Author Topic: The Sword of Darkness project page added  (Read 34972 times)

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Offline DJ Omnimaga

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The Sword of Darkness project page added
« on: May 31, 2005, 02:46:00 am »
Today I'm adding a new RPG in the project section that once finished, will probably be one of the greatest 68k RPG of all time. The Sword of Darkness is a Card/RPG with Sci-Fi and Final Fantasy elements. The game is linear but mission based. It's designed for the ti-89 titanium but should be compatible with HW2. It's written in BASIC but also uses Flib and Xpak. Here are some screenshots:
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The Sword of Darkness Borrows a lot of Sprites from Zelda and Final Fantasy, but maintains originality and unique appeal. It will also feature cinematic scenes (like in the FFTOM series on the TI-83+/84+/SE), 25 hours of gameplay and will come in about 4 different versions. Right now the project is on hold due to school but the author plan to finish it onced he have more free time. For more info see TSOD project page in the project section http://s7.invisionfree.com/Omnimaga/index.php?showtopic=455.

Offline tifreak

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The Sword of Darkness project page added
« Reply #1 on: May 31, 2005, 07:25:00 am »
That looks interesting. Is there a demo...? *Goes to look*

Edit: Nope, guess not...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline mdjenkins86

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« Reply #2 on: May 31, 2005, 07:41:00 am »
yeah, i don't have a demo yet.  Perhaps in the near future.  I could make one to show off the maping system that is 100% funtional.  I could finish the game in two weeks if I could just sit down and write a battle routine.  The program is a bit of a challange for me.  I guess it is just on huge loop.  Still just the thought...

Offline mdjenkins86

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« Reply #3 on: May 31, 2005, 07:57:00 am »
Thing done:
Map Drawer (Instantly fast)
RPG style Texter (Perfect and fast)
Menu Library (Flawless but average speed)
Sprites (Did I mention you play as three different characters!)
Intro (Complete)

THings to do:
Finish the Maps (50% done...spans three fully graphical continents+)
Battle System (!)
Monster Dictionary (nearing 200 monsters)
Loader and Saver + compression (cant be done until game is 100% complete)



Offline DJ Omnimaga

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The Sword of Darkness project page added
« Reply #4 on: May 31, 2005, 07:59:00 am »
sound nice so far, wow 200 enemies thats a lot (thats almost 3 times more enemies than in the reing of legends 3), how much memory does it take right now?

Offline mdjenkins86

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« Reply #5 on: May 31, 2005, 08:37:00 am »
It hard to say because so may of my files are programs that help me program such as map creators and event makers.   I would estimate around 200K when all the maps are done.  Maps are stored as data withen matricies to save space...so I have a lot of maps when I said three continents, that was a understatement.  Thats why the Titanium is the calc of choice for people playing this game.  Just to run, the program need about 100,000 free ram and archive! I will work to make this more acceptable.

There are over 50 different monster sprites with more than one monster for each sprite equealing over 200... and that doesn't even cover the super bosses (there are about 10)

Offline DJ Omnimaga

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The Sword of Darkness project page added
« Reply #6 on: May 31, 2005, 08:48:00 am »
Sound really cool, I wish my 83+SE could do that :(sad.gif


hmm I think I might move those posts in the project page  but I'm not sure yet %)rolleyes2.gif

Offline tifreak

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« Reply #7 on: May 31, 2005, 09:02:00 am »
And all this BASIC? ( I saw the asm libs) That is cool. I need to learn 89 BASIC so I can write up some tutorials for it for my site...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #8 on: May 31, 2005, 09:28:00 am »
I am wondering if there are grayscale possibilities in TI-89 BASIC using ASM libs, to have GS directly in a game, not just a title screen?

Offline mdjenkins86

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« Reply #9 on: May 31, 2005, 10:49:00 am »
Adding Grayscale is quite beyond basic but is quite possible.  All you woud have to do is have a motion detector loop (Test for arrow keys in low level fashion) that also constantly refreshed the planes.  The problem with this is that you would have to make your own program that could preform low level detection of other key presses besides the arrow keys (Sucy as ESC).  Othewise you would only be able to detect 2nd, Diamond and alpha.  Such a function doen't exist in flib so you would have to write it yourself.  In basic, this would produce a very slow framerate and reduce keyresponsiveness. It would only be standable in VTI on superfast speed (Then you might not notice the flicker as much).  This program would only be truely viable in C.

Offline DJ Omnimaga

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« Reply #10 on: May 31, 2005, 10:54:00 am »
yeah thats qute a pb, on the 83+ we actually display a very huge sprite (96x62) using the XOR logic using Omnicalc, which have black areas that invert checkered patterns  quickly (Omniccalc is very fast because its a flash app) to create 3-level grayscale effect.

EDIT: this guide show how I make my sprites: http://omnimaga.earthforge.com/basic_grey.zip I havent updated it in a long while though it still use Omnicalc 1.23  :Dbiggrin.gif

Offline mdjenkins86

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« Reply #11 on: May 31, 2005, 11:04:00 am »
QuoteBegin-tifreak8x+May 31, 2005, 15:02-->
QUOTE (tifreak8x @ May 31, 2005, 15:02)
And all this BASIC? ( I saw the asm libs) That is cool. I need to learn 89 BASIC so I can write up some tutorials for it for my site...



...hope i did this right.

Yes it is all done in Basic.  I recently went back a wrote the mapping program and RPG text program in C to make them faster...BUT...

I originally wrote both routines in basic and they worked Exactly the same, just a little slower.  I have the source code to prove it.

The key to writing good programs with such limited resources is to make your own resources.  My mapping program  mapit  /*now mapit2 in C*/ and my job03 RPG text program /*now text2 in C*/ were FULLY formatible.  I could call them at any time and make them do EXACTLY what I wanted to. Even outside of the App.  When you have reliable tools, you can then start making the game. Your basic libraries should be universial tools that are not proprietory (sp) to the App as a whole.

For example absolutely anyone could use my text2 library because it is configured at runtime to the arguments supplied by the user.

Libraries with arguments is the key.

Offline mdjenkins86

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« Reply #12 on: May 31, 2005, 11:06:00 am »
your application of Omnicalc in basic is pure brilliance.  I am trully impressed.  What a good idea.

Offline tifreak

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The Sword of Darkness project page added
« Reply #13 on: May 31, 2005, 11:12:00 am »
If you take a look at either TI-City or Age of Darkness Revenge (both 83+), they use only stuff that I built, with the exception of Codex, since I have yet to master asm...

But I try to do the best with what limitations I have.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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The Sword of Darkness project page added
« Reply #14 on: May 31, 2005, 11:14:00 am »
I made BLIB as a joke and I use it all the time...

*note* it's a BASIC virsion of xLIB... you don't know HOW many times I had to explain that...*note*