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Messages - {AP}

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706
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 14, 2009, 12:31:11 am »
Haha, true. Still, it's common courtesy to ask first.

Speaking of such, I should update the site's tutorial page.
Be back in a few minutes. Or hours.
ADD is one hell of a mental condition. ^_~

707
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 14, 2009, 12:23:03 am »
Hm... when these tutorials get written up, do any of you (Nitacku and Iambian currently) mind if I post them on my site?
Proper credit will be given, of course.

708
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 13, 2009, 04:44:32 pm »
If xLIB is capable, I have no clue how one would get it to work.

Well, I guess that's where Nitacku rushes in to save the day.
I personally don't mind the hex thing. Less sprites to draw on a Pic.

709
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 13, 2009, 02:13:38 pm »
As an extra note... if you only want it to scroll in one direction, make the other constant (usually 0).
Example:
Code: [Select]
:identity(8,"2040840810000000",X,0,0,1Only goes left or right. (depending on whether you add or subtract X)
Code: [Select]
:identity(8,"2040840810000000",0,X,0,1Only goes up or down. (depending on whether you add or subtract X)

710
TI-BASIC / Re: matrix row and colum swap
« on: February 13, 2009, 02:04:53 pm »
For future reference...

[A]T
Code: [Select]
[A][sup]T[/sup]

Code: [Select]
Alt+26 (on the numpad with Num Lock on)
Hold Alt, press 2 then 6, then let go of Alt.

711
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 13, 2009, 01:25:16 pm »
No problem. Helping out the community is what I do. ^_^

712
TI-BASIC / Re: Celtic III Scrolling Background Tutorial
« on: February 13, 2009, 01:00:21 pm »
Thank you. =D
It only took about an hour (maybe 2) of playing around with what Iambian said.
I do think that at least 16x16 sprites should be possible at least. (I know you'll read this, Iambian.)

Um... do you think I should add a short tutorial for how hex coded sprites work?

(EDIT: I did anyway, check the second post.)

EDIT 2011: Split sprite tutorial into individual topic due to the new tutorial section only fetching the first post http://ourl.ca/11553

713
TI-BASIC / Celtic III Spriting with Hex Code
« on: February 13, 2009, 12:47:16 pm »
Updated multiple times due to unexpected problems.
Everything works fine in this version.
I apologize for anyone who may have been following the old version. (it won't crash your calc or anything, just look weird)

Here's a quick "Spriting with Hex Code" tutorial.

Hex code is just a series of numbers and letters 0-9 and A-F.
Each digit is responsible for 4 pixels.
Code: [Select]
X = on (black)
. = off (white)

0 - ....
1 - ...X
2 - ..X.
3 - ..XX
4 - .X..
5 - .X.X
6 - .XX.
7 - .XXX
8 - X...
9 - X..X
A - X.X.
B - X.XX
C - XX..
D - XX.X
E - XXX.
F - XXXX

Here's an example of an S sprite.
In full it's "007C82807C02827C". (look at the digits in the parentheses on the side in order)

Code: [Select]
0 -> . . . . | . . . .    <- 0  (00)
7 -> . X X X | X X . .    <- C  (7C)
8 -> X . . . | . . X .    <- 2  (82)
8 -> X . . . | . . . .    <- 0  (80)
7 -> . X X X | X X . .    <- C  (7C)
0 -> . . . . | . . X .    <- 2  (02)
8 -> X . . . | . . X .    <- 2  (82)
7 -> . X X X | X X . .    <- C  (7C)

Any questions, just ask.

714
TI-BASIC / Celtic III Scrolling Background Tutorial
« on: February 13, 2009, 12:24:33 pm »

(Note: Attached to this post is the Pic that you can use for this tutorial and the final program.)

The key to the scrolling background is order and only updating the LCD once per cycle.

