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Omnimaga
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OmniRPG - Coding
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Topic: OmniRPG - Coding (Read 66658 times)
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willrandship
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Insert sugar to begin programming subroutine.
OmniRPG - Coding
«
on:
December 06, 2012, 12:11:45 am »
So, here's the topic where we'll discuss the coding of the game.
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Sorunome
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Derpy Hooves
Re: OmniRPG - Coding
«
Reply #1 on:
December 06, 2012, 12:15:50 am »
with the irc discussion everybody wanted axe and compile as an app and use appvars as data files, lol
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TIfanx1999
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Re: OmniRPG - Coding
«
Reply #2 on:
December 06, 2012, 12:43:56 am »
I think Axe with the possibility of some assembly would be the way to go.
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willrandship
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Insert sugar to begin programming subroutine.
Re: OmniRPG - Coding
«
Reply #3 on:
December 06, 2012, 02:09:04 am »
Axe+Assembly is fine with me, as long as we have enough coders (which, it appears, we do, so
)
Assembly can be easily inlined into it by simply having axe include a file with the hex inside. That way, compilation is still as simple as compiling the main program.
Speaking of the main program, what should the naming convention for files be?
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Xeda112358
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Re: OmniRPG - Coding
«
Reply #4 on:
December 06, 2012, 06:26:17 am »
I think something like this:
ABTLENG
AMAIN
AMAP00
AMAP01
AMAP02
...
The map files would actually be data for specific maps, like information about where people are, what they say/do, and where you might enter to another map (like if you enter a dungeon or shop).
I voted Axe+Assembly since it seems many people would prefer Axe and I can help out with assembly
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aeTIos
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Re: OmniRPG - Coding
«
Reply #5 on:
December 06, 2012, 07:01:27 am »
I can help with routines. We need a list of which routines we need, though.
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stevon8ter
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Re: OmniRPG - Coding
«
Reply #6 on:
December 06, 2012, 07:35:00 am »
I think axe + asm is fine... Yes now we need a list of all routines...
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Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER
Augs
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Re: OmniRPG - Coding
«
Reply #7 on:
December 06, 2012, 12:14:32 pm »
What is OmniRPG? What platform?
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Scipi
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Re: OmniRPG - Coding
«
Reply #8 on:
December 06, 2012, 12:16:56 pm »
A community project
http://ourl.ca/17697
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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...
Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.
In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...
stevon8ter
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Re: OmniRPG - Coding
«
Reply #9 on:
December 06, 2012, 12:17:51 pm »
It's a large rpg where a lot of omnimagers are gonna work on, everyone can join
It's gonna be axe with some asm routines
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None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it
Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER
Augs
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Re: OmniRPG - Coding
«
Reply #10 on:
December 06, 2012, 02:48:52 pm »
Ok, I am out because I can't program on that platform
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Scipi
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Re: OmniRPG - Coding
«
Reply #11 on:
December 06, 2012, 02:51:36 pm »
Quote from: Augs on December 06, 2012, 02:48:52 pm
Ok, I am out because I can't program on that platform
There's more to it than just coding. I mean, I don't even know Axe and I'm working on story, systems, and map design
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IMPORTANT NEWS!
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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...
Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.
In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...
epic7
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Re: OmniRPG - Coding
«
Reply #12 on:
December 06, 2012, 04:49:20 pm »
And potentially computer version, a Homer mentioned earlier
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stevon8ter
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Re: OmniRPG - Coding
«
Reply #13 on:
December 06, 2012, 04:51:50 pm »
Ok guys, shouldn't we discus what's gonna be coded by who and how it should be coded? Like in example: movement, 1px at the time? 8px at the time with smooth scrolling? That kind of stuff?
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None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it
Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER
Xeda112358
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Re: OmniRPG - Coding
«
Reply #14 on:
December 06, 2012, 05:06:04 pm »
Yeah, I said in one of the other topics that if I somehow find time during the weekend, I want to try to write up a proof-of-concept map engine. Once we actually have a map engine working, we will probably figure out scrolling. I was thinking of 16x16, 3-level gray tiles. I think that offers much better detail and the user can feel more at the world level. I was also planning on incorporating a collision detection scheme that I was working on by making a simple AI to chase down the user.
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My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
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OmniRPG - Coding