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Messages - 123outerme
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76
« on: January 29, 2017, 01:36:52 pm »
Recently, I've started work on a port of Sorcery of Uvutu to the monochrome z80 calculators. I'm using xLIB (monochrome) in place of xLIBC and have already started work on the black and white spritesheet and some porting of the main engine. String data, non-DCSE specific commands, and general ideas I've used can all stay, yet they'll probably all have to be changed in one way or another. Map data, some tricks using color (screen inversion, intro text fade-in, probably screen shaking, etc.) and other CSE specific things will all have to be entirely reworked for this port. I don't have any screenshots yet, as I'm still working on sprites and the like, but that will come soon. As for my vision, I expect the monochrome version to likely run faster, due to the CSE's speed limitations being removed here. Also, as each overworld map will be colorless and the screen size will have to make each map smaller, I can only do so much in each, and battles will probably have to be more frequent per map. Think of it this way: In Sorcery CSE, battles would occur at a minimum, every 11 steps. For the CSE, 11 steps was enough to traverse half of most maps, making battles occur 1-2 times per map. This played a huge part in the balance I did for exp/money gain, HP, etc. Now, 11 steps will probably be enough to traverse 1.5 typical maps, meaning by the time you reach a boss in a world, you'd likely be underleveled without serious grinding. I'm looking to reduce that number to every 5-6 steps, which will mean technically more encounters, but encounters per map screen will likely stay the same. Here's a tileset/overworld test. I added functionality to move diagonally, since it was available with Doors CS 7. The game figures out which tile to redraw after moving on-the-fly, as seen when I walk over the door. I have more tiles for more worlds, and I'll be testing them too, but here's just a basic map. You can also see the collision with the tree (not letting you move, no matter how you approach it) and the house window.
77
« on: January 25, 2017, 02:41:43 pm »
Hi Jens, another issue I'm having: I'm trying to run a script with several parts. I can't seem to run this code, it always takes extremely long, presumably forever, to load page 1.2:
while true do function on.paint(gc) function textDisp(x,y,str) gc:drawString(str,x,y) end end platform.window.invalidate() end
I've tested that whole code block without the while block, yet it doesn't work with the while. Is there a problem with my code? Or could it be the editor?
Nspire Lua programs have a different structure, they are event based; code outside of event handlers is usually only executed at the programs start and only for initialisation, which in your case takes an infinite amount of time due to your while loop, which is why your program doesn't respond. You can see the available events in the Nspire API guide (on page 2.1). To do what you wanted to do, you could use the timer to refresh the screen repeatingly:
x = 0 timer.start(0.01) function on.timer() x = x + 1 --update screen platform.window:invalidate() end
function on.paint(gc) gc:drawString("hi", x % 300, 20) end
But you don't have to update the screen repeatingly, whenever the Nspire forgets the screens content, it asks for an update by calling on.paint. If you have further questions, you can ask here: https://www.omnimaga.org/lua-language/ or send me a PM
Oh, okay, I didn't know they were entirely event-based. Thanks so much for your help, and sorry for the false report. I don't think I'll need any more help, but if I do, I'll ask somewhere; not here. Again, thanks!
78
« on: January 24, 2017, 05:46:37 pm »
Hi Jens, another issue I'm having: I'm trying to run a script with several parts. I can't seem to run this code, it always takes extremely long, presumably forever, to load page 1.2:
while true do function on.paint(gc) function textDisp(x,y,str) gc:drawString(str,x,y) end end platform.window.invalidate() end
I've tested that whole code block without the while block, yet it doesn't work with the while. Is there a problem with my code? Or could it be the editor?
79
« on: January 24, 2017, 03:43:42 pm »
You can download Ndless for OS 4.4 here: http://ndless.me/I'm unsure if you'll need to install OS 4.4 to install it, or you can just do it from your OS 4.3, so be wary.
80
« on: January 23, 2017, 06:48:05 pm »
Hi Jens_K! You've made a really great script editor! Everything that I needed to know was either in the readme, self-explanatory, or understood through trial-and-error. I just can't figure out one thing; How do you run a script? I get that you have to press MENU > Code > Run, but I switch to the Run page and can't figure out what I'm doing! It says Click to run, but I click the center button, and nothing happens. Sometimes it returns an error that won't solve (even when pressing Menu and trying to let the editor solve the error). I'm on a Clickpad running OS 3.6, if that makes any difference at all.
Hey, thanks for your feedback! Seems like on the execution page (usually 1.2), you're focusing the console, but the script executor waits with execution until it has the focus itself. To change focus you can press ctrl + tab. The script executor should then have a black outline instead of a grey one.
I hope that helped. If it didn't, please send me your JSE file and some more infos about those errors!
Thank you so much Jens! That worked. Like I said, I'm enjoying using the editor! It really has a UI like one of a computer IDE.
81
« on: January 23, 2017, 05:05:45 pm »
Hi Jens_K! You've made a really great script editor! Everything that I needed to know was either in the readme, self-explanatory, or understood through trial-and-error. I just can't figure out one thing; How do you run a script? I get that you have to press MENU > Code > Run, but I switch to the Run page and can't figure out what I'm doing! It says Click to run, but I click the center button, and nothing happens. Sometimes it returns an error that won't solve (even when pressing Menu and trying to let the editor solve the error). I'm on a Clickpad running OS 3.6, if that makes any difference at all.