For a basic background that scrolls rain down and to the left with nothing else, here's the code. I'll explain it in depth afterwards.
Code: [Select]
:0→X
:0→Y
:real(0
:Repeat 0
:identity(8,"2040840810000000",X,Y,0,1
:X-1→X
:Y-1→Y
:End

The first question you'll probably ask is the about "identity(8,...".
It's syntax is as follows:
Code: [Select]
identity(8,"HEXSTRING",right,down,LOGIC,UpdateLCD

"HEXSTRING" = 16 digit long hex code for the sprite in question. I made the rain sprite earlier
down = Pixels down the screen. Limit is -99999 to 99999.
right = Pixels to the right of the screen. Limit is -99999 to 99999.
LOGIC
0 = Overwrite (what you'll use most likely)
1 = And
2 = Or
3 = XOR
UpdateLCD
0 = No update
1 = Update

As you might have noticed, it looks like you can only go down and right.
Well, if you go right a negative amount, you go left. Same is true for down.

Now, you want something on top of your scrolling background.
You'll need to make a picture. Everything black stays black and white will be 'transparent'.
Just draw something up quick. (or download the pic in the attachment and use that... it's Pic3)

Now, to get it to show up. We'll need to modify the above code.
Code: [Select]
:0→X
:0→Y
:real(0
:Repeat 0
:identity(8,"2040840810000000",X,Y,0,0
:real(3,<your pic number>,3,1
:X-1→X
:Y-1→Y
:End

You'll notice 2 changes. First, the 'identity' code ends with a '0' now.
Second, you have the 'recall pic' command out and it DOES update the LCD.
If you want to know why they're not both updating... try it out with both.
Like the 'flicker' you see? I didn't think so.

Now, you're probably wondering how to make a white space on the screen.
How about one with a black border? For this example, we'll do that one.
Code: [Select]
:0→X
:0→Y
:real(0
:Repeat 0
:identity(8,"2040840810000000",X,Y,0,0
:real(3,<your pic number>,3,0
:real(12,9,13,25,44,61,1  //real(12,9,x1,y1,x2,y2,update
:X-1→X
:Y-1→Y
:End

Once again, we're only updating the screen once, and it's the very last time.
The bounds for the box can be changed how you like. This is the box for Nyaar!'s title screen.

Now, you want text in that box, right?
The easiest way to do it is to make sure the pic you made has the text on it where you would like it to appear. (in this case, in the box)
Code: [Select]
For this box, you have room for 5 options and about 6 characters long.
Option(X,Y)
New(15,26)
Load(15,33)
Help(15,40)
Credits(15,47)
Quit(15,54)
But, if you look at our current code... it seems that the box will overlay the text. Well, this is because of ordering.
Switch the order of of the Pic and Box.
Code: [Select]
:0→X
:0→Y
:real(0
:Repeat 0
:identity(8,"2040840810000000",X,Y,0,0
:real(12,9,13,25,44,61,0
:real(3,<your pic number>,3,1
:X-1→X
:Y-1→Y
:End

Once again, only one update and make sure it's the last one.
Finally, you'll want to have the options selectable.
This is my code for it, the important part is where you put the "real(12,8,...".
(Also note that this is for the box I made. The x's and y's will be different for you if you used another.)
Code: [Select]
:0→X
:0→Y
:1→M
:real(0
:Repeat K=105
:getKey→K
:M+(K=34)(M<5)-(K=25)(M>1→M
:identity(8,"2040840810000000",X,Y,0,0
:real(12,9,13,25,44,61,0
:real(3,<your pic number>,3,0
:real(12,8,14,26+7(M-1),43,32+7(M-1),1
:real(12,8,14,26+7(M-1),43,32+7(M-1),0
:X-1→X
:Y-1→Y
:End

Now, you might be confused with why there's not only a duplicate of the 'box' that shows what option is selected.
Not only that, the last thing does not update the LCD.
This has to do more with logical thinking. What it's doing is the first one highlights the selected option and shows everything you've done before it.
The second one un-highlights it, but doesn't show you that you've un-highlighted it.
By the time it DOES update, it'll have highlighted whatever the selected option is. Whether or not it's the same.

Well, now you have a working title screen.
After the 'End' you can add the 'If M=1:Then:<Do whatever>:End:Etc...' to make the options actually do something.
Of course, M=1 is the first options, 2 the second, etc.
If you have any questions, ask me.

