Author Topic: OmniRPG - Coding  (Read 67174 times)

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Offline Sorunome

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Re: OmniRPG - Coding
« Reply #240 on: September 15, 2013, 12:05:57 pm »
wow, that is looking awesome O.O
You are sure good with 3D stuff :)

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Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #241 on: September 15, 2013, 01:20:56 pm »
What I planned for data format is something like classes. Here's what I mean :
  • First there's the character. It has HPs, MPs, stats, a pointer to an animation and a set of pointers to attacks/skills/capacities (dunno how it's called in English).
  • Then, there's the attack/skill/capacity. It has a name, a cost in MPs (0 if not required), a byte to tell the effect (hurt, heal, change stats ...), one or two bytes to tell how much damage it does/how much HPs or MPs it restores/by how much a stat increases or decrease, a byte for the precision of the attack, a byte to tell if the target gets a special state (paralized, burnt, frozen etc), and finally a pointer to a bunch of code which will be the animation you see when you use this attack.
  • At last, there's the animation. It has a number of frames, and as many sprites as the number of frames.
That's how I see the thing. What do you think of it ?
« Last Edit: September 15, 2013, 01:21:19 pm by Matrefeytontias »

Offline Streetwalrus

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Re: OmniRPG - Coding
« Reply #242 on: September 15, 2013, 03:18:38 pm »
Sounds good to me !

Offline Eiyeron

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Re: OmniRPG - Coding
« Reply #243 on: September 15, 2013, 04:41:39 pm »
It's almoqt like every rpgs I olayed and dissecated the engine! ;) It should rock!

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #244 on: September 15, 2013, 04:45:22 pm »
We should arrange all datas like that then :) I'll make sure to make a small test with that data format in my engine.

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #245 on: September 15, 2013, 06:14:01 pm »
The only problem I have is the last bullet. I feel like the attack animation should not be restricted to sprites. Instead, I think attacks should be subroutines so that we can make attacks that are customised for graphics and whatnot. For example, a thunderbolt animation might strike several places on the field before attacking a character. Using sprites for this would take a lot of memory, whereas using existing routines for lines and stuff would be a lot smaller.

EDIT: Otherwise, it looks good :) Maybe the last two bullets could get merged, then...

Offline tr1p1ea

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Re: OmniRPG - Coding
« Reply #246 on: September 15, 2013, 06:19:35 pm »
Yeah i agree, you shouldnt limit yourself to sprites. Perhaps you can have a small data structure that can be parsed when drawing animations which can reference sprites, lines, ASCII (or a combination) for its frames.
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Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #247 on: September 15, 2013, 07:13:25 pm »
The only problem I have is the last bullet. I feel like the attack animation should not be restricted to sprites. Instead, I think attacks should be subroutines so that we can make attacks that are customised for graphics and whatnot. For example, a thunderbolt animation might strike several places on the field before attacking a character. Using sprites for this would take a lot of memory, whereas using existing routines for lines and stuff would be a lot smaller.
It's exactly what I meant <_< for example, an attack data would look like this :
Data(Str1r,5,0,300r,255,0,LAttackr)

And you would write :

:"Thunderbolt"->Str1
:
:etc
:
:Lbl Attack
:animation code for Thunderbolt here

Offline willrandship

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Re: OmniRPG - Coding
« Reply #248 on: September 15, 2013, 07:47:29 pm »
That's not what you said, though.
Quote from: Matrefeytontias
At last, there's the animation. It has a number of frames, and as many sprites as the number of frames.

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #249 on: September 16, 2013, 12:36:47 am »
Here we're talking about attack animation, not regular animation. The double use of "animation" confused everybody I guess ;D

Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #250 on: September 16, 2013, 05:51:25 am »
I don't see a huge issue with dropping support for 83+BE models. It allows us to increase the speed by 2.5x, and have significantly more space to work with, and it's a fairly small subset of the community.

Matrefeytontias, there is plenty of room for an extra 1800 bytes of graphical routines, especially if it makes it significantly faster.

True, but I always suggest games work for as many models as possible. Besides, if you are creating a great game people besides Omnimagicans will likely be playing it. :) The TI-83+ is still the cheapest available model TI-supports. Not to mention how many old used models are running around.

Offline chickendude

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Re: OmniRPG - Coding
« Reply #251 on: September 16, 2013, 10:56:24 am »
Personally i don't think grayscale is worth dropping 83+ support. Sometimes it looks nice, but in general i think B/W looks much better.

Offline pimathbrainiac

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Re: OmniRPG - Coding
« Reply #252 on: September 16, 2013, 01:57:36 pm »
I think that grayscale should be a yes, heck, even interrupt gray. Just not GRAYLIB interrupt gray, ya know, because ti-83 support.
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Offline Streetwalrus

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Re: OmniRPG - Coding
« Reply #253 on: September 16, 2013, 02:00:51 pm »
Maybe it could be made optional. ;)

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #254 on: September 16, 2013, 03:07:10 pm »
I think that for users that have 15MHz models, they should be able to toggle 15MHz/6MHz, and we could add in grayscale as an option to toggle. If we do 3-level grayscale, it will be a lot easier to make drawing routines that can be toggled between grayscale and b/w. However, I do think b/w is the best option and the most memory friendly. Scrolling a grayscale tilemap would be quite a bit slower (though I might save some speed by combining the LCD update and screen shifts).