Author Topic: Nostalgia - An Axe RPG  (Read 145884 times)

0 Members and 2 Guests are viewing this topic.

Offline yunhua98

  • You won't this read sentence right.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2718
  • Rating: +214/-12
  • Go take a dive in the River Lethe.
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #420 on: April 18, 2011, 10:50:12 pm »
so how are the horizontal tiles unaligned?

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #421 on: April 18, 2011, 11:18:17 pm »
Vertically is 2x faster because when walking vertically the tilemap grid is aligned on the LCD as multiples of 8 pixels. Aligned sprites/tiles displays much faster than unaligned ones.

Isn't Horizantally 96 a multiple of 8 too?
It is but I don't know why you bring that up? ???
I believe what he's trying to say is something like, "Since they're both in multiples of 8, and the sprites are aligned,shouldn't they be the same speed?"
Unfortunately, as these are not 8*8 sprites (they're 8*6, I think), the speed is different in the x direction than the y direction.

Edit: ninja'd. :-\
« Last Edit: April 18, 2011, 11:19:07 pm by ztrumpet »

Offline yunhua98

  • You won't this read sentence right.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2718
  • Rating: +214/-12
  • Go take a dive in the River Lethe.
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #422 on: April 18, 2011, 11:31:32 pm »
oh wow, I knew that.  x.x  I was just sticking with how walking speed looks different in my 8x8 tilemapper since the Vertical walking sprites have two steps for every one of the horizontal walking sprites.

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nostalgia - An Axe RPG
« Reply #423 on: April 24, 2011, 03:49:04 pm »
The thing is that one sprite 8 pixel row is 1 bytes large, same for LCD pixel rows. If you try to display a sprite unaligned horizontally, its bytes content has to be split in two parts, so one part can be displayed on one LCD byte and the other part on the other. This is slower.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Nostalgia - An Axe RPG
« Reply #424 on: April 24, 2011, 06:53:52 pm »
I'm still working on the NPC thing, trying to figure out how I want to store the text.
I'm also working on something that'll remain secret for now, I wanna surprise you guys with it. I will say it will hopefully enhance the environment in the game, as well as adding something to battles.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline BrownyTCat

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 420
  • Rating: +37/-8
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #425 on: April 26, 2011, 11:37:23 am »
You already lost me when you got into bytes.
Hopefully my C64 will help me.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nostalgia - An Axe RPG
« Reply #426 on: April 29, 2011, 07:42:13 pm »
Sounds nice, I am curious what you'll come up with! Will you post new screenshots as well?

Offline FinaleTI

  • Believe in the pony that believes in you!
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Nostalgia - An Axe RPG
« Reply #427 on: May 31, 2011, 06:51:26 pm »
I wanted to let you guys know this isn't dead.
I'm not sure how much I can work on it right now, as I should have finals coming up, and I have my Eagle Scout project to work on, but hopefully over the summer I should be able to work on this, as well as my other projects.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #428 on: May 31, 2011, 07:11:46 pm »
It's all good. Life happens. ^^

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nostalgia - An Axe RPG
« Reply #429 on: June 08, 2011, 02:13:20 am »
Ah ok. When does the eagle scout project ends by the way? I hope this remaisn alive :D

Offline FinaleTI

  • Believe in the pony that believes in you!
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Nostalgia - An Axe RPG
« Reply #430 on: June 29, 2011, 07:14:15 pm »
Well, I've got a fairly nice update, I think.

First, I've finished the dynamic border system. I was able to steal it from my Pokemon TCG source, and it works perfectly!
Lil bit of a speed test for ya:


Also, I've gotten some good progress on the ASCII tilemapper. I still need to remove some code left over from the 8x8 tiled version, but even with a few characters following the player, the mapper still blazes by in 6 mHz. Imagine once I remove the unused code and do some optimizations! I hope to have a screenie up in a day or two.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #431 on: June 29, 2011, 08:46:04 pm »
Haha, nice. Looks good

I'm almost done with my Eagle project :o . Good luck to you on yours!!

Offline mrmprog

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 559
  • Rating: +35/-1
    • View Profile
Re: Nostalgia - An Axe RPG
« Reply #432 on: June 29, 2011, 10:04:43 pm »
Well, I've got a fairly nice update, I think.

First, I've finished the dynamic border system. I was able to steal it from my Pokemon TCG source, and it works perfectly!
Lil bit of a speed test for ya:


lol, that is really fast. I did not know that you made a Pokemon tcg. Is it a WIP or is it done?

Offline FinaleTI

  • Believe in the pony that believes in you!
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Nostalgia - An Axe RPG
« Reply #433 on: June 29, 2011, 10:24:41 pm »
The Pokemon TCG is a WIP, it was my UTI contest entry, but I was unable to finish it by the deadline. Let's just say there is much more data to enter than I anticipated. It's kind of on the back-burner now, but I am able to steal some of the code for various other things, like this border system.

And thanks guys! Good luck with your Eagle Project squidgetx!

The next step I see is finalizing both walking engines, which means the re-implementation of various puzzle elements, such as pushing blocks and jumping small gaps. I'm also considering adding some sort of hook-shot thing for Roland. Chain-blade FTW! (Those who've read the story know what I'm talking about.)


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nostalgia - An Axe RPG
« Reply #434 on: July 01, 2011, 01:47:19 am »
THis is nice. This reminds me of my ROL4ever one, except much faster. Also mine wasn't as dynamic as in the 2nd ROL4 project, but the 2nd ROL4 project did not support custom borders like the first.