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Messages - Iambian

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256
CaDan SHMUP / Re: CaDan: CD
« on: February 07, 2011, 01:40:34 am »
Goodness guys. This is already looking of awesomeness. I'm seriously starting to consider postponing E:SoR to rework the CaDan engine. You know, so it'll be easier to work with.

257
CaDan SHMUP / Re: CaDan: CD
« on: February 05, 2011, 11:47:42 pm »
Har har har. I can't believe you actually got the background scrolling thing to work. Truth be told, I never actually verified that capability of CaDan, so I just left it up to Geekboy to run a test on that. And it seems like it was quite successful. Congrats!

EDIT: Just so you all know, the script system contains a special command that lets you "view" the 256 pixel high background at different points. Changing this at regular intervals allows you to achieve a scrolling effect. Or a 4 screen animation effect.

258
CaDan SHMUP / Re: CaDan: CD
« on: February 03, 2011, 11:04:47 pm »
Them backgrounds are looking quite awesome. Keep up the good work.

And thanks for taking interest in a deranged programmer's creation :P

259
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 02, 2011, 10:32:30 pm »
Just throwing this in here. It's implementing a smoother scroll to the inventory menu. I say "smoother" because it's not by pixel. Rather, it's by 4 pixels, which is better than the previous 8. Thought I'd share.

Warning to IE and Chrome users: Shot in a high framerate. It'll look faster in Firefox or Opera. Or just drag and drop to your desktop and use something like Irfanview to view the image with its speed.


A reassuring tidbit of information: Unless you can slam that arrow key faster than 16 times a second, there's no speed drop between the 8px scroll and the 4px scroll. This is because of the key repeat delay to keep things from happening too fast. It's always been there.

EDIT: Got a working version with arrows. Notice their presence or lack thereof depending on what's in the menu.

260
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 31, 2011, 04:05:25 pm »
Choosing to play the game in B/W will take a fair bit more work than what I've already shown. Going that route would require me to write a separate tile mapper for that option, but it shouldn't be too hard, since doing B/W will be much simpler and I wouldn't have to worry about grayscale quality at that point. It won't be purely B/W, since some of the layering effects would call for grayscale layering effects, which will be evident when they happen (also see the flashing effect in the "B/W" screenshot far above).

I just don't think the game would be very enjoyable in B/W, but I do respect that sort of option, now that I've got a proof of concept showing that it's indeed possible to do just that.

EDIT: When I get the 4LVGS Escheron: Shadow over Ragnoth done, I might just work on a B/W version that is compatible with the good ol' fashioned TI-83+ calculators. It shouldn't be *too* hard since all that would really call for is a reworking of the graphical assets. Since I have the source, all it would be is time consuming.

EDIT2: Urk. Now I realized something. I'd have to rework much of RAM to make it *really* compatible. Gotta have all your RAM free for this to work. That shouldn't be too hard if that's the case. Just collapse the rest of RAM into the $8000-$BFFF area and keep treating that stick of RAM that I have free'd up as the "extra page". See? I'm already thinking about how this is going to be made possible :)

EDIT3: And now... back to the inventory system. While I'm thinking about that, doing menus using a simple B/W overlay wouldn't take too much away from that.

261
o.O

Did you make all the graphics yourself?

What size are the tiles?
I did not actually make all the graphics. They were provided to me by Zera, along with most of the other assets. I just put together what was there and made some code. These "assets" include tile data, sprite data, almost all the other image data, and much of the text data. A document provided to project coders explain how some of the complicated stuff (like the battle system) should work. It doesn't explain every single detail, so that's where I've got to use a little creativity to help fill in the gaps. Like that transition.

The tiles are 16x16 pixels, 4 level grayscale (64 bytes each tile). For rendering purposes, the tiles are further subdivided into 8 pixels wide, 16 pixels high. There's a total of 128 tiles on the tilemap, not counting any of the sprites which *should* go there. The sprites themselves (not in the project quite yet) number about 80-ish, and that's just the bare-bones stuff. Sprites that have flipped orientations are done via code and not by keeping a separate instance of them in the sprite data.

262
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 29, 2011, 01:37:06 am »
Heheh. I'll be bouncing around between this topic and the new topic, I suppose.

