Author Topic: RPGSK2 released!!  (Read 11283 times)

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Offline tifreak

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RPGSK2 released!!
« on: September 17, 2007, 04:22:00 am »
That's right, a second version of the RPG Starter Kit has graced the internet. This version gives programmers the ability to make true 4 way scrolling games with ascii characters. The maps can be any dimension, but they have to be greater than 9x17. Check out the developer's guid for more information on this set up.





Download here: http://omnimaga.unitedti.org/rpgsk2.zip

UPDATE 09/19/07 (Kévin): Added in TI Programming Tools section of the Calculator RPGs and Programming tools archives
« Last Edit: April 15, 2012, 04:26:24 am by DJ_O »
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Online DJ Omnimaga

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RPGSK2 released!!
« Reply #1 on: September 17, 2007, 04:25:00 am »
Now this give me a reason to stick to ASCII graphics and make Nemesiat 2 O_Oshocked2.gif

Offline Halifax

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« Reply #2 on: September 17, 2007, 08:13:00 am »
Wow great job tifreak8x. RPGSK2 is like the Unreal Engine of the TI community. :Ptongue.gif
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Offline bfr

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RPGSK2 released!!
« Reply #3 on: September 17, 2007, 10:09:00 am »
Awesome.   :thumbup:google.gif

But 9x17?  That's odd...I'd think the minimum would be something like 8x16.

vuurrobin

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RPGSK2 released!!
« Reply #4 on: September 17, 2007, 10:25:00 am »
I guess it needs the extra row and colom so it wont error or something.

anyway, great work.

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« Reply #5 on: September 17, 2007, 11:56:00 am »
Sweet! Now we can all make Pokemon!

Offline tifreak

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RPGSK2 released!!
« Reply #6 on: September 17, 2007, 12:27:00 pm »
Actually, I forgot what the numbers were... >.< you need... 4 rows to the left, 5 to the right... 3 to the top, and 4 to the bottom, on top of the actual map.
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Offline Jon

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« Reply #7 on: September 17, 2007, 05:07:00 pm »
not to rain on your parade with my assembly bigotry, but...dontcha think you could make it faster? you dont even have collision detection yet and its getting to be pretty choppy.

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« Reply #8 on: September 17, 2007, 05:13:00 pm »
IIRC an older screenshot of it ran almost twice faster. I think this is 83+ speed actually in the screenshot. Of course, smaller maps will be faster I'm sure. I think it's prbly at maximum speed almost though, considering how good is tifreak8x at programming BASIC, but we never know, I didn't even looked at the source yet

Offline Jon

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« Reply #9 on: September 17, 2007, 05:39:00 pm »
does this have to be pure? (shameless asm plug)

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« Reply #10 on: September 17, 2007, 05:57:00 pm »
it would be preferable that no Asm( command was used inside the loops, else in huge games this would slow things down considerably, considering Asm( take half a second to be executed in large games. See ROL3 map loading for example

but I think tifreak8x meant to make this pure BASIC, and he don't do ASM for games (IIRC he only used it for small asm programs because it is very hard to make asm games like RPGs)


Jeremy Avalon

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RPGSK2 released!!
« Reply #11 on: September 17, 2007, 07:33:00 pm »
Well... if I wasn't so far into LOTR I'd replace my walking engine now, since I *did* start with a blank copy of RPGSK1, but... Looks cool anyway. I'll have to code another RPG when I'm done to take advantage of it. =P

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« Reply #12 on: September 17, 2007, 07:47:00 pm »
hehe I hope to see it coming! But please finish LOTR fisrt :Dbiggrin.gif

Offline tifreak

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« Reply #13 on: September 18, 2007, 04:24:00 am »
QuoteBegin-Jon+18 Sep, 2007, 4:07-->
QUOTE (Jon @ 18 Sep, 2007, 4:07)
not to rain on your parade with my assembly bigotry, but...dontcha think you could make it faster? you dont even have collision detection yet and its getting to be pretty choppy.  

 Uh, yes I do, not sure where you are getting your information from. Hit detection was implemented 15 minutes after posting the very first screenshot of this engine in action.

And the gif capture isn't the greatest in the world, try it on calc before saying it is too slow. :Ptongue.gif
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« Reply #14 on: September 18, 2007, 04:46:00 am »
true, on emulators it's always slower than on calc.