Author Topic: Zelda:Rpg Nightmares Awakening  (Read 29448 times)

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Offline Spellshaper

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Zelda:Rpg Nightmares Awakening
« Reply #105 on: December 28, 2005, 05:04:00 am »
I use the same routines I use for maps for indoors...
What I do basicly is:

:If tile moved onto is "door"
:prgmHOUSES


prgmHOUSES
:If char coordinates are X and Y
:then
:load this
:and that
:End

etc... *shrugs*

tenniskid493

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Zelda:Rpg Nightmares Awakening
« Reply #106 on: December 28, 2005, 06:33:00 am »
Sounds like a good base idea, but could use some optimization.  You could store all the locations into 2 lists, L1 being X, L2 being Y, and then cycle through until it finds where you are, and that could refer to a different program that loads the matrix.  Here's a sample code that I'm just making up on the comp. so I hope it works.  It uses FG for optimization.  I don't know what program you are using.  This program could also use some optimizations and I'm not even positive if it will work

c1-->
CODE
ec11->A
While 1
If X<>L1(A) or Y<>L2(A)
End
"0123456789
"(Generic Name for Building Program)"+sub(Ans,A+1,1
prgm(ZDEL
prgm(theta
Return
End
c2
ec2

You have one main program that it goes to if it detects a door, then you have all of your building matrixes stored in programs like ZBU1 or ZBU2..something like that.  This would mean a lot of sub programs but would also be optimized.  Your way with a lot of if statements would work to, it just would be a lot of repetitive work that could be optimized.

dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #107 on: December 28, 2005, 08:03:00 am »
so basically, u mean that the data of houses would be stored in the same way as map data? where it finds the necessary subprgm to go to get data? thanks, i'll try implementing today. should have screenie of deku village out soon :)smile.gif
wonder where necro is?.....

Offline necro

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Zelda:Rpg Nightmares Awakening
« Reply #108 on: December 29, 2005, 04:45:00 am »
I had to go out of town, my dad had to work on the telephone system up in canton.
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker

dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #109 on: December 29, 2005, 05:16:00 am »
i see, we really need to discuss zelda's plot and storyline rightnow or else i can't make progress...

dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #110 on: December 31, 2005, 03:26:00 pm »
Sorry for the Double Post guys, but i just had to post so close on NewYears Day :Dbiggrin.gif
Here's a major progress report:DekuVillage about Complete, most map engine done, talking to Npc Work, Entering Houses Work! Here's a NewYear's gift:
user posted image
The speed is of a Regular Ti-83+, and keep in mind that itll be a little faster on calc! (PTI rocks!!!)
here's the sourcecode of main walk engine, hope u guys can help optimize it! :
c1-->
CODE
ec1real(2,0,S,T,6,4,0,6,0,4,3,0,16,0
real(1,16A,16B,2,16,1,E,F,2,0,0
real(1,16A,16B,2,16,2,E,F,3,0,1
Repeat K=15
real(8:Ans->K
If K=0:End
If K=54:Then
A+1+S-(E=0)+(E=4->X
B+T+1-(E=2)+(E=6->Y
[A](Y,X->theta
If theta=6:prgmZCUT
If fPart(theta)=.8:prgmZTALK:End
If K>4 and K/=15:End
0(K=2)+2(K=4)+4(K=3)+6(K=1
If Ans=/E:Then
Ans->E
real(2,0,S+A,T+B,1,1,A,A+1,B,B+1,3,0,16,0
real(1,16A,16B,2,16,1,E,F,2,0,0
real(1,16A,16B,2,16,2,E,F,3,0,1
Else
(K=3)-(K=2->X
(K=1)-(K=4->Y
fPart([A](B+T+Y+1,A+S+X+1)->theta
If theta=.4:prgmZDOR
If not(

tenniskid493

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Zelda:Rpg Nightmares Awakening
« Reply #111 on: December 31, 2005, 03:29:00 pm »
Do you use the same walking engine for indoors and outdoors, or a different one?  I love the screenie, its amazing.  I really like the scrolling.  I might have to add that.

Offline DJ Omnimaga

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Zelda:Rpg Nightmares Awakening
« Reply #112 on: December 31, 2005, 03:48:00 pm »
OMG awesome! scrolling and all! I might look at the code later to see if I could get it to run as fast as my old xlib engine ;)wink.gif . Are u planning to have animated tiles because mine can have them, altough it use 8x8 ones

crzyrbl

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Zelda:Rpg Nightmares Awakening
« Reply #113 on: December 31, 2005, 06:26:00 pm »
*clap clap*
does it use the 16*16 tilemapper or the old 8*8?

Offline DJ Omnimaga

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Zelda:Rpg Nightmares Awakening
« Reply #114 on: January 01, 2006, 03:42:00 am »
the old 8x8

dysfunction

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Zelda:Rpg Nightmares Awakening
« Reply #115 on: January 01, 2006, 05:12:00 am »
You should be able to reduce your map data size by 3/4 when the new xlib is released, then!

dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #116 on: January 01, 2006, 05:52:00 am »
actually, this version is using the new 16*16 tilemapper, Necro sent me the new xlib :)smile.gif. any yea, its a major spacesaver, DekuVillage alone is 15*19, 16*16 sprites.
@tenniskid: for my EnteringDoors prgm, its a seperate walking engine, basically a copy, but altered, for instance, instead of using matrix [A], it uses .
@xlibman:hope u can optimise it! :)smile.gif i dont think i will include animated tiles cause that would take up even more pic data and slow whole walking engine down. Right now, i'm already using 8 pics of data!! and i tried running them archived, but it runs too slow. :(sad.gif

tenniskid493

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Zelda:Rpg Nightmares Awakening
« Reply #117 on: January 01, 2006, 06:12:00 am »
could you use the same one for both ways just throw in an if statement.  It may slow it a little bit but it would save a lot of space so I guess its a tradeoff.  You could even just throw in a boolean statement in the xLib syntax.  I don't know whether you need more speed or space so I guess its up to you.

dysfunction

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Zelda:Rpg Nightmares Awakening
« Reply #118 on: January 01, 2006, 03:34:00 pm »
Since with xlib you simply put in a number as an argument for which matrix you are using, you could simply use a variable for which matrix to use and change it when you enter a building.

tenniskid493

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Zelda:Rpg Nightmares Awakening
« Reply #119 on: January 01, 2006, 04:16:00 pm »
that's what I meant w/ the if statement or boolean...Use those to change a variable