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Messages - 123outerme
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61
« on: June 18, 2017, 12:59:30 pm »
Update: It's been a really long time, and now I'm in summer mode. Thankfully, today, I got pretty bored, so I finished World 2 maps, started more work on World 3 maps and added all the chests that exist so far.
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« on: March 31, 2017, 08:38:45 pm »
Discord user Bagels (if you are on this site as another name, let me know so I can properly credit you in both my credits and in this post) helped me create the first set of maps not by me today! He actually sent them last night in my time zone, but I imported them and got them into the program. I have had a pretty massive break so I should be able to grind out more maps, but with all of your help, I can get this done a lot, lot faster!
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« on: March 18, 2017, 01:58:40 pm »
I am totally out of steam for this project. All I pretty much have left to do is port maps (and place stuff like chests or bosses in the maps), and a message to my past self: "If you thought CSE maps were boring and draining to make, try this." I know a lot of people are excited to see Sorcery ported to monochrome, and so I ask, will you help me port these maps? If you wish to sign up, just join my Discord server. If you can help me make 1 map or 100 maps, I'd be grateful for any support. Once enough people join, I'll divide up maps that people can make to help, and send out all necessary documents, including the CSE map .PNG(s) you'd help port for, the monochrome map maker program, and any other additional information required (chest/boss placement, houses, etc.).
64
« on: March 01, 2017, 06:23:04 pm »
Update: White main tiles w/ black details Black main tiles w/ white details Here are new screenshots showing World 2, Dragon's Den. It has yet to have any other maps other than the town map (hence why I didn't show them), but teleporting to World 2 functions correctly. I'm experiencing a weird issue, though. The lava tile (unwalkable tile)'s ID is 13 (as in the 14th sprite, left to right, carriage returning at 12 sprites. Alternatively, the 2nd sprite row down, 2nd column), and using my ID -> x/y offset algorithm (necessary to do for tile drawing functions like real(1...) ), I get garbage data displayed when drawn with real(1...), but not when drawn as a tilemap. Does anyone know why, or how to fix this? Just as a disclaimer, I haven't tried it with hard-coded values to display the 13th sprite, although realistically there shouldn't be any difference between my algorithm and the hard-coded values, and their outputs. Here's my algorithms: 12fPart(T/12)+.0001(fPart(T/12)=1/3) // x offset, in number of tiles, from the top-left sprite (origin) //The "+.0001..." part is to fix rounding issues with my algorithm, so if the tile is in the 4th column, it'll actually display using this //If you're wondering, this isn't the problem with my 13th tile issue. This doesn't trigger as fPart(13/12) = 1/12, and not 4/12. 8int(T/12) // y offset, in number of pixels, from the top-left sprite (origin) //T is the inputted tile ID. For the issue that I'm having, T is 13.
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« on: February 19, 2017, 12:43:41 pm »
Lookin' good. Keep up the awesome work.
How much memory does the color version require? And the monochrome?
The color version requires nearly all RAM (23k bytes), although every file has to be in Archive. The monochrome version will likely require less. With everything in Archive, I don't have an exact figure, but ~10k bytes would be my estimate as of my most recent build. This difference is likely due to a. color assets loaded into RAM taking up a ton of space and b. other discrepancies in the color and monochrome version (mostly due to screen size differences) requiring less space to keep track of everything Thanks for the feedback! I really appreciate it!
66
« on: February 18, 2017, 06:25:29 pm »
Update: here's some screenshots of various things: The item chest test. Chests display and are picked up properly. The entire thing is faster than the CSE version thanks to det(1,__). The boss fight test. Bosses display and are handled properly, including pre-fight quip, battle trigger, and dropping the proper teleport stone. Also shown is the teleport stone functionality, which also functions as it did in the CSE version. If I had implemented World 2 maps, I could've teleported there instead of back to the World 1 town, but like I said, everything is implemented.
67
« on: February 11, 2017, 03:10:53 pm »
I just sent out v1.3, so if you would like to download that, please see the original post! Changelog this time is in the .zip, you'll see it.
68
« on: February 07, 2017, 07:48:07 pm »
A change concerning CSE users and soon-to-be 84+ users: I've added the ability to auto-Archive and de-Archive your save file, to protect it against RAM clears! The procedure to set this up is explained in the readme, but for anyone browsing I'll explain it here. As of V1.3, Pressing and holding the STO> button (right above ON) while the saving screen is up (aka the saving bar is filling) will bring you to a menu asking if you want to auto-archive your save file. To auto-archive, select YES in the menu. To de-activate it or to not activate it in the first place, select NO in the menu. Here is a screenshot of this: Edit: New screenshot! (Yes, I know the path leads into the right house's window, I will fix that ) I made some huge leaps, such as fully implementing all main menu features, adding save file support, making things not hardcoded anymore, and more changes. Most engine stuff like random battles (not shown here), NPC conversations, etc. are complete! Still not the items menu, I didn't have time to write that tonight, but I'll get to work on it soon.
