23:06 pm
I could try to help with scrolling xLib tilemaps if you'd like, as I use that xLib command quite a bit.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on December 27, 2010, 07:52:34 pm
can I hav a code?
*Yeong is too lazy to think of its logic
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on December 27, 2010, 07:53:34 pm
I'll see what I can whip up.

Edit: Alright, here's what I got.
A is your X position in the map and B is your Y position.
The map is stored in [A]. (I can change all this to whatever you might need.)
This example uses tiles from Pic0, but that can be changed as well.
The code prevents you from moving onto a non-zero space in the map, but I can change this to support multiple walkable tiles if you'd like.
The code also prevents you from moving outside the matrix.
I used DCS7 to write this, and DCS and Celtic allow stuff like real(8)→K, while xLib can only do real(8):Ans→K.

Here's the code:
Code: [Select]
real(7,0 // Turns off run indicator
real(0 // Clears screen
0→A:Ans→B // Sets your position in the map. The minimum is (0,0), not (1,1) like in the TIOS
dim([A]→L6 // Stores the map size into L6
{0,0,L6(2)-12,L6(1)-8→L6 // Creates map boundaries
Repeat real(8)=15 // Repeats until CLEAR is pressed.
real(2,0,A,B,0,0,0,12,0,8,0,0,8,0 // Draws map without updating screen
real(1,40,32,1,8,0,0,8,0,0,1 // Draws character and updates screen
Repeat real(8 // Waits for keypress
End
A+(real(8)=3 and 0=[A](B+5,A+7))-(real(8)=2 and not([A](B+5,A+5→A // Handles horizontal movement
If A≥L6(4 // Handles horizontal map bounding
L6(4→A
If A≤L6(1
L6(1→A
B+(real(8)=1 and 0=[A](B+6,A+6))-(real(8)=4 and not([A](B+4,A+6→B // Handles vertical movement
If B≥L6(4 // Handles vertical map bounding
L6(4→B
If B≤L6(2
L6(2→B
End // End of Repeat real(8)=15 loop
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 02, 2011, 06:59:35 pm
i want multiple walkable tiles, with the tiles that are unwalkable if tile# is past 25
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on January 02, 2011, 07:08:28 pm
Kay, this should work.
Code: [Select]
real(7,0
real(0
0→A:Ans→B
dim([A]→L6
{0,0,L6(2)-12,L6(1)-8→L6
Repeat real(8)=15
real(2,0,A,B,0,0,0,12,0,8,0,0,8,0
real(1,40,32,1,8,0,0,8,0,0,1
Repeat real(8
End
A+(real(8)=3 and [A](B+5,A+7)<26)-(real(8)=2 and [A](B+5,A+5)<26→A
If A≥L6(4
L6(4→A
If A≤L6(1
L6(1→A
B+(real(8)=1 and [A](B+6,A+6)<26)-(real(8)=4 and [A](B+4,A+6)<26→B
If B≥L6(4
L6(4→B
If B≤L6(2
L6(2→B
End
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 02, 2011, 07:11:23 pm
erm..If I read it correctly, the char ALWAYS will be on the center of the map, right?
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on January 02, 2011, 07:13:42 pm
Yes. Did you want something else?
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 02, 2011, 07:15:45 pm
The one i was programming was about char moving to edge of the screen once the char reach the certain point of the map..and turned out to be epic fail.(xLib created the strange glitch of not displaying that one row)
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on January 02, 2011, 07:17:16 pm
I think I can manage something to that effect. Without the glitch, of course.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 02, 2011, 07:18:13 pm
Thanks in advance. I was trying to fix it but I couldn't
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: FinaleTI on January 02, 2011, 07:50:25 pm
Done. This should be what you're looking for.
You can still adjust the map and sprites like I said in my first post.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on January 04, 2011, 01:47:28 am
The one i was programming was about char moving to edge of the screen once the char reach the certain point of the map..and turned out to be epic fail.(xLib created the strange glitch of not displaying that one row)
If you do this, have it so the char remains centered or close when the map needs to scroll, because I saw some games having the character be at the very edge of the screen when scrolling and it gets hard to see where you're going. I prefer to see where I am going.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: turiqwalrus on January 06, 2011, 08:32:14 pm
I'm happy this is making some progress. This is one of the programs I'm seriously tracking(besides Contra), so I'll be happy when it comes out.

No pressure, though.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 07, 2011, 04:23:09 pm
The one i was programming was about char moving to edge of the screen once the char reach the certain point of the map..and turned out to be epic fail.(xLib created the strange glitch of not displaying that one row)
If you do this, have it so the char remains centered or close when the map needs to scroll, because I saw some games having the character be at the very edge of the screen when scrolling and it gets hard to see where you're going. I prefer to see where I am going.
That's what I had in mind and programming like that. But xLib had to ruin(or is it me) it. I'll just have to use FinaleTI's FFFF if I really can't figure it out(imma use it anyway to compare)
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: DJ Omnimaga on January 08, 2011, 08:38:35 pm
You can ask for help in the TI-BASIC sub-forum, actually. Him and a few others could help.
Title: Re: YEONG RPG(HALTED UNTIL AFTER EOC)
Post by: Yeong on January 11, 2011, 05:57:42 pm
This is some progress(No screenshits screenshots until I find mah cable)
-completely redesigned maps (it's on mah note) because imma use scrolling map
-first try on battle engine, but failed epicly

