LOL..I thought it might look a little weird if I posted news about my own project.
QuoteBegin-xlibman+25 November 2005, 10:56-->QUOTE (xlibman @ 25 November 2005, 10:56) | QuoteBegin-tenniskid493+24 November 2005, 23:22-->QUOTE (tenniskid493 @ 24 November 2005, 23:22) | LOL..I thought it might look a little weird if I posted news about my own project.
   here are some screen shots I made in like 2 mins.
Does XLib allow masking of sprites?? If so it would make something I'm planning a lot easier.
QuoteBegin-tenniskid493+25 November 2005, 20:17-->QUOTE (tenniskid493 @ 25 November 2005, 20:17) |    here are some screen shots I made in like 2 mins.
Does XLib allow masking of sprites?? If so it would make something I'm planning a lot easier. |
yep, xlib allows the masking of sprites, wat u do is first shade in the whole sprite with black,(that will be the mask), then xor the origional sprite over it,(thats the xor sprite), now on the screen, first OR the mask, then XOR the xor sprite over it. hope u understood that >D 
I think so..I'll try it out. Because in the original game, the character sprite is taller and skinnier so you have to mask it if you walk up in front of a building or wall etc.
How are these for new house sprites??? :???:
 
These are the originals:

looks great! (are they small enough for 1 screen?) %)
OMG awesome artwork it would be really cool to see a new RPG come out with that kind of sprites. Maybe scale them down a bit so they fit in one screen otherwise you'll need a lot of pics
Maybe use the second one :)
    
How are these for tree sprites????
kinda biiig...O_O but nice details!
Yea...they're gonna be scaled down. I just make the big picture first and then scale it down.
I think I should have hired you as sprite designer instead O_O
QuoteBegin-tenniskid493+26 November 2005, 12:22-->QUOTE (tenniskid493 @ 26 November 2005, 12:22) |     
How are these for tree sprites???? |
looking good :ru13z: 
HELP!!!!
I need either an 8x8 or 8x16 character sprite that looks like Issac from the game. The real game has an 8x16 but I'd be fine w/ either one. The way that I made all of the other sprites doesn't work because this sprite is too small. Any submissions are welcome.
who's issac?
the main character of the game
ooh cool I should really play golden sun :D
Its the game that first got me hooked on RPG's :D
hmm I dunno how to convert thos esprites to 8x8/16x8, I guess a lil dude should do, I'll see if I can do something
Well..due to the threat of a copyright lawsuit...i need a new name for my game. It will just be called "The Chosen One" until I can come up with a suitable replacement.
As far as progress, I've added in new sprites (thanx necro) and am now working on designing a few more myself. Progress has been slow due to school and drivers ed, but I try to work on it as much as I can. I am also in the progress of designing a webpage to use to display current screenshots as well as host my downloads.
sound nice, actually I would rather use a different non copyrighted name for my games, but everyoen use names like Zelda and Mario so I gues its not a big problem, but maybe it would with Golden sun or Lufia, as they never have been used before in calc games so they would be easy to catch . The new title sound nice though. :)
Camelot (the makers of Goldensun) sent me an email saying if I did publish this game, I would find myself on the wrong end of a lawsuit.
oh I see, oh well. I think threefingeredguy got the same problem with his Space Station Pheta game (altough they ended up letting him port the game).
QuoteBegin-tenniskid493+3 December 2005, 20:06-->QUOTE (tenniskid493 @ 3 December 2005, 20:06) | Camelot (the makers of Goldensun) sent me an email saying if I did publish this game, I would find myself on the wrong end of a lawsuit. |
that sux, oh well, so the game is still based off of Golden Sun right?
Yea..i just can't use any of their trademarks (ie. goldensun, all city names, all character names, all special item names including weapons and armor etc.) so I'll have to come up with a lot of new names.
You're kidding, they actually told you to cease and desist? Maybe they're more worried about IP than Nintendo. I mean how many Nintendo games have been ported to calc? Mario, Zelda, Metroid, Harvest Moon...

hmmm...camelot is threating litegation against non-profit calc games and their last game was how long ago...perhaps they have their priorities mixxed up :urecrazy: ...hmmm, so to piss em off you could make the game nearly identical in every way and just rename everything! Now that would be awsome...can you post your email?