715
TI Z80 / Re: Game Info & Progress
« on: February 13, 2009, 11:29:16 am »
I have no clue... I don't have one to test it out on.
(Even my WabbitEmu has a 84+ SE rom.)

I can give you the files. (one pic and a small program)

716
TI Z80 / Re: Game Info & Progress
« on: February 13, 2009, 10:51:38 am »
I was reading the Protocol topic...
Thanks to Nitacku for starting the conversation and Iambian for mentioning it...
I've created a quick title screen with scrolling background. (which I've now mastered the concept of using Celtic III for scrolling backgrounds and using hex to draw sprites[which doesn't make my spriting ability any better])

It's just a test. My idea for snowing.
Also, note that I hate the recorder built into WabbitEmu, but I haven't grabbed a better recorder yet.

If anyone wants a Celtic III Scrolling Background Tutorial, I'll be happy to make one.
I've been sick so I didn't go to school today.

717
Miscellaneous / Re: Rickroll
« on: February 12, 2009, 08:20:36 pm »

718
TI Z80 / Re: Game Info & Progress
« on: February 12, 2009, 04:53:33 pm »
Aw... That's kinda disheartening to see that another calc game has already decided to use that system.
Eh... I may have to rethink this then. No big deal really.
I haven't actually done more than a quick mock-up of the system so far.

(EDIT: Actually, after playing Marc, I feel I can do the system better. So, I'm going for it still.)

719
TI Z80 / Re: Game Info & Progress
« on: February 12, 2009, 07:49:04 am »
The combat system is more of a modified version of this.
It's where I got the idea... but I've never seen any other game do anything like it.
So... I'll be the second.

Old PSX game that I started playing (again) a few days ago.

720
TI Z80 / Re: Game Info & Progress
« on: February 11, 2009, 10:29:09 pm »
Plans on updates. I thought I'd let you know that thinks are actually being thought out and that I'm not just sitting around doing nothing new.

Unique Battle System: The new attack command consists of pressing the arrows in sequence with a time limit.
Each arrow corresponds with a different attack. If you hit the buttons in certain orders, you'll perform a combo attack increasing the damage or adding an elemental property to the attack. There's no plenty for NOT doing a combo, you'll just perform the selected attacks in that order. If you don't hit anything in the time limit, it'll randomly generate the attack sequence.
At the start you'll only be able to have a max sequence of 3, but you can increase it upon leveling. Any questions?

Other New Features:
  • A few status conditions
  • Creatures will no longer be randomly generated
  • Item drops
  • Weakness/resistance to certain elements
  • Fully animated(hopefully)
  • Maybe more...

Shop System: Well... I have a new inventory, so it only makes sense to update the shop too. It'll contain the 'Description' feature from the inventory system and in general just look prettier.

Menu System: Yeah, the current one will NOT support the amount of information required. The first 'page' on the sidebar will stay, but I'll be updating the other pages in a cool new way.

Classless/Statless System: You still level up, but you gain skill points instead of stats. There will be 3 specialization trees. Each tree containing 5 skills that you can level up and affect everything your character can do. Also, you do get special bonuses for specializing in a tree, but you're free to branch out as much as you like. There will be enough skill points to allow you to focus on one and still have some left over for another. Feel free to be the 'generalist' though.

Quest System: Everything from killing X amount of creature Y to saving a town from invasion. Even the infamous collect X of item Y.
Hopefully enough to kill your free time.

Story!: Speaking of quests! There should be a purpose. The story is being worked on and will be implemented. It's different than your average angsty-teenage-boy-with-troubled-past-going-to-save-the-world thing. Yay for different!

Items/Weapons/Armor: With the pretty new inventory system, I need pretty new items and such to go with it. Weapons and armor will finally be added for the first time. New fun items to be made.

New Graphics: Drak and I are collaborating on the new graphics. I plan on redesigning the town and making major upgrades to how the battle system looks. Plus redesigning the world map. The game now has a story and needs graphics to correspond accordingly.

And probably much more!

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