Author Topic: Darkblasters: A new graphical TI-84+/SE BASIC RPG  (Read 12080 times)

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Offline DJ Omnimaga

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #15 on: September 11, 2021, 12:10:48 pm »
Thanks! An UPDATE!
-There are now two actual monsters
-You start with 500 HP instead of 300
-All battle commands and enemy moves are implemented, except one boss attack pattern.
-You can now activate switches to open new paths
-NPC's are implemented, including those who give items.
-You can grab items from the ground.
-Some random optimizations to save space or increase speed, because the game is over 11 KB now.

I made a Youtube video:

Offline Xeda112358

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #16 on: September 11, 2021, 12:16:59 pm »
That is absolutely amazing, and especially for having been done in TI-BASIC  :o

Offline E37

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #17 on: September 12, 2021, 04:21:15 pm »
11k is really small. Maybe I inflate my Axe source file sizes with long variable names and lowercase but I can't make anything near that functional in that size.
Is there a saving system?
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Offline DJ Omnimaga

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #18 on: September 13, 2021, 08:14:04 pm »
Thanks! Here's a boss fight:



Note that the stats are placeholders and I still need to fix the damn wall magic spell. It kept stopping working entirely for no reason over and over again so I gave up and altered it, but the battle system I am using makes it near impossible to keep it under control and from glitching out.

Offline DJ Omnimaga

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #19 on: September 15, 2021, 08:07:24 pm »
20 years minus 7 days ago, I released my first ever TI-83 Plus RPG, Illusiat. Today, after over 16 years without releasing an original RPG for calculators, I am finally releasing a new one: Darkblasters!





Inspired by Lufia, Quest 64, Dragon Quest, Illusiat and Mana Force series, Darkblasters is a role-playing game meant to showcase pure TI-BASIC graphical capabilities while trying to keep speed as fast as possible. It features over 390 rooms to explore, NPC's, some items and magic spells, many monsters and sprite-based graphics. No ASM/Axe/Grammer lib were used, in order to ensure full compatibility with 15 MHz z80 calculator models that lacks official ASM support.

Quote
A long time ago, mankind became nearly extinct after the entire world population did the Tide Pod
eating challenge simultaneously. From the dead rose a new illness that transformed animals into
monsters and many humnan survivors into Darkblasters, evil mages that look like knights.

Today, the Darkblasters stole the three crystals protecting the Kingdom of Walritia. You must defeat
the mages before they take over the world.

Here are the download links:
https://www.ticalc.org/archives/files/fileinfo/476/47684.html
https://tiplanet.org/forum/archives_voir.php?id=2790407
https://www.cemetech.net/downloads/files/2178
« Last Edit: September 18, 2021, 12:28:48 pm by DJ Omnimaga »

Offline SpiroH

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #20 on: September 22, 2021, 09:05:20 am »
This looks great indeed!
I wonder, would it be possible (not too hard) to port it to the 'TI-84 Plus CE Color' to show us some of the game "true colors"?

Offline E37

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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #21 on: September 22, 2021, 05:42:22 pm »
This looks great indeed!
I wonder, would it be possible (not too hard) to port it to the 'TI-84 Plus CE Color' to show us some of the game "true colors"?

I doubt a port would add much since the sprites are done by mixing characters. Also I think I remember hearing somewhere that 84ce text characters include a white background that would ruin it. But I dont have any color calcs so I don't know too much about them.
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Re: Darkblasters: A new graphical TI-84+/SE BASIC RPG
« Reply #22 on: September 22, 2021, 06:06:16 pm »
If I did a color port, I'd have two options, which is grosged's sprite and text lib, which would probably not be too slow given the extra CE CPU speed. I could also use ICE, but it tends to break after a while when new C libs come out and I haven't used it in a long while. If I use grosged's libs, the game won't be in one file, but two other games I made use the same libs so if people have them installed then it's not too bad.

But yeah the layered text sprites trick doesn't work on the color models, sadly.