sorry I deleted it :( (I know I'm an Idiot)
It was something like:
"Tenniskid493,
We have seen through our periodic searching of the internet, that you plan to make a game for the TI-83+ calculator entitled 'Golden Sun: The Chosen One'. If you were to complete this game and release it for public use, a (some huge fancy word) lawsuit would be brought against you for violating the copyrights Camelot
Wow, I can't believe they are threatened by this... Well, it would be better if you came up with something semi unique... :D
So far I haven't recieved anything on my Pokemon game... :crazy:
hmmm...isn't funny how people will be complete asses and then put their name on something like this as if it was a casual "what's up, man"
anyways...perhaps you could email him back...come up with something like "Dear sir, madam, or unbeknowst beign of indecidable gender
I have complied with the requests so here requested, thank you for your letter. Nothing invigorates me like the threat of legal action, I was so delighted. In fact, now that you have made these threats, I feel like I should rethink my life. Why would I want to try and recreate one of my favorite games and increase its popularity among people at high school and colege level who had never before experienced the game. Besides, it wasn't like I was going to make any profit off of it, and with inferior graphics, lack of music, and other such tone downs, it wasn't going to be able to prevent people from playing your games. Heh, it was more like publicity for you and your game at purely my expense of time. Thank you from saving me from such a stupid mistake."
LOL..thatd be hilarious :D
But knowing my luck, thered be some law that I saying that they could sue me for some unknown law thing that nobody would ever think of and I couldn't really spare the money for a lawyer to defend me.
you complied, end of story...if you never released it, safe...even if you did, if its non-profit theyd have to give you a warning
@kevin: that was me being mean...oh, the syntax mastery (still bad spelling...)
anyways...I ought to publish that as the "Universal Copy Right Response Letter"
True..very true I'll send it tommorrow when I'm not so tired. :D
Amongst all the other activity going on, I managed to throw together a new screenshot using a lot of my new sprites.

Can someone tell me how to make animated screenshots (I know thats pretty basic but I don't know how and I'm sick of these still ones)
By using TI Screen capture and a emulator it will work with... I did it once, but my system crashed, and that was several months ago...
Use pindurTI- http://www.hszk.bme.hu/~pg429/pindurti/ Load up your program, then press TAB to start animated screenshot capture.
And TI ScreenCapture doesn't take animated screenshots at all, nor does it work with emulators- it only takes stills from your physical calc.
If you have any more sprites you want me to recreate, I should be able to find a bit of time here and there amoungst my other projects
umm..some other random 16x8 characters (ie Mia, Ivan, Garet, and a few random villagers)...I'll post some screenshots of them in a minute. Thank you so much necro. You're a huge life saver.

from left: Garet, Ivan, Mia, Healer (these 4 I need for sure)

a bunch of random villagers. I prob. need 4 of them. Choose whichever one's are easiest for you.
I only need all of them facing forward so that should make it a little easier. If this is too much just let me know and I can do them for myself.
hmmm...I found a good set of sprites...
http://www.goldensun-syndicate.net/sprites/
thats where I got all of mine from...I just can't change them to black and white
Edit: How's this for a garet one? No where as good as necro could do but still ok I hope:
wow pretty cool looking so far, I really hope this is finished :)
i really love those houses sprites
Wow... O_O Thats tons better than mine...thanx again.
I'm having trouble coming up with the routine that lets you push logs around until they hit something like a stump or roll into the water...this is one of the major types of puzzles found in Goldensun..I'll post the source tommorrow.
OMG O_O
well, I had a sheet's worth but my comp f-ed up...wish I could post em all but...
Oh well...it still looks amazing!!
Looks really nice, you might want to shrink the houses down however if you are using 8x8 character sprites.
he did, see one of his previous posts
I could use some..(ok alot) of help optimizing my code right now...Here's my walking engine...thats the worst. Its pretty big and isn't very fast. I know I'm prob. an idiot and this is totally unoptomized but all help will be greatly appreciated.