82
« on: January 18, 2017, 09:03:17 pm »
Well, since I had several suggestions and I decided I had nothing to do today, I've uploaded v1.2 with 99% aesthetic changes. I've uploaded it to the original post. Here's a screenshot:
83
« on: January 16, 2017, 09:31:29 pm »
Spontaneously, out of nowhere (yes that phrase is redundant), I've decided to fix a few minor issues detailed below. Now magically appears a changelog: I've already updated the OP.
84
« on: January 16, 2017, 02:09:57 pm »
4.I meant virus scanner, not a pc style background AV program. The virus showed up after using one specific app ( http://www.ticalc.org/archives/files/fileinfo/309/30917.html) There were strange files such as ''HACK'' and others. Memory menu had infinite up scroll.
I'm no genius (nor am I an owner of a monochrome calc) but I would suggest backing up all the programs you've made and completely wiping all memory. Everything else can go. AppVars, Apps, etc. Then, redownload everything you know is safe.
85
« on: January 16, 2017, 09:53:32 am »
I'm going to rework the code I had for the "TI-Basic Library" into a DIY-Library maker! Got some code that repeats over-and-over, and you want to save space? Easy! You can create your own customly-named AppVar, holding all the information, from the name of the function, to the subroutines they execute! The interpreter only takes up 170 bytes of RAM, so provided you can save that much with whatever algorithms you use with DIYLIB, it could potentially be helpful to you! Unfortunately, there are some drawbacks so far: *Can only handle one input after the (. You can technically have more than one input, you just have to make sure it isn't destroyed by any variable used by prgmDIYLIB *Can only handle number inputs *Only technically works on the CSE. It would be pretty easy to port to monochrome calcs (and possibly the CE), so if you're interested, contact me! *Running it is most likely slower than just typing out the equation normally (note: This is not a serious project. I finished this in like 4 hours and felt like it was cool to mess around with) Running this set of code to determine speed. Here you can see how many times the loop repeats and the command/equates I used. "rowSwap(LIBNEW00→Str0 startTmr→T For(F,1,150 "DIGIT(F prgmDIYLIB End checkTmr(T-I Ans/150→G startTmr→T For(F,1,150 int(1+log(real(F+(0=real(F End checkTmr(T)→J Ans150→H Disp G,H," ",I,J Pause
Now here's the results. [loops] = 150: DIYLIB took an average of .16 seconds to process each request, and the straight command took .013333.... seconds. DIYLIB, in 150 loops, took ~24 seconds, while the straight command only took ~2.
86
« on: January 14, 2017, 07:14:56 pm »
This is awesome to hear, you have been working on it for such a long time, it's awesome that it's finally done! ^.^
Unfortunatly I can't try it out, though, as I don't have a color calc >.<
Thanks! I think I mentioned, but it's been nearly 2 years in the making, and I'm glad to finally have it done. That's okay, the feedback is still appreciated!
87
« on: January 14, 2017, 07:04:11 pm »
I am extremely glad to be announcing; Sorcery of Uvutu is finally released! I am completely done with everything; gameplay, mechanics, graphics, and the experience! Thank you to my testers for making my life easier. It wouldn't have made it this far without them. Even if you only tested for a short time, your contributions still mattered. Thank you to everyone who has posted in my topics, your support, kind words, and suggestions mean the world to me. As such, I am proud to present my newest, most ambitious, and most refined title, Sorcery of Uvutu!
You can find the download in the original post.
88
« on: January 14, 2017, 01:08:25 pm »
It's been a long ride, but I've finally gotten to Release Candidate stage! Together, with me and the people who generously donated their time to helping me test my game, I've gotten Sorcery of Uvutu to the final stage of the game development cycle. If I really needed/wanted to, I would be perfectly okay releasing the game as is. However, I prefer to wait for my testers to report their feedback and assure the quality of this product I've made. I'm so glad to have made it here! (And no, this is not the touchy-feely post yet, that'll come when I release )
89
« on: January 13, 2017, 04:35:08 pm »
I haven't updated with a screenshot in a while so I figured I'd do it after changing the status bar to something a little more useful: That's right, it's got health there now (Thanks to a year-old request of DJ Omnimaga's)! And when your health gets to >=30%, the normal yellow color will turn red to signify you need healing. On top of that, I demonstrated some of the older stuff again such as talking to NPCs, the menu, and saving. Update:Another screenshot! This time, I've implemented the "intro exposition dump". Let me know if you like the color of the background and text. (Hidden not really hidden message somewhere in there [hint: the name])
90
« on: January 11, 2017, 06:02:44 pm »
I had another issue with program size, but thankfully it's fixed now, and permanently. Thanks to DJ Omnimaga, kotu, and c4ooo, I've fixed the problem and even reduced the number of files needed! Unfortunately, though, talking to a regular townsperson (aka has no function other than dialogue) has a 2-3 second delay from the bubble popping up (immediately after pressing 2nd) to the text appearing. It's either that, or the game won't run. I had to do what I had to do.
Edit: Nevermind. I just put the strings in a new AppVar, in the beginning lines, and it's only about a half-second delay. But I removed one of the data AppVars, essentially.
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