69
« on: February 04, 2017, 05:45:09 pm »
Update: This is my progress so far! Battles are nearly complete (just have to have the Exp code, the leveling up, etc.), The main menu is finalized (the code is all set up so that I can go in and add creating a new save file, loading from the save file, etc.), and the Overworld menu is still 90% complete (still, I don't have the save file, so I can't really read from that to get any items). The last things I have to add are boss encounters, chest pickups, save file code, and the entire 8 worlds. I hope I'll be able to learn some language so that I can write a program to make maps from the computer. I can't use Tokens, because the data is stored as a matrix, not as a hex string. Otherwise, creating new maps will likely be extremely tedious, so I think if I can't figure that out, I'll probably recruit other people to help me with maps. (Yes, I know this is a lot of screenshots but when I'm developing maps, without spoiling anything, there isn't much to post about )
70
« on: February 03, 2017, 09:28:49 pm »
As I already said on IRC I'd try removing the corner pixels of the box in the fight screen, other than that it's looking cool IMO ^.^
Agh, I forgot to try that this build. I'll make screenshots comparing the two styles you described. Do you want both top and bottom corner pixels removed, or just one of those? This is the newest screenshot! I finished the menu screen (except for the items screen; I don't really have the save file save file set up, so I can read from to find the items. I imagine it'd be fairly easy, though). I like the way it looks personally, and I hope everyone else does too. I tried to keep the style and layout as close to the menu screen in Sorcery CSE. I really had an itch to add some other stuff, but I don't think I will (unless I decide to add it to the CSE version, but I don't know if I even have the space for that ). The Save and Continue / Save and Quit options don't work, but once this code is imported into the main program (or more correctly, once I import the rest of the main program into this), it should work correctly.
71
« on: February 01, 2017, 06:24:01 pm »
There is a line just below your character to tell you where the ground it, so let me know if it looks good. I've also changed most of the code so that text, sprites, etc. don't update the screen until the last one is reached. I think it looks a lot better. This means that now stuff like text, character redraw, etc. are all instantaneous (for the most part, you don't see character blinking or text drawing one line at a time). I've also done more work on the battle menu and added the ability for NPCs to say stuff, like in the original! In xLIB (vs in xLIBC), I can draw about 26 characters per line of text vs 20, but still 5 lines for each, although the xLIB text fits in the box better. Here's a screenshot of this stuff in action:
72
« on: January 31, 2017, 06:15:34 pm »
Thanks for the featured article Sorunome! I really appreciate the publicity this will generate, especially since the CSE is a dying platform (thanks CE ) No, but I'm looking forward to when DCS CE will be available, and when I finish Sorcery Monochrome, so that my game can span every calculator from the TI-83+ to the CE! (And then Nspire if I ever get around to porting Sorcery to that )
73
« on: January 31, 2017, 02:15:30 pm »
This is looking quite awesome!
Also you should totally add a DCS icon
Thanks! I'm enjoying the porting process, strangely enough. I have an icon for the main program. I was thinking about putting it on the tileset test program, because I might just rewrite the engine (by copying all the code that would still work and making new code that wouldn't otherwise, like DCSE commands). Eventually the game will have an icon, just like the CSE version.
74
« on: January 30, 2017, 05:28:04 pm »
Update: Edit: Sorry for the photobucket ) Showing off all of the features I've done so far. Here, you actually see maps changing like it does in the CSE version of SoU (although I clear the screen here for a little more clarity of what's going on, which I may transition over to the CSE version as well), handling 2nd keypresses properly (does nothing unless you're talking to an NPC (who right now is invisible ), starting battles (although like when I tested it for CSE, it is binded to PRGM for testing purposes, no random encounters as of yet, although that'll be pretty easy), and opening the overworld menu (in this version, the screen will scroll down, painting the screen black, and then clear to display the actual menu). In this version I will have to cover up more of the screen to display enough text, but that probably won't end up being an "issue" (aka something that annoys me), and will most likely have to reduce inventory space (aka the items menu) due to the screen obviously being smaller.
75
« on: January 29, 2017, 06:43:05 pm »
awesome, glad to see more monochrome-calc progs popping up! I wish you good luck on porting it.
Due to you using xlib i'm guessing that you are using hybrid basic, is that correct?
Yes, I am using xLIB. I'm excited to be writing for monochrome calcs as well!
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