Author Topic: OmniRPG - Coding  (Read 66086 times)

0 Members and 4 Guests are viewing this topic.

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Coding
« Reply #165 on: February 17, 2013, 04:00:17 pm »
Here's a grass animation I made for you. Should be a little less distracting ;)

The normal size version


The blown up version


Not quite was I was trying for, but I think it looks nice.

Here's a 96x64 tiled view (as if it filled the screen)



I made the grey by drawing it in B/W then applying a 1x1 gaussian blur. Then I posterized it to 4 colors.
« Last Edit: February 17, 2013, 04:07:29 pm by willrandship »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #166 on: February 17, 2013, 04:19:09 pm »
I'm currently working on a possible battle engine. What did we say already ? In-game, turn-based, or something ?

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Coding
« Reply #167 on: February 17, 2013, 05:24:18 pm »
Since you're the one working on it, you get a great deal of sway in that area. I think the consensus was turn-based, due to its simplicity and separation from the map. Being more separate helps in big group projects like this.

Also, a better version of the grass: No black, just the 2 grays and white. It's also more uneven.

« Last Edit: February 17, 2013, 06:29:22 pm by willrandship »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #168 on: February 17, 2013, 06:46:54 pm »
Okay, so I go for turn-based. And your grass seems to be nice :)
« Last Edit: February 17, 2013, 06:47:13 pm by Matrefeytontias »

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Coding
« Reply #169 on: February 17, 2013, 08:08:53 pm »
Yeah. I should probably put it in a separate thread, though.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #170 on: February 18, 2013, 02:01:14 am »
Right, there's a OmniRPG Sprites thread.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #171 on: February 18, 2013, 06:49:23 am »
Bump,

I've made a cool transition, to switch between normal view and battle view. I planned several ones since there will surely be several levels of monsters.

I took a frame of Xeda's gif as the starting map.



prgmANIMS is the source (Axe) and prgmBATTLE the executable.

EDIT : broken image, I replaced this one with the new version. It's the same animation but not the same program
« Last Edit: February 18, 2013, 09:59:52 am by Matrefeytontias »

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: OmniRPG - Coding
« Reply #172 on: February 18, 2013, 07:40:49 am »
First, that is an awesome transition scene!

As to using Buf(), there may be a problem. Does Axe store the buffer in the program? If so, that will be a waste of 896 bytes because I only need it temporarily.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #173 on: February 18, 2013, 08:01:09 am »
Yeah, Buff() is the same as a lot of .db statements. But you can still use an appvar that you can create, use and then delete accordingly to what amount of free RAM you need at a certain moment.
« Last Edit: February 18, 2013, 08:01:41 am by Matrefeytontias »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #174 on: February 18, 2013, 10:00:16 am »
Moar transitions !

Same as above :


Burning image (classic one) :


Pixelate and light (you don't see the contrast effect on the screenshot) :


Split image :


To test, put a number between 0 and 3 in Ans and then run prgmBATTLE with Pic0 in RAM :)
« Last Edit: February 18, 2013, 10:04:40 am by Matrefeytontias »

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: OmniRPG - Coding
« Reply #175 on: February 18, 2013, 10:17:47 am »
I love the pixelate animation, but it looks like the screen gets shifted down 8 pixels first...? Anyway, it's super cool.

EDIT: and what do you need the buffer for? If the graph buffer isn't enough i'm sure you can fit whatever you need into saferam (much easier than creating/deleting a variable).
« Last Edit: February 18, 2013, 10:20:01 am by chickendude »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #176 on: February 18, 2013, 10:20:41 am »
It's only due to the pixelate effect I guess (by seeing the code). And thanks :) now I'll carry on with the real battle engine(s ?).

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Coding
« Reply #177 on: February 18, 2013, 01:55:44 pm »
Be sure to make it have something special about it. We don't want Yet Another Boring Final Fantasy Clone on our hands.

Those transitions are awesome, by the way!

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: OmniRPG - Coding
« Reply #178 on: February 19, 2013, 03:24:24 am »
I thank of an isometric view of the battles, where your characters are on the left of a 4*8 isometric platform while enemies are on the right (it involves that battles can't have more than 8 fighters, 4 on each side). For now it looks like this (attached), so I planned your guys to stand on the 4 last cubes (bottom left corner of the pic) and the bad guys to stand on the 4 first (top right corner).

What's your opinion ?

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: OmniRPG - Coding
« Reply #179 on: February 19, 2013, 03:28:52 am »
That sounds pretty cool. Would you be moving in that grid?