S=Horiz. Map Offset T=Vert. Map Offset H=Height of Map W=Width of Map
The Main Walking Program: c1-->CODE | ec1Repeat 0 getkey->K If K=25:prgmZUP If K=34:prgmZDOWN If K=24:prgmZLEFT If K=26:prgmZRIGHT Endc2 |
ec2
prgmZUP c1 -->CODE | ec1[A]((Y/8)+T+1,(X/8)+S+1)->L If Y=0:Then If fPart(L)<>.1:Y+8->Y If T>0:T-1->T prgmZDRAW Return End If fPart(L)=.1:Y-8->8 prgmZDRAW Returnc2 |
ec2
prgmZDOWN c1 -->CODE | ec1[A]((Y/8)+T+3,(X/8)+S+1)->L If Y=48:Then If fPart(L)<>.1:Y-8->Y If T+8T prgmZDRAW Return End If fPart(L)=.1:Y+8->Y prgmZDRAW Returnc2 |
ec2
prgmZLEFT c1 -->CODE | ec1[A]((Y/8)+T+2,(X/8)+S)->L If X=0:Then If fPart(L)<>.1:X+8->X If S>0:S-1->S prgmZDRAW Return End If fPart(L)=.1:X-8->X prgmZDRAW Returnc2 |
ec2
prgmZRIGHT c1 -->CODE | ec1[A]((Y/8)+T+2,(X/8)+S+2)->L If X=88:Then If fPart(L)<>.1:X-8->X If S+12S prgmZDRAW Return End If fPart(L)=.1:X+8->X Returnc2 |
ec2
prgmZDRAW c1 -->CODE | ec1real(2,0,S,T,W,H,0,12,0,8,0,0,1 K-22->M If K=34:1->M real(1,X,Y,1,8.0,M,40,0,0,1 real(1,X,Y+8,1,8,0,M,48,0,0,1 Returnc2 |
ec2
nice, though I packed it into 1 prgm :) didn
c1-->CODE | ec1[A]((Y/8)+T+1,S+1+(X/8->L If Y=0:Then If .1<>fPart(L:Y+8->Y If T>0:T-1->T prgmZDRAW Return End If .1=fPart(L:Y-8->8 prgmZDRAW Returnc2 |
ec2saves 4 bytes in prgmZUP. I'll try to figure out how to pack all this into one program asap. Actually that would make it even faster :) 
subrotines are slower than if:then:ends...so make sure to fix that
they are? good to know
QuoteBegin-Spellshaper+6 December 2005, 9:48-->QUOTE (Spellshaper @ 6 December 2005, 9:48) | nice, though I packed it into 1 prgm :) didn
LOL..im at like 38 right now...im gonna have to cut those down. They all start w/ Z though so they don't clutter up your program menu.
it takes longer to find and run an external subrotine than an interenal block (if:then) in most cases...I am not sure, but I think the more programs the slower it gets (more to sort through to find your program in the vat index)
That makes sense....that'll be my project for the next few days to redo that into one program...does anyone know if it be faster to come up with one equation to move the sprite, no matter what button you pushed, or 4 if:then statements depending upon which one you push?
One is always faster, but if you have extremely complicated movement code (which I doubt you do for this sort of game) it can be a nightmare to code. If statements are certainly far more understandable. Also, to make it quicker to code and keep your code shorter while still in the dev process, I recommend keeping the subroutines, and only combining them into one program when you're finished.
isn't i better just to use comments to devide your code and remove them at the end? That's what I do...
@necro, thats what I was going to do, so it was still easy to understand yet is fast and small
@dysfunction, I'm right now facing a sort of issue w/ space (seeing as how the original goldensun had over like 150 weapons and the same amount of types of armor, not to mention the over 100 different items) so I need to cut out size and space wherever possible
hmm dont add all original weapons O_O just add like 5-10 weapons in the game and that should do, also flash gordon/resource and future xlib archived program running ability might help a lot. Also in the new xlib you can let all pic archived and you'll barely see any speed difference
yep, i agree with xlibman, new xlib is far better....if only it was released... :) anyways, for movement, i have a main prgm, then if u press left, right,down, or up, it goes to the movement prgm. in the movement prgm, if i detects a wall, itll simply return to the main prgm. if not, itll move the sprite :) sorry for not posting code, kinda lazy B)
oh, and instead of using 4 if-then statements, use thisc1-->CODE | ec1X+(k=26)-(k=24)->X Y+(k=34)-(k=25)->Yc2 |
ec2 this uses boolean logic :)  , but only increments the pixel by one, if u need to move it by 8 pixels, then just put 8 before watevers in the parentathese
Wow..the pic archive thing would be the best because that's where a lot of my lack of speed is coming. I'm using flash gordon already but I'm running into the fact that it is too slow to use on some of my programs that I use repeatedly so I have to leave them unarchived, which is eating away at my space. I'm going to have to rework them so that I only have what is essential unarchived. I'm planning on including about 20 different weapons (1-15 weapons bought at the weapons shop and 5 "enchanted" weapons that you find after beating a large temple) and about 20 different types of armor (armor, helmets, gloves etc.) and prob 2-30 diff. types of items (herbs, water of life, nuts, bread, apples etc.)
@dragon_lance, Its ok that you didn't post code. I got what you meant and now I'm gonna try to implement it..and thanx for those equations, I'm gonna use those.
EDIT: Sorry for that. All better now.
tenniskid: Using subroutines actually results (usually) in smaller code, though slower code. That's only if these are subroutines that occur more than once or twice in the code however, otherwise the space saved is negligible.
