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Topics - FinaleTI

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31
TI Z80 / Pokemon TI
« on: September 18, 2010, 08:40:02 pm »
Since UTI is kinda dead, I guess it's about time I started posting about Pokemon TI here.

For those who don't know, Pokemon TI is my attempt at a Hybrid BASIC port of Pokemon Red and Blue, in 4 level greyscale. I'm able to devote some attention to it now because the Axe contest is over.


So far I've completed the mapping engine and I am currently debating whether or not to make an Axe program to help with text. Currently, for my last build of the intro sequence, I was using hex sprites to encode the text. It was lightning fast, but horrendously memory inefficient.

What do you guys think?

32
TI Z80 / Blur - It's like fast tunnel, but with Nethams
« on: September 17, 2010, 05:24:03 pm »
Since the contest is over, I can post about Blur. ;D
Blur is basically like fast tunnel (but I think it's faster that fast tunnel on an SE), but it features four different ships, each with their own high-score. Also, there is a special difficulty mode: Lobster Mode.


I plan on improving Blur now and I recently finished a cool effect for a new titlescreen. The example screenie uses my current avatar. What do you guys think of the effect?


I'd appreciate any feedback you guys might have on Blur.

33
Humour and Jokes / I can't defeat Air Man!
« on: August 18, 2010, 03:14:31 pm »

34
TI Z80 / Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 05, 2010, 04:06:15 pm »
Here's something I made awhile ago for Pokemon TI and figured maybe someone else can use it, as I am not currently working on Pokemon because of Nostalgia and I don't see myself being able to make any entry for the Cemetech contest. This requires Celtic III or DoorsCS 7 and will not work with xLib.

Included in the zip is:
AATALK - Demo npc/sign interactivity program
AAWALK - Movement Engine
APKMAP - Program holding demo map of Pallet Town
APPIC - Picture viewer
All the pics. They are all hacked, so you'll have to group them to send them to your calc. You can just drag and drop them into wabbit, though. Just send all the pics to the archive. If some tiles glitch up, try unarchiving some of the pics, because this can happen with Celtic sometimes.

Here's a screenshot of the engine in action:


And here's a screenshot of the picture viewer in action:


The picture viewer is to help you organize and reference your tiles easier. It currently assumes you have 5 sheets of tiles. You can change this if you'd like.
Also, by pressing 2nd, you can see the index number of any tile in the current sheet.

The map is easy to make, you simply make a matrix map like you normally would for the real(2 command. The engine currently uses 16x16 tiles.

In order to give the illusion of the player being masked over a tile while walking around, you have to organize your tileset like this for all walkonable tiles:


You don't have to organize them that cleanly, as long as the character sprites come right after the tile and are in the correct order.
I recommend making the tiles on the computer then using nitacku's multi-level greyscale renderer to get them into the correct format.
The engine will then check what tile you are currently on and your direction and use that to fetch the appropriate direction masked over the terrain.

I hope someone else finds this useful. But, please give me credit for this because I worked really hard on it.  :)
Please let me know if you have any problems with this.

35
TI-BASIC / Multi-Layer Spiffyness
« on: July 19, 2010, 02:10:00 pm »
I know dual and multi layer text sprites in BASIC have been covered before; I just wanted to showcase a way of layering characters that can create some cool effects for RPGs and the like, in a way I hadn't seen used before.

The program shown is a reworking of some of the work I had done on a very old project of mine that didn't make it very far.

36
General Calculator Help / Help with sending new OS to TI 83+ SE
« on: July 17, 2010, 01:26:00 pm »
I tried to send OS 1.19 to my new TI-83+ SE, as it had 1.15 before, but something went wrong and now it seems to be OS-less and it won't properly connect to the computer. What should I do?

I'm using Windows 7 64-bit and TI-Connect with the 64-bit patch.

37
Axe / Integer Extraction Problem
« on: July 09, 2010, 11:53:51 am »
I'm back! Yay!

I was wondering how to extract a single digit from a number. I need to be able to do this for Nostalgia, as it uses a custom font set, I need a way of testing numbers to display in the custom font. Is there a way to extract a digit from a number, or would I have to send the 1 or 2-byte number to a string.
If so, how would I do that?

38
General Calculator Help / How to obtain TI-81 rom?
« on: June 22, 2010, 01:20:04 pm »
I was wondering how to get a TI-81 rom (Legally!), since they have no link-port.
Could someone please enlighten me?

One a side note, does TI-Connect work with TI-82's?

39
Art / Pokemon TI Sprite Requests
« on: June 19, 2010, 07:38:15 pm »
For my hybrid BASIC Pokemon game, Pokemon TI, I need some custom spriting help.
I would like battle sprites for a female character I'm adding to the game who is based off Green from the Pokemon Special manga.

Essentially, I need Green facing away from the screen (back sprite) and her front sprite.
These need to be in 4 lvl greyscale.

For reference I've attached the standard male trainer's front and back sprites, as well as a custom Green sprite I found online (I can't use it because it was made for the Gameboy Advance).

For the front sprite, the maximum dimensions are 32x56; while for the back sprite the max dimensions are 32x32, though I would prefer the dimensions be closer to 28x28 so they're like the male trainer's.

40
Art / Sprite request for Nostalgia
« on: June 08, 2010, 05:07:49 pm »
For my Axe Parser contest entry, Nostalgia, I need some help with sprites. I can get enemy sprites and tiles without a problem, but I can't make character sprites well.
What I need:
Male Thief sprite - Monochrome 12x8
Female Knight sprite - Monochrome 12x8
Facing in 4 directions

Also, I would like some help with battle sprites for the same characters, but the size would be 24x16 instead.
Possible poses:

Standby
Getting Hit
Swinging Sword
Casting Spell
Using Item
Status Effect Inflicted
Weakened (Low HP)
Victory Pose


For reference, here are the character portraits, and some stuff I whipped up in Charas for ideas.