With that, I'm announcing that the progress is ... well. Slow? I hadn't realized how complicated I made the inventory menu, but I'm sticking with that complexity because it was "good." I'm also making sure it makes more sense. So no being able to scroll through tons of empty space, not knowing exactly where you are. That omission in design is being fixed. Once I get the thing up and going the way I want to, I'll also consider adding in additional graphical niceness. What I'm thinking is moving the menu items in half-character increments to show a better "scroll".

263
News / Re: Is Omnimaga the best community to showcase your TI projects?
« on: January 27, 2011, 05:36:52 pm »
Aww, man. *someone* had to say that it was a necropost that brought this thread back to life. Didn't even pay attention to the date/time stamp of the top post until it was brought up. Won't stop me. I want to say what it is I want to say...

I do totally agree with DJ Omnimaga. I can certainly vouch for the support thing, since the amount I've seen for E:SoR has been what's keeping me going on this project. I'd like to thank ya all right here for that, and here's hoping that Omnimaga continues to get better over the years. I'd wager to say that it has, especially after the advent of the Axe parser language. I swear, someone has gotta say something about that.

It's most certainly true these days. Omnimaga *is* the best place to showcase your projects. Whether or not it was true back in 2008, it is most certainly true now in 2011.

264
That transition, btw, was pretty easy to make. Takes advantage of the buffer's vertical-alignedness.

I'm still working on those menus. Having a bunch of numbers from the old code to back up the reference images greatly help.

265
General Calculator Help / Re: 84 Plus...six apps...out of memory...help?
« on: January 24, 2011, 09:16:36 pm »
I'm just speculating here, but...

It might have something to do with the position of the temporary swap sector.
Try filling all your FlashROM with user programs, manually delete all the programs, garbage collect, then repeat these steps twice. The important part is to fill your FlashROM with stuff.

EDIT: What I believe this is supposed to do is to move the temp swap sector back to a lower address, thus removing this "limit" that you have. This is assuming I have all the information right.

266
In E:SoR, enemies are encountered based on the number of tiles you walk across. This amount is based off of an encounter rate that varies depending on the area, and a small random variance that helps keep things not so consistent.

267
Added in the tilemapper and transition effects. The routine isn't complete yet, but this is the new transitioner. Hope you guys like it, coz the previous one is a pain to code back in. I suppose I should be well on my way to getting it working again...

Oh, and don't mind the lack of sprites. I haven't exactly put that back in...

268
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 13, 2011, 08:34:35 pm »
I suppose I'll keep using the old topic for updates that aren't related to the overall progress of E:SoR...

I was playing around with some of the screen effects. This one is what happens when I hold the screen inverse for two cycles instead of one (lightning effect):

I was also playing around with an almost constant monochrome filter. The results of that experiment is here:

All of these images are best viewed in Firefox or Opera, since they're high-framerate .gif files.

269
Escheron: Shadow over Ragnoth / (Reboot) Escheron: Shadow over Ragnoth
« on: January 12, 2011, 09:31:12 pm »
Escheron: Shadow over Ragnoth

A full 4-level grayscale RPG for the 15MHz calc series (TI-83 Plus SE, TI-84+, and TI-84+SE), written in Z80 ASM and packaged as a multi-paged Flash Application.

I'm officially announcing that this project has been restarted, so to that end, I'm working on getting this project back to the way it was before I restarted it, which means recoding and putting in all the menus, reworking all the data that's associated with them, and putting back in the ability to freely explore the in-game world.

What's left after that and something I was unable to do in the previous code iteration is as follows: Put in NPC/character dialog, complete the battle system, put in NPCs, and add cutscenes and other automated events.

With this fresh start (thanks to this shiny "new" compiler, SPASM), I should be able to get back to where I was at in a relatively short amount of time and go above and beyond that. Mostly, it's because of SPASM's built in cross-page functionality that I'm able to do this, something that TASM falls far short of.

So, what am I doing right now? Gotta rebuild the menu system and the tilemapper. Below is a reference image I am using to help with the menus.

EDIT: Carefully note that some of the stuff you see below will NOT be accessible in the final version of the game, mostly the debug stuff.

270
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 11, 2011, 02:15:33 am »
Got the title screen up and running again. The task ahead of me is putting together the tilemapper again, and then restructuring all the data that goes along with it and goes alongside it. Almost overwhelming, this task is.

Also, I'm using "cleaner" effects to hide some of the grayscale imperfections during long loading. Improvements need to be made for the real calc, but I'll get to doing that later.

EDIT: So in this screenshot, for the first time ever, you get to see what was originally planned for the title sequence. The flashing effect, that is. Might want to improve it.

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