This is not dead, it's just that the progress is too slow that i have nothing to post yet
Title: Re: YEONG RPG (Resumed)
Post by: Yeong on January 30, 2011, 11:54:13 am
i am necroposting mah own thread...but however since I was released from that stupid EOC and ground now, im back into business(?)
I will post mah works soon but I have to find mah cable now...
Added stuff-
*Added magic
*Still working on a battle engine(it's pain.... 9 v 4)
Title: Re: YEONG RPG (Resumed)
Post by: DJ Omnimaga on January 31, 2011, 02:13:30 pm
I'm glad to see you again :D. I was wondering where you went. Glad to see the project is still alive, too.

Also are battles really 9v4? That sounds like an hard task to accomplish. I tried 3v3 before and it was already hard O.O
Title: Re: YEONG RPG (Resumed)
Post by: Yeong on January 31, 2011, 09:15:57 pm
i dont exactly know how to call it.
you DO have maximum of 9 characters, but u only get to use 3 each turn.
so you might call it 3v4.
currently im making a universial battle engine that can range between 1v1 to you know, so-called 9v4
Title: Re: YEONG RPG (Resumed)
Post by: DJ Omnimaga on February 01, 2011, 11:18:16 pm
Oh ok, 9 at once might have been overkill X.x

Good luck on the engine!
Title: Yeong RPG?
Post by: TonyArthur on February 09, 2011, 10:28:40 pm
I just checked and this thread is going on for a long time. I was feeling srry to Yeing about my little slip..
Is it any good? Or is it not finished yet?
Title: Re: Yeong RPG?
Post by: z80man on February 09, 2011, 10:37:07 pm
Just be careful with what you say. Online it is often hard to tell what people's intentions are when they post. For me the best way to communicate what I'm saying is with emoticons. :) Just be careful and don't do smiley spam  :(.  Also you're new here so there is still plenty to learn.

Edit: looks like the topic has been changed
Title: Re: YEONG RPG (Resumed)
Post by: ztrumpet on February 09, 2011, 10:39:10 pm
I went ahead and merged the topics, for the record. :D

Please try and post in the appropriate thread. :)
If you were worried about necroposting, it's fine as long as you have something constructive to say. ;D
Title: Re: YEONG RPG (Resumed)
Post by: Yeong on February 10, 2011, 05:25:37 pm
Finally I was able to finish my scrolling map engine!  :D
I'll post the screenshot in just a few days.
After I finish my battle engine, this will be done in 2~3 weeks!
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 11, 2011, 07:31:51 pm
Finally Screenshot came!
This is walking engine  :D
Title: Re: YEONG RPG (Up and Running)
Post by: Munchor on February 12, 2011, 03:28:39 pm
I like it very much yeong! The graphics are great! The scrolling is not smooth, but it's nice too :)
Title: Re: YEONG RPG (Up and Running)
Post by: FinaleTI on February 12, 2011, 03:37:48 pm
This is still xLib, right?
It looks fantastic! Keep up the good work!
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 12, 2011, 07:35:17 pm
Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)
Title: Re: YEONG RPG (Up and Running)
Post by: Munchor on February 13, 2011, 10:21:51 am
Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)

xLib! Is it gonna have greyscale?
I don't know if xLib supports it :S
Title: Re: YEONG RPG (Up and Running)
Post by: ztrumpet on February 13, 2011, 10:58:01 am
Yeah, it looks quite nice.  Great job! ;D
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on February 14, 2011, 01:28:16 am
Looks nice, is it 84+ speed? I wonder if it could be speeded up a bit? I remember tr1p1ea's demo ran at like 6 FPS after he optimized it once. I like the graphics by the way. :)

Yes, it's still xLib.
I found out that decreasing a size of map will get rid of that bug(extra column)

xLib! Is it gonna have greyscale?
I don't know if xLib supports it :S
xLIB supports grayscale, but not with scrolling. And the game would run twice slower too.
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 14, 2011, 07:53:53 am
well, this is wabbitemu with TI-83+ ROM so you could say that this is TI-83+ speed
Title: Re: YEONG RPG (Up and Running)
Post by: Munchor on February 14, 2011, 08:19:06 am
well, this is wabbitemu with TI-83+ ROM so you could say that this is TI-83+ speed

It's nice ;D
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on February 14, 2011, 11:57:24 pm
Cool to hear. :D
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 18, 2011, 08:59:01 pm
Ok. Here is some updated info about mah battle engine:
after lotsa redesigning battle screen, this is what I ended up at
(http://img.removedfromgame.com/imgs/battlelayout.jpg)