Main characters' sprites are done.

Thank you in advance and the spriters whose sprites I use will be put in the game's credits.

Credits:
Aria Map Sprites: Magic Banana and Deep Thought
Aria small portrait: Magic Banana
Aria battle sprites: Magic Banana and Raylin
Roland Map Sprites: Nemo and yunhua98
Roland small portrait: yunhua98
Roland battle sprites: yunhua98 and Raylin

41
Nostalgia / Nostalgia - An Axe RPG
« on: June 05, 2010, 02:00:07 pm »



Quote
Long ago, there was naught.
Then, formed from the swirling void, two great beings appeared.
Their powers split the void into two elements, Light and Dark.
Combining their powers, they formed a small planet, which they named Alteria.
They filled the planet with beings made in their image, and named them Alterians.
For many years, Alteria flourished, and there was peace.
But it was not meant to last.
Just as quickly as harmony had formed, dischord followed.
The two great beings turned against each other, and war broke out in the heavens above Alteria.
As the world was torn asunder by the chaos, a hero rose.
A warrior by the name of Sky ascended to the heavens to calm the two great beings.
He was victorious, and the resulting flow of magic created the Star element to balance light and dark.
The great beings, ashamed of what had happened, gave control of these three elements to a pure soul on Alteria.
Afterward, they departed, vanishing among the many planets created during the war.
The people of Alteria recovered from the aftermath of the war with the help of their new guardian, the Creator.
And life went on...


Nostalgia is an puzzle RPG that revolves around 2 young heroes from the shattered world of Alteria. Alteria has been shattered into several dimensions, though only 2 are featured in Nostalgia. These two dimensions are named the Nostalgia dimension and the Shadowed dimension.

The name Nostalgia stems from the fact that it aims to pay homage not only to classic RPGs, such as those of the SNES era, but also to classic calculator RPGs, celebrating both BASIC and ASM RPGs for the TI-83/84 family of calculators.
The Nostalgia dimension appears entirely in ASCII graphics as homage to classic BASIC RPGs, such as the Illusiat and Reign of Legends series.
The Shadowed dimension appears as 8x8 monochrome tiles in homage to classic ASM RPGs, such as Final Fantasy v1.198 and countless others.


Nostalgia revolves mainly around two heroes, each hailing from a different dimension.
Roland Ingnia, a Master Thief, hails from the Nostalgia Dimension.


Aria vi Amertia, a former Knight of the Black Lord Frey's elite military, hails from the Shadowed Dimension.


Their quest pits them against many formidable foes, such as the Black Lord Frey, and General Arc Tenshido, a former friend of Aria's.
Currently, in depth available info for all the major planned characters is available here. I will eventually get the info copied to another location for those who are unable to access Omnimaga.


Nostalgia will also feature an environmental system that can affect the items in your inventory, making managing it an important task. For example, if you don't consume any Beef or Pork in your inventory before a few days pass in game, they will spoil, and thus harm you instead of healing you.

Quote
Still planning the environment system out, which leads to the next change in Nostalgia's game mechanics: your items are affected by the evironment!
I got the idea while I was playing Lunar Knights, because your perishables items (meat, fruit) spoils if not used in a certain amount of time.

So I came up with this plan:
Quote
Jerky
Pork
Steak
Pork and Steak spoil after a few days (in game), turning them into Spoiled Meat, which harms you instead of healing you.
However, to prevent this, you can have your Pork and Steak cured in a town to prevent them from spoiling. Jerky won't ever spoil, since it was prepared that way.

Quote
Water
Spring Water
Liquid Ether
In snowy weather, if you stay out long enough, your Water and Spring Water will freeze, halving their effects. Liquid Ether is unaffected by the weather.

Quote
Holy Arcana
Tent
The Holy Arcana revives a fallen ally. However, if you spend too much time in the rain, the Arcana becomes soaked, and will only restore your ally to 1 HP instead of 1/4 their total HP.

Tent provides shelter for you, restoring your HP and MP in the field. But as you wander in the plains, or high in the mountains, you might run into a thunderstorm. If you are struck by lightning, you'll take damage, and there's a chance one of your Tents will be charred, causing it to randomly either heal a small bit of HP, a small bit of MP, or do nothing.

To accommodate for the items being affected by the weather, and therefore possibly changing types on the fly, your inventory will be limited to 64 item slots, each slot holding one item. It's not unlike Illusiat 13's iventory, but it only holds items. Key items and equipment are held elsewhere, as they don't need to change on the fly.
Well, that's the plan, at least. I'm aiming to implement this as much as I can. :wink:



Latest screenshot of the map engine in action, showing off sprinting, chainblading (essentially hookshotting), crate kicking, NPC interaction and the rain animation.


(I accidentally had two instances of Wabbit running, hence the linked screenie.) Latest screenshot of the battle engine in action, showing turn order switching and the basic framework of the whole thing.

42
Introduce Yourself! / Hi from FinaleTI
« on: June 03, 2010, 06:49:57 pm »
Hey everyone!

Some of you might know me from UTI, but in case you don't, here goes.
I'm a fair basic programmer and I'm working on Pokemon TI (a 4-level greyscale clone of Pokemon Red and Blue using Celtic III). Progress is pretty slow right now though.

I've also been playing with Axe Parser and plan on entering the contest as well. I can't say much about my project yet though.

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