QuoteBegin-tenniskid493+8 December 2005, 1:07-->QUOTE (tenniskid493 @ 8 December 2005, 1:07) | @Spellshaper, Its ok that you didn't post code. I got what you meant and now I'm gonna try to implement it..and thanx for those equations, I'm gonna use those. |
eh... that was dragon__lance, not me %) 
QuoteBegin-dragon__lance+7 December 2005, 16:0-->QUOTE (dragon__lance @ 7 December 2005, 16:00) | c1-->CODE | ec1X+(k=26)-(k=24)->X Y+(k=34)-(k=25)->Yc2 |
ec2 |
c1 -->CODE | ec1X+(k=26)-(k=24->X Y+(k=34)-(k=25->Yc2 |
ec2
QuoteBegin-Spellshaper+8 December 2005, 11:17<table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>QUOTE</b> (Spellshaper @ 8 December 2005, 11:17)</td></tr><tr><td id="QUOTE">QuoteEBegin QuoteBegin-tenniskid493+8 December 2005, 1:07<table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>QUOTE</b> (tenniskid493 @ 8 December 2005, 1:07)</td></tr><tr><td id="QUOTE">QuoteEBegin @Spellshaper, Its ok that you didn't post code.
Yea..sorry about that. I implemented your code and changed it to use the four different character sprites for each direction (huge thanks to necro for those sprites and *dragon_lance*/xlibman for that code!!!) Next is to solve that speed issue and to work out a scrolling technique. (I realized that I had 20 programs unarchived that were supposed to be archived and thats why my ram was getting eaten away. I know have plenty of room again) Right now, it uses the basic scrolling used in the xLib demo which is extremly slow but worked for my purposes up to now. Which would people prefer, one where it scrolls when you reach the end of the screen to an entirely new screen, one where it scrolls when you reach the end of the screen and only keeps one row or column and the rest of the screen is new, or one where your character always stays in the middle and the screen always moves??? In traditional Golden Sun, you are always in the middle and the screen moves around you so this is what I was thinking I would do. Any opinions are welcome.
i still have my version of the xlib demo i think, even though it has animated sprites, I just need to change some stuff to make it non animated
Made sense to me... ;)
QuoteBegin-tenniskid493+8 December 2005, 20:36<table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>QUOTE</b> (tenniskid493 @ 8 December 2005, 20:36)</td></tr><tr><td id="QUOTE">QuoteEBegin Yea..sorry about that.
I would say make it start scrolling when your character is in the middle of the screen, so your character usually is in the middle, but it stops scrolling when you reach the edge of the screen and your character moves across the screen to the edge. Take a look at Duck's Zelda demo for an example of this.
Thank you so much necro..theres no rush on them. Anytime you can get them done. As for that code, its great. I'll have to mod it a little to fit some other things I have to put in there but as a base program its great.
well...the posted code does just that (X/Y are your screen X/Y, S/T are you map scrolled X/Y, Z/Theta/V are temp variables, W/H are your maps width and height, and you could easily modify which collisions should be walled and not walled)
oops in my previous post I forgot to mention that my xLIB demo scrolled when the character is in the middle of the screen :oops:
sweet, i just might have to implement char is always in middle... :P
YAY  Implemented it and its so much better. It saves me over 1000 bytes of RAM and runs about twice as fast. Thanks for the help everyone.
Is there anyway to get a ROM image from your calculator using a Silverlink USB cable. All the romdump programs I've found only support serial cables.
sound cool, but unfortunately there is not much way I know to get a rom with usb cable. Maybe try rom8x on ticalc.org
[ot]look like Omnimaga is gonna have a new smiley soon[/ot]
EDIT [ot]added: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: :psychedelic: [/ot]
yeah, go download rom8x from ticalc.org and then download tilem, and install it.:)
K..I'll try it.
[offtopic]I get all my smileys from smileyvillage.com when omnimaga doesn't have one I need. They have like a million different ones.[/offtopic]
73h C0L0R5! 73h C0L0R5! 7H3Y HUR75 MY 3Y35!!!!!!!!!
O_O
/\/\3 700 4|=73R 4 \/\/|-|1|_3 8|_|7 4/\/`/ \/\/4`/ 1 (4/\/'7 \/\/417 |=0R 7|-|15 64/\/\3
@Necro, I can't figure out what your variables stand for. Like with the xLib real( statements, where would I put each one. EDIT: nvm I figured it out
@xlibman I'm hoping to get enough work done over Christmas break that I can release a demo version sometime in early January.
thatd be sweet, always happy to betatest :P
well...I got a nasty cold and I just got call of duty 2: big red 1...but I got em done
Wow
Thank you so much Necro.
glad you like em
very nice necro :thumb:
Sorry for being late on this... but I vote for keeping the character in the middle too -- though I may be a little biased. :P
I hope to see some screen shots soon. It sounds like you are making some good progress. I'll be looking for news article. ;)
Necro is a pretty handy guy to have around -- he is so willing to help. Thanks Necro.
Keep up the good work!! :ru13z:
Here's my walking engine. It uses a basic town that prob. wont be included in the game to demonstrate. Keep in mind the character sprite will be masked and I won't be using those walls. I will be using a cliff type thing like in the original game to make walls as soon as I get around to making those sprites. http://www.filelodge.com/files/hdd4/67711/The%20Chosen%20One.zip.
