Author Topic: Zelda:Rpg Nightmares Awakening  (Read 29452 times)

0 Members and 1 Guest are viewing this topic.

dragon__lance

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #120 on: January 01, 2006, 06:03:00 pm »
that wat was i originally planned, but then i remembered that for house data, its stored in matrix . Thus, during collusion detection fpart([A](X,Y0) wont work if change too B :(sad.gif Today, just made the text routine a whole lot faster, figured out that if u just use sub(string0,1,1), its a lot faster than using ans. :)smile.gif

tenniskid493

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #121 on: January 01, 2006, 06:05:00 pm »
Could you have both outdoor and indoor matrix data load into [A]???

Also, are you using a text decoder for displaying your text, and if so, did you make it yourself or use a pre-existing one?

dragon__lance

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #122 on: January 01, 2006, 06:29:00 pm »
Thatd be a bad tradeoff. Imagine storing a 8*8 room into [A], but on the way back onto overworld, must restore 15*10, and the maps will be a wholelot larger and therewill be a definite speed decrease. :(sad.gif
as for text routine, id be happy to share mine with y'all, i wrote it myself based off of SpellShapers text routine to suit my needs. :)smile.gif

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
Zelda:Rpg Nightmares Awakening
« Reply #123 on: January 02, 2006, 08:30:00 am »
DL, why don't you keep the houses in the regular maps (area where you can't see) and surround them with a row of trees
I'm like a woot burger with awesome fries


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

dragon__lance

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #124 on: January 02, 2006, 09:38:00 am »
thats an idea!! i'll try implementing today! as for sourcecode, i'll send it to u , but might take some time cause apparently Hotmail is down :(sad.gif

Offline Ranman

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1354
  • Rating: +83/-0
    • View Profile
Zelda:Rpg Nightmares Awakening
« Reply #125 on: January 02, 2006, 10:17:00 am »
QuoteBegin-dragon__lance+2 January 2006, 0:29-->
QUOTE (dragon__lance @ 2 January 2006, 0:29)
as for text routine, id be happy to share mine with y'all, i wrote it myself based off of SpellShapers text routine to suit my needs. :)smile.gif

I don't know about you... but I think text routines should be easy to write. However, every time I write one, it is always a pain in the butt!  :dang:banghead.gif

Good job guys! It's looking very good! :ru13z:king2.gif
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

tenniskid493

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #126 on: January 02, 2006, 11:16:00 am »
Yea, I still have to write on for me.  It would be a lot easier to use someone elses but I want to make one myself just to see if I can.

dragon__lance

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #127 on: January 02, 2006, 02:34:00 pm »
here's an example of my textroutine:
QuoteBegin-"BASIC Code"+-->
QUOTE ("BASIC Code")
:StorePic 0
:prgmDEKUMAP2
:Ans→Str0
:length(Str0→θ
:0(B>1)+40(B<2→Y
:DelVar XDelVar W
:real(13,1
:real(12,6,0,Y,95,Y+23,1
:For(Z,1,θ
:sub(Str0,Z,1
:If Ans≠"

Offline Spellshaper

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1690
  • Rating: +0/-0
  • This is me. Or maybe not.
    • View Profile
Zelda:Rpg Nightmares Awakening
« Reply #128 on: January 03, 2006, 02:02:00 am »
nice code... I

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
Zelda:Rpg Nightmares Awakening
« Reply #129 on: January 03, 2006, 02:57:00 am »
lol.

I thought about makin one for the Pokemon game, but I might wait until the game is nearly done, to see how much memory is left... :Dbiggrin.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
Zelda:Rpg Nightmares Awakening
« Reply #130 on: January 03, 2006, 04:23:00 am »
DekuMap2 is corrupt...could you just post the scource for it in the private forum?
I'm like a woot burger with awesome fries


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

dragon__lance

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #131 on: January 03, 2006, 04:13:00 pm »
wats all ur opinion on how overworld map system should work?like in LinkToThePast where there's just one big overworld broke into sections? Like FF where it zooms out? or maybe like in Octarina of Time where its broken down in sections and isn't symmetrical?

BCTurk

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #132 on: January 03, 2006, 06:25:00 pm »
I'd be thinking sections, just my opnion.

katmaster

  • Guest
Zelda:Rpg Nightmares Awakening
« Reply #133 on: January 03, 2006, 06:53:00 pm »
Yeah, I think sections, too. Much more Zelda like.  

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Zelda:Rpg Nightmares Awakening
« Reply #134 on: January 04, 2006, 03:39:00 am »
maybe like a link to the past, would be more like classic zelda games