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Messages - ACagliano

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496
Axe / Re: Need Help with Artificial Intelligence
« on: December 11, 2010, 02:25:50 pm »
Let me know if I can help you out with this at all. If you have any questions, feel free to ask. I'll be around here frequently in the next week or so.

497
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 11, 2010, 01:58:58 pm »
Progress Update

World sprites done. And coded. Program is at 800 bytes and change.
Still have 4 dungeon maps to do, then code all maps in.

498
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 09, 2010, 05:31:38 pm »
9x7 tiles. That is 72x56 pixels. The remainder of the x-column will be used for health, magic power, keys (if in a dungeon), ect.

499
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 09, 2010, 11:29:48 am »
with each tile 8x8? ok good. So im good then. Maps are almost done.

500
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 09, 2010, 11:25:39 am »
no, each SPRITE is 8x8. Each sprite is 1 TILE.

But considering screen size, can I fit 7 tiles down if each tile is 8x8?

501
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 09, 2010, 07:51:41 am »
If maps are 8x8, how can you have 21 tiles map height? ???

Each 8x8 sprite counts as 1 tile. So, each screen is 9 tiles by 7 tiles. Each world map section will be 4 screens by 3 screens

Wait, do I have to do 9x6? Will 7 fit for 8x8 sprites?


Not this version. It will be screen by screen. This is my first attempt at an RPG, so I'm going simple, feature-wise.

502
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 08, 2010, 07:21:26 pm »
not sure yet.

no, 8x8. all sprites are 8x8

503
Axe / Re: RLE in Axe
« on: December 07, 2010, 06:51:07 pm »
I understand everything except assigning a size byte to the output file on a compression? How would I do that when the output file could be any size?

504
Axe / Re: RLE in Axe
« on: December 07, 2010, 06:41:52 pm »
thanks nemo. did u get my pm?

505
Axe / RLE in Axe
« on: December 07, 2010, 06:38:35 pm »
Does anyone have, or can anyone help with routines that will compress tilemap data into RLE, and decompress it into regular hex for maps.

506
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 07, 2010, 04:42:01 pm »
Here's how things stand now:

Kakariko Village/Lost Woods map is 36x21, not including houses and forest temple dungeon.
The Plains/Lake Hylia is 36x21, not including the water temple and fire temple.
Death Mountain/Zora's Domain is 36x21, not including the ice temple and death mountain dungeons.
Then, there will be a smaller "Dark World" map that is not yet drawn.

507
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 07, 2010, 02:18:58 pm »
That is too complex for my first RPG attempt. I'm going to add another map of equal size, though.

508
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 07, 2010, 08:19:54 am »
Current Map Progress

1- 36x21 Kakariko Village/Lost Woods
1- 36x21 Lake Hylia/Desert/Death Mountain
5- rooms, for houses in the village


Feedback needed. Is two 36x21 maps enough for a Zelda world map? Or should I have more?

509
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 05, 2010, 10:06:42 am »
It would be, but based on the way I have it set up, the hardest part will be fitting all the map data into the calc, and not worrying about memory issues. The map interpreter is simple and small. The AI routines are coming together, thanks to nemo, and the fighting will be the last thing i code.

510
TI Z80 / Re: Legend Of Zelda Progress Thread
« on: December 03, 2010, 10:09:14 am »
Mine will be playable on calc. It will be based off of the Game Boy game, A Link to the Past.

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