EDIT: I changed it so you don't need FG to run it but forgot to delete the Asm(prgmZDEl at the end of ZP1 so delete that. It also requires you to have xLib the app.
Necro you rock! Necro = the new Cyan.
indeed, but when i clicked the link it says
Server not found
Firefox can't find the server at bcvrf.yahoo.com.
* Check the address for typing errors such as ww.example.com instead of www.example.com
* If you are unable to load any pages, check your computer's network connection.
* If your computer or network is protected by a firewall or proxy, make sure that Firefox is permitted to access the Web.
HAHA...woops my bad. I used my secure connection for Yahoo Briefcase that only I can access. I got a new host so it should work now.
Now I only have a backlog of artworks and coding to do...oh, and I beat COD2:big red 1...short game ):

awesome looking so far :thumb:
sry for taking so long before testing tho I had some issues lately :(
is that the speed on a ti83+ se or non-se?
regular 83+
ah good B)
Why is it flickering? Any ways...what program is it using, xlib or xlib app?
it use xLIB app, I think he might update the display everytime he display a sprite so that might be why it does that. I think it should be updated only when the last sprite in a loop is displayed
QuoteBegin-xlibman+14 December 2005, 13:05-->QUOTE (xlibman @ 14 December 2005, 13:05) | it use xLIB app, I think he might update the display everytime he display a sprite so that might be why it does that. I think it should be updated only when the last sprite in a loop is displayed |
I'm confused by what you mean. Yes, I update the sprite everytime you move. Is there a better way to do it?
Thanks for making that animated screenshot. I still can't get PindurTI to work and TilEm doesn't allow screenshots.
I mean that you should maybe not update the display with the map and first sprites and only update it once you display the last sprite. In xlib you just need to change the last argument to 0 to not update immediately
QuoteBegin-xlibman+14 December 2005, 13:41-->QUOTE (xlibman @ 14 December 2005, 13:41) | I mean that you should maybe not update the display with the map and first sprites and only update it once you display the last sprite. In xlib you just need to change the last argument to 0 to not update immediately |
Ok, I get what you mean. I just put it in and it does make a difference. Thanx
yeah, awesome screeenshot :thumb: btw, wat are the size of ur maps?
They differ, but most are around 16x16. Right now I'm working on my overworld which is huge. Its prob going to be 4 matrixes (atleast) put together at the max. size I can make them without slowing the game down too much. Dungeon/Temple maps will be more around 20x20 or 22x22.
How do you get PindurTI to work w/ xLib app???
sadly, most emulators don
try TILEM, it works perfectly with apps :)
@Spellshper: Thanx, I'll try that.
@dragon_lance: I use TilEm for testing purposes and it does work great, but I need one to make animated screenshots with. TilEm doesn't allow animated screenshots, only still ones.
I did figure out a way to make animated ones but it requires a lot of work and a ton of time!!! (taking a bunch of stills and animating them together)
To send apps to PindurTI just drag/drop it to the window
Looks great, I'd like to see some more variation in the tiles instead of endless grass though.
Yeah, looks great!!!
More tiles will be coming later. And I mean a lot more tiles. The original game had over 3000 different tiles. I'm planning to have around 500 maybe.
@xlibman: everytime I try it gives me a transmission error.
did u got the recent version of PTI? Maybe your ROM is corrupted or the save files. I would suggest deleting the .pti and .conf file as well as the ROM and retry again with new files
QuoteBegin-tenniskid493+15 December 2005, 19:57-->QUOTE (tenniskid493 @ 15 December 2005, 19:57) | @Spellshper: Thanx, I'll try that.
@dragon_lance: I use TilEm for testing purposes and it does work great, but I need one to make animated screenshots with. TilEm doesn't allow animated screenshots, only still ones.
I did figure out a way to make animated ones but it requires a lot of work and a ton of time!!! (taking a bunch of stills and animating them together) |
u can use calc capture, it can be found on ticalc.org :) 
Right now I'm struggling making sprites for the overworld. I have the grass and dirt paths thanx to necro, but I need some for mtns. and trees. They have to be zoomed out versions like in goldensun. Any help would be greatly appreciated as I'm horrible at making very small sprites. I can't decide whether to make sprites very close to the orig. game or make totally new ones. If I made them like goldensun, I'd prob. need 3 sheets just for overworld sprites so I was thinking of making some with out tons of curves and diagonals like in the original game.
hmmmm,i say stick with golden sun graphics. don't worry about sprite sheet space, as new xlib should have 16-bit indexing which means unlimited tiles :D (supposebly)
Really, we're not going to be limited by 256 tiles anymore? That's excellent. Anyways, even without that, you could simply switch the sprite data pics when you enter a new area with different tiles.
