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Messages - TIfanx1999

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316
TI Z80 / Re: Unnamed RPG [TI-BASIC]
« on: August 20, 2015, 06:25:50 am »
That could be a possibility, but I think I'd rather not.

317
TI Z80 / Re: Unnamed RPG [TI-BASIC]
« on: August 19, 2015, 06:28:56 pm »
Thanks. The font was just something I came up with on the fly as I was creating the mockup. I didn't feel like looking up Ti's 5x7 font so I came up with something kind of similar. That said, custom fonts *are* actually doable. I've thought about it, but they will make things larger, and they might be kind of a pain to implement.

318
TI Z80 / Re: Unnamed RPG [TI-BASIC]
« on: August 18, 2015, 08:22:54 pm »
Here's a quick mockup of what the battle screen might look like. Please note that the sprites are only place holders and will not be used in the game.



*edit*And.... since I can't sleep another quick and dirty one. This is a possible shop interface:


319
Introduce Yourself! / Re: 'sup?
« on: August 18, 2015, 05:47:37 pm »
Hi there, welcome to Omnimaga! I see you've posted a few other threads asking for Lua help.While I don't do Lua, there are a few people here that do. Particulary @LDStudios and @Adriweb. Hopefully someone can help you. A Phoneix Wright game seems pretty cool, so best of luck with it!

320
Thats how it looks on the black and white models. It's no glitch. The Ti-83 and Ti-84 have smaller resolution than the gameboy, so for full screen graphics, it's unavoidable. There is a mode where you can zoom in though. The graphics will be full size and not distorted, but you won't be able to see the entire screen at once. Check the readme file included to see how to do this (I'm not sure how offhand). Hope that helps, and welcome to Omnimaga!

321
TI Z80 / Re: [CSE Hybrid Basic] Aqu-Wars
« on: August 09, 2015, 11:20:22 pm »
Looks pretty nice so far.:) No plans to a CE release?


322
So what was the point with trying the bresenham technique versus the original one? The original one seems to pan much more smoothly than the new one.

323
TI Z80 / Re: Really fast 9-level grayscale
« on: August 03, 2015, 09:10:49 pm »
Yes, that is true. Unfortunately, I'm without a link cable at the moment. :(

324
TI Z80 / Re: Really fast 9-level grayscale
« on: August 03, 2015, 05:22:57 pm »
A screenshot would be nice. In all cases I've seen, the higher number of shades you go the less difference there are between them. Ie, the darkes shades tend to look too similar to one another as do the light ones. I think about 6 shades seem to be the most discernible.

325
TI Z80 / Re: Unnamed RPG [TI-BASIC]
« on: August 02, 2015, 04:43:31 pm »
@Geekboy1011 : I agree, and that would not be outside the scope of what I want to do.
If need be some assembly stubs could be made to load compressed data out of appvars or even lists. With that you would still show off the power of basic but leverage some of the space saving abilities/speed for it in assembly :P
@Geekboy1011 : I agree, and that would not be outside the scope of what I want to do. SO that may happen at some point.
Quote
That being said so far it looks awesome. Good luck with it!

Thanks! :)

Never mind the language you're programming in, as long as the computer gets what you mean. That looks pretty interesting, but aren't we missing some animation here? IMHO, the animation variable does play an important part, or not? I'm not an expert, so please be patient ;).

@SpiroH
Not sure exactly what you mean. If you are asking about animated gifs, there aren't any yet. These are just simple images I made to show how the game will look. If you are asking if the game itself will have animations, the answer is yes, but somewhat limited depending on what's going on. I suspect I won't be using moving NPCs. I do also agree though, language overall isn't important as long as it lets you accomplish what you want with your game or program. :)

326
TI Z80 / Re: Unnamed RPG [TI-BASIC]
« on: August 02, 2015, 01:18:29 pm »
Yea, I'm really wanting to show off BASIC. I doesn't get enough love these days and I want to show that it can still do really cool and pretty games. I'm not sure how I'm going to handle all the data, how large it will be, or if i can even fit it all into RAM. While i can use lists and setupeditor to archive and unarchive lists from a program, I'm not really sure if i want to do that.

327
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 02, 2015, 01:14:03 pm »
That hooks shot looks awesome. :D

Lol XD
The greyscale looks nice!, and that spider, amazing O.O . I hope it makes it into the final game!
But, I just have to point out, that from the side the main character looks like either a hedgehog or a a mole with a hat on :P

A mole? :o I don't think he does, but everyone sees things differently. It's also quite difficult to fit a large amount of detail into 8x8, so compromises in the look have to be made when working so small.

328
@c4ooo :  You could always ask @Escheron what his influences were. He's the one that wrote the story and planned the scenarios. ;)

329
Reuben Quest / Re: [Reuben 3] Demo 1
« on: August 01, 2015, 09:13:22 pm »
Need batteries, but will check soonly.:D

330
TI Z80 / Curse of the Minotaur[AXE ??]
« on: August 01, 2015, 07:23:07 pm »
As some of you might have noticed, I've been busy posting in the Mockups thread. I've decided to turn these mockups into something more and actually make them into a fully fledged game! In case you haven't seen, here are the mockups and test tiles so far:







The game is currently planned to be done in pure BASIC, but I may end up resorting to some ASM/ASM libs to read from archive if things get to big. Stay tuned for more!

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