Front row will attack slightly stronger, but will take slightly more dmg/get hit more frequently
Side row 1 will do normal attack and defence
Side row 2 will do slightly less attack but get hit less often/less dmg taken
Couldn't upload the pic at the moment :(
Also, Top left, Top Right, and Left bottom spaces are "Lead" chars.
If all 3 of them faint, you lose the battle.
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on February 19, 2011, 03:46:14 am
Nice and you can change the battle formation, right? Also shouldn't both sides be equal? Otherwise I think you should have it so nearby enemies takes more damage/you take more while the others behind takes less and stuff like that. Or maybe have everything on the same side but do like ROL series: have 3 rows.
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 20, 2011, 01:41:48 pm
Well, the reason that side#2 take the least damage is that the monster is too focused on the lead char in front row so they get less focus on the side#2.
I was trying to explain this in-game but well lol ;D
And yes, you can switch the char around.
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on February 23, 2011, 01:45:51 am
Ah ok :D, I guess maybe I'll understand more with screenshots from the game (animated) :P
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on February 25, 2011, 07:29:54 am
Well, I'm planning to explain everything you have to know in-game so the text-skipper can only blame themselves.... >:D
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on February 28, 2011, 03:24:50 pm
Hmm, it's best to not explain too much in-game and have it in a readme, though, otherwise your game will become unnecessarily massive. X.x
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on March 01, 2011, 07:18:42 am
I know. But there's not much to know in-game. The only things that imma explain is battle system and dungeon system
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on March 03, 2011, 01:14:53 am
Ah ok. You could maybe do something like Final Fantasy games, too: Have a house in the first village where you can learn about battle tactics.
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on March 04, 2011, 08:13:05 am
Too classic. :P
In in-game, the old man will pop up now and then to explain you stuff.(This may be too classic, too XP)
Oops. I think i overleaked the info... :P
Title: Re: YEONG RPG (Up and Running)
Post by: DJ Omnimaga on March 07, 2011, 03:57:59 pm
Lol ok, it's up to you. I don't mind if it's too classic, personally, as I grew up with the FF series. :P
Title: Re: YEONG RPG (Up and Running)
Post by: Yeong on March 16, 2011, 11:48:07 am
I think imma stop this project for a while (again).
The reason is that I want to get that TCG game done first and mah calc has been unstable since I mezzed with DCS_Basic thingy(Lotsa random reset).
Title: Re: YEONG RPG (Halted again)
Post by: DJ Omnimaga on March 23, 2011, 02:41:46 pm
Do you mean a TCG game for the UTI contest? That would be nice. I hope you backed up your RPG progress, though, and that you're gonna finish it eventually.
Title: Re: YEONG RPG (Halted again)
Post by: Munchor on March 23, 2011, 02:54:45 pm
I hope you can continue this later :)
Title: Re: YEONG RPG(Back in Action!)
Post by: Yeong on November 01, 2011, 03:56:43 pm
*Bump*
Necropost!...jk
Well, maybe it IS necroposting, but since I think I'm good enough in axe to make this, so I'm continuing this now XD
Progress so far:
I just finished the fancier way of displaying numbers so...
screenshot of me messing with it.
(http://img.removedfromgame.com/imgs/numbertest.gif)
More screenies will come when I can get that warrior sprite D:
Title: Re: YEONG RPG(Back in Action!)
Post by: imo_inx on November 01, 2011, 04:17:24 pm
Add some bridge-monsters.
Title: Re: YEONG RPG(Back in Action!)
Post by: DJ Omnimaga on November 01, 2011, 04:35:00 pm
This looks nice, although the numbers seems a bit large. Is it gonna be 1v1 battles? Might be easier to start with that, and that would allow the use of those large numbers.

I would like to see this resumed for sure. :D
Title: Re: YEONG RPG(Back in Action!)
Post by: Yeong on November 01, 2011, 06:44:01 pm
My battle engine plan is this:
1st screen:

| 1 2 3 |
| 4 5 6 |
| 7 8 9 |

choose 3 from here... (that numbers represent character)
and then...

Screen 2:

| 3     E |
| 7     E |
| 2     E |

actual battle screen!
so it's basically like modified 3v3 battle.

also, when enemies attack, all 9 characters have a chance to get hit. :D

although the numbers seems a bit large.
D:
maybe should I just use a normal big text?
Title: Re: YEONG RPG(Back in Action!)
Post by: Yeong on November 07, 2011, 01:07:05 pm
Ok. This is official:
Yeong RPG WILL have a sound XD
At least, in tilemapping section.
I haven't tried it on battle scene yet. :D
Title: Re: YEONG RPG(Back in Action!)
Post by: hellninjas on November 07, 2011, 02:57:19 pm
EGAD! I HAVE NEVER SEEN THIS BEFORE! Looks nice! Can't wait for finished version!
Title: Re: YEONG RPG(Back in Action!)
Post by: Yeong on November 07, 2011, 05:09:40 pm
Now here's the sample program: You can listen to music AND make the dude walk at the same time. :evillaugh:
I don't know why sound messes up when the button is pressed though D:
Title: Re: YEONG RPG(Back in Action!)
Post by: TIfanx1999 on November 11, 2011, 08:57:21 am
Add some bridge-monsters.
Trolls live under bridges... :P

This looks pretty nice Yeong. =) Good luck with it!