Thats what I'm going to do. I use Pic 0 as the pic for active sprites, and then when I switch between overworld, town, cave, and temple, it copies those sprites into pic 0.
Does xLib work where if you have the pic set at 0 in the real( statement but put in a number over that pic, does it go on to the next pic???
Reuben did that too. I dunno if the new xlib still go to next pic when displaying sprites outside the current one tho. I remember xlib 0.5 had this feature
yes...curently only 256 tiles worth (2 full and some of a 3rd picture)
The current xlib supports 256 tiles, but I heard that the new version will support 16-bit indexing, which I assume means 65536 tiles??
65536 tiles!? O_O Well, thats one thing we never have to worry about again :)
OMG O_O lol now we can have 40 frames animated movies as background image in scrolling maps j/k
I still hope tr1p1ea plan to release that new version to public I havent seen him on #tcpa for 5-6 days and normally he comes online almost everyday during week. If he doesnt release it to ticalc.org I'll ask him if I can add it in the archives here. That would also prevent 1000 people from asking me the latest version of xLIB via email
This is just what I heard on the xlib topic at MC, I think it was necro who said this.
tr1ea confirmed it quite a while ago, and again recently. He apearently is hammering out the bug in the memory functions
nice he's still here at least, he hasnt been on tcpa for one week I think, unless he only come when we are sleeping and last post from him on MC was one week ago
I need a suitable replacement name for Djinni (the little monsters you catch that help you in battle...my avatar is a Jupiter Djinni) as that is a trademark of Camelot. Any Ideas???
hm... what do they look like?

here's a picture of the four types, Venus, Mars, Jupiter, and Mercury (Earth, Fire, Wind, Water). The pictures a little distorted but you can still get the main idea.
what about: - beholder - elementary - guardian
how do they help? do they cast spells or what? :???:
Yes, each one has some form a special move..some attack an opponent, some will revive one of your friends, some will boost your group's attack or defense etc. And then, once you use them in battle, they become set so you can summon a form of magic, depending on how many of that type of element you have (Summoning 4 set Jupiter Djinni is much more powerful than 1 Jupiter Djinni.) Also, in the 2nd Goldensun, they have elemental tablets that you have to find. They let you summon a combination of like 1 Jupiter and 1 Venus, causing it to be more powerful than just summoning both Jupiter and Venus individually. I was planning on incorporating some of these into my game, as a type of side quest. However, i would probably only have 5-10 of them, not every possible combination.
[semi-offtopic]I just got an 89t for X-Mas. It's sweet! Does anyone have any recommended tutorials for getting to know all the functions and capabilities of it.
Note: If I can get enough motiviation, after I complete The Chosen One for the 83+, I may port it to the 89, pending whether I've learned enough about my 89 or not, and whether there is a demand for it or not.[/semi-offtopic]
very interesting :) but kinda complicated...
It sounds really complicated, but they way battles are done, its actually really easy to use. It automatically lists the Djinni as set or standby, and under the summons menu, lists all the ones that you can currently use. There is also the option (for more advanced battling) where if your first character is going to use a djinn that turn, you can summon it, even though it isn't set yet. However, if something happens causing you to attack first (speed isn't the only thing that determines attacking order) and the djinn isn't set, you waste your turn.
Well, I
Yea...the battle engine is what's holding me up from releasing the demo...that and overworld sprites...I realized how bad I really am at drawing terrain sprites...No wonder why I failed Junior High Art Class.
For the battle engines, I have all of these ideas, its just a matter of programming them.
me 2 :oops: Sometimes I think I
wow sound nice it would be cool to see more 83+ games being ported to 89 series (if only someone ported reuben to C)
or vice-versa, *cough, cough* (ultima) :P
Progress: Made some progress on my storyline and documented all of the variables I'm currently using, and all of the variables I plan to need. Still no progress on my battle engine. I really need to get motivated for that. Is anyone really good at battle animations??? I'm going to need a lot of those and thats one of the things thats really stopping me from working.
will the battle engine be like origional Golden Sun, or do u plan on making ur own custom one? as for animations, wat type? sword slash? magic? item?
If you need help with those animations, I might be able to spare some time. We can talk on IRC if you want.
I plan to make the battle engine very close to the original. However, instead of being slightly to back of the characters, its going to be a side view. Your players on the right, the enemies on the left. Right now, I need a bunch of magic ones. I have a defend and attack animation, but need ones for all of your psynergy. I need a fire, ice, water, wind, bolt, and explosion one.
@BCTurk: Could we use AIM. I rarely go on IRC. My screenname is the same: tenniskid493.
Not now, can't d/l things here...uh, IRC is the only option becides just talking here, which isn't such a bad option.
Ok, this works out fine, since IRC isn't working for me. What do you need to know???
