Author Topic: Rpg planning  (Read 7786 times)

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Offline Deep Toaster

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Re: Rpg planning
« Reply #15 on: October 06, 2010, 11:02:28 pm »
A new RPG sounds cool. Just make sure to not start way too large if it is your first RPG ever, though. Raylin got some good tips about making calc RPGs somewhere. Here is the topic: http://ourl.ca/6546

:o I've actually never read those. They are useful...




Offline DJ Omnimaga

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Re: Rpg planning
« Reply #16 on: October 06, 2010, 11:39:36 pm »
Yeah they are stickied under General calculator help (with the one by Nemo)

Offline guy6020665

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Re: Rpg planning
« Reply #17 on: October 21, 2010, 07:54:50 pm »
So I'm thinking instead of just the normal Weapon/armor only, maybe go with multiple slots? as in Head, Body, R.Hand, L.Hand and Feet. And a choice to use two weapons, a two-handed weapon, or a weapon and a shield, or possibly two shields for those who want to.

Edit: I think this is beginning to sound too much for a calculator.
« Last Edit: October 21, 2010, 07:55:35 pm by guy6020665 »

Offline DJ Omnimaga

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Re: Rpg planning
« Reply #18 on: October 21, 2010, 07:55:25 pm »
That could work too. It would look more realistic too :D

Offline guy6020665

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Re: Rpg planning
« Reply #19 on: October 21, 2010, 07:56:44 pm »
If I'm going to do this, it's going to require lots of subprograms.

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Re: Rpg planning
« Reply #20 on: October 21, 2010, 08:04:57 pm »
So it's mostly going to be in BASIC? Sounds great, though. It should be fast enough, unless you display each section of the character separately. Maybe you could store pics of certain combos and just display one sprite for the upper body and one for the lower body or something like that.




Offline guy6020665

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Re: Rpg planning
« Reply #21 on: October 21, 2010, 09:08:47 pm »
Well I don't know if it's going to be mostly in basic, but even if in Axe or ASM It would require an amazing amount of subroutines, which I'm not used to.

Edit: Oh and i haven't learned too much in ASM yet
« Last Edit: October 21, 2010, 09:09:18 pm by guy6020665 »

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Re: Rpg planning
« Reply #22 on: October 21, 2010, 09:28:38 pm »
You could use XCOPY ASM utility I used in Illusiat 13 and do an hybrid of Axe and BASIC, where a BASIC program runs the Axe sub-routines when needed. Most data could be stored in appvars. Anyway plan very well on paper before doing any coding, then work on the battle engine and game menu first so items/magics works.

Offline guy6020665

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Re: Rpg planning
« Reply #23 on: October 21, 2010, 09:42:09 pm »
I haven't gotten to Illusiat 13 could you explain what the XCOPY utility is and what it does?

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Re: Rpg planning
« Reply #24 on: October 21, 2010, 09:44:07 pm »
You will need to check its readme for it (in the downloads section) but it copies archived programs to prgmXTEMP000 in RAM.

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Re: Rpg planning
« Reply #25 on: October 21, 2010, 09:47:10 pm »
Huh sounds cool and useful.

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Re: Rpg planning
« Reply #26 on: October 21, 2010, 10:21:13 pm »
yeah it is. This is why Illusiat 13 is only in 24 sub programs instead of 200 like Zelda Dark Link Quest. I just keep most stuff archived and only copy it to RAM when needed. Zelda used Flash gordon which did something similar but was much more limited (the program was copied on runtime instead of manually copied whenever you want) and I had to use another utility besides that that unarchived/archived stuff constantly, causing lots of Garbage Collections

Offline Yeong

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Re: Rpg planning
« Reply #27 on: October 22, 2010, 07:18:58 am »
Quote
use this>> http://project-apollo.net/text/rpg.html
Dang it! most of them match with my RPG project!  :o
Sig wipe!

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Re: Rpg planning
« Reply #28 on: October 22, 2010, 09:43:37 am »
Keep in mind most of those are jokes, though, and must not necessarly be taken seriously. It's just in references to commercial RPGs that just attempts at being full copies of already existing ones with absolutely no change or when all RPGs in a serie are pretty much the same thing.