Names of the magic, if you don't mind declassifying them. Also, any ideas that you have about what you want them to look like.
Umm, some names are:
Fire: Flare Flare Storm Fireball Beam Fume
Earth: Quake Earthquake Rock Throw Clay Spire Mudslide
Wind: Storm Ray Lightning Ray Plasma Shock Plasma Wind Slash
Water: Douse Downpour Frost Tundra Supercool
They can really be anything, I'm open to all submissions. The only thing is they need to be right to left and start 16 pxls from the right. Other than that, let your creativity run wild. All Golden Sun players will recognize some of those names, but I checked and Camelot doesn't have copyright on those.
Lol, copyright, they're paranoid.
And these animations, do you want full screen type stuff, or just from the player to the enemy?
From player to enemy. Also, on similar types of attacks, like quake and earthquake, and storm ray and lightning ray, and flare and flarestorm, and douse and downpour...those can have the same animation.
Gotcha. Players sprites are 16x16, right?
Nope, 8x16 but I'm lining them up like
c1-->CODE | ec1 ------------------------ |
Uh, do you have a screen? It kind of makes sense, but a screen would help. Don't have the time (dial up) to search the past pages...
EDIT: Oh, ok then. Colorado, my homeland, hope your having fun ;) .
See above post. No I don't have a screenie and I've never posted one, I've only just started work on the battle engine. I made the whole walking engine first. Yea, we got up here this afternoon. We still don't know where we're going to be skiing. We have to decide tonight. Thanks for all the help. Theres no rush on these either. It may be a few weeks before I finally add them in. I just wanted to get a start on them.
My recomendation on the skiing, Brekenridge if you like a good mix of everything, beginner, amenities, friendlyness. It's a little cold on the peaks tho, windy. Copper is a good smaller resort, but they still have some good runs. Vail is a good high-class resort, I have only skied once there, so I don't know for sure... Other good ones are Solvista and Keystone.
My parents were thinking Vale, but weren't completly sold on it because we have two young kids (7 and 9). They're asking around at the hotel, trying to find out a good recommendation.
Young kids, mmmm Solvista, it's small but some of the best ski school around. Don't know about Vail, Copper also has a good ski school. Brek sounds like a good place, only problem is that they are crowded :( .
My parents are thinking Vale, only because they've always wanted to ski there. We have a ticket thing where we can go to any of like 5 different resorts w/ that one ticket so if we don't like it there, we can always go somewhere else.
i wish i could go skiing during winter break, sound nice so far Tenniskid,i'll also try to help out with a few animation :) wat u can do is maybe try to get some screens of origional golden sun then convert to black and white and resize it, now if only there was a good site...
Ah, yes, then by all means, go to vail (not like I really have any say in the matter anyways, but oh well). I believe the ticket also is valid at Brekenridge, I encourage you to try there as well (no, I don't work for them). ;)
I found goldensun-syndicate.net but its extremly slow. And, their is a much higher resolution on the GBA than on calcs. so I'm not sure how good it would turn out. I'll try it out though when I get home.
Sorry to post again, is the game a bird's eye or side view? Also, fume, clay spire, tundra, supercool, any more explaination?
EDIT: Ok, my work space so far... The fire is for flare, the ball thingy is the fireball, those little things are for when the fireball explodes (don't know if your going that deep with the animation...), the big wave thing is the mudslide (not very good), and the other two things are the plasma stuff. The two plasma thing look good when they animate.
Its like 3/4 view. The battle engine will be side view.
Looks good. Fume is a fire attack where a sort of fire dragon (sort of complicted) attacks the enemy. Tudra and super cool are where the player is attacked by a bunch of ice. Clay Spire is where a bunch of stalagmites (the ones that come down) fall from the sky on the enemy.
Battle animations aren't my thing (which is really slowing me down in Aura), talk to necro.
Yeah, well Necro is good, probably too good for his own good, I'm surprised he isn't backlogged (actually maybe he is, I don't know).
Necro should make sprite for money :D
and how did the chosen one topic went to skiing in colorado discussion for half a page? O_O
lol..IRC wouldn't work for me and AIM wouldn't work for BCTurk so we just used my topic.
I would pay for necro's sprites too. They're amazing.
But you have to admit, skiing in Colorado is a good topic, we could have changed to marine biology in Wyoming, which there isn't alot of consideriding there's not alot of water there. Anyways...I wouldn't pay money, unless I was selling the game that the sprites were for for money, in which case it would make alot of sense to get good sprites, particularly from Necro.
Well, I wouldn't actually pay for Necro's sprites because I'm broke, but I'm just saying that they're really good.
Mmm, yes, but I was very tired last night, which is why that post looks like it does.
The battle engine (which for that game is really cool) also has some 3d sections to it, depending on what weapon you have. I really enjoyed the game, though I haven't made it too far in the second one... :(
Yea, but there's no way I could do that, so I'm sticking w/ all 2D. As for the 2nd game, I'm 3/4 of the way beating it for the second time. I rebeat the first game and am now doing this one to give me more ideas to include in the game. I may be modeling some of my temples to the ones in the real game, but I'll make sure this game doesn't turn out to be close to a port of the game.
Did you come up with a replacement name for the djinni?
I think I'm going to use 'beholder' thanx to Spellshaper.
On another note, I was playing my GS:Lost Age Game and saved. When I turned it on to play again, I realized that the area that I saved was inhabited by a cow. Now I can't move anywhere so I'm stuck and can't do anything. Oh well.
Oh, well, I will give my suggestion if you are kinda iffy, I was thinking of Elemental Spirits or Elemental Gaurdians... :)
O_O Now how in the world did that happen, meldin with a cow? :crazy:
Spellshaper also suggested guardian, and I was sort of iffy so maybe I'll change it to that. Any one else have an opinion???
For the cow thing, its kind of funny. I was doing the animal item exchange towards the end of the game. (You read all the animals minds and they all want something so you give them that and then they give you something in return) and there was a depressed cow you had to give a red bandana to. So I gave it to it and then the cow moved to a new spot. So I apparantly went to the spot where the cow originally was and saved, so when I restarted the game, we're both on the same spot and neither of us can move because of the way the game does collision detection so I'm stuck there not able to move.
Guardians I think sounds the best, but then again, I've never played the game, so I don't know for sure.
Gaurdian remind me of FF's Gf, guardianforce. souunds pretty close to that so i like it too! hows overworld and maps coming?
QuoteBegin-tenniskid493+2 January 2006, 17:05-->QUOTE (tenniskid493 @ 2 January 2006, 17:05) | Spellshaper also suggested guardian, and I was sort of iffy so maybe I'll change it to that.
I forgot to back up my overworld routine and my calc crashed so I lost it but I'm reworking it now and I hope it will be better than the first one.
You don't have a link cable I'm assuming?
Yes, I do. I was in Colorado when working on it and had it almost finished but lost everything. I forgot about using groups (I'm such an idiot).
bah, don't feel too bad. I do the same thing. You get so excited things are startin to pull together, the gaming engine looks great, and the calc then say: Screw you! and crashes...
AODRevenge has pretty much stopped because of that happening 2 times...
yea,lucky for me, my calc hasn't crashed much recently :) always remeber to group. as for overworld walking engine, u can look at my code if ud like and alter it to ur needs :D
I noticed my main problem is apps. If I have an app on any of my 83+s, they always crash weekly, but if I take it off, it very rarely crashes...
It depends which app, some can be rather unstable, especially those that install keyhooks in your system (cough cough *OMNICALC*)
QuoteBegin-dysfunction+4 January 2006, 3:13-->QUOTE (dysfunction @ 4 January 2006, 3:13) | It depends which app, some can be rather unstable, especially those that install keyhooks in your system (cough cough *OMNICALC*) |
who needs omnicalc??? :D  xLib has all u need ;) 
QuoteBegin-dysfunction+3 January 2006, 21:13-->QUOTE (dysfunction @ 3 January 2006, 21:13) | It depends which app, some can be rather unstable, especially those that install keyhooks in your system (cough cough *OMNICALC*) |
All apps seemed to cause problems, except for Crunchy os so far. Mirage was my biggest problem... <_<  That is why I am not very comfortable about usin apps...
calc malfunction?
What did u do to your calc to cause the App instability in the first place? :???:
i used omnicalc, it was the greatesdt basic lib ever, but then xlib came to pwn all ;)
QuoteBegin-xlibman+5 January 2006, 21:13-->QUOTE (xlibman @ 5 January 2006, 21:13) | i used omnicalc, it was the greatesdt basic lib ever, but then xlib came to pwn all ;) |
Hey if you didn't keep tr1p. modivated then we would still be using omni.....
Hey Kevin can't claim ALL the credit...
QuoteBegin-dysfunction+5 January 2006, 23:05-->QUOTE (dysfunction @ 5 January 2006, 23:05) | Hey Kevin can't claim ALL the credit... |
Well at the very beginning it just him as I am told by the master himself (Pat).
I do believe I was involved with the very first version...
i think tr1p released xlib 0.1 due to slow map loading problems encountered in Destiny Realm and ROL3 a year ago. But back then I didnt knew what we could do with matrices so I somwhat went back to ASCII before giving them a shot
Progress is on hold until I finish up the new RPG game for the site. Don't worry, I'll come back to it, I'm just not going to be doing any work on it for about a month probably.
i understand, working on two projects at once can get confusing, not to mention its 2 different languages
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