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Messages - Iambian

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526
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: November 05, 2009, 08:02:19 pm »
I've actually decided to put off the *real* sprite routine for a while longer, but that's not a big thing right now. After a few months, I finally realized that I could be working on other things about the project. Stuff like adding a few things to the mapper, getting stuff like treasure chests and menu stuff up and running, maybe that ship and airship thingie. (Zera really wants to see the the airship in action)

So stuff that actually involves moving sprites, like NPCs and the like will be added last. Scenes included. Sorry for all this downtime. I didn't know what I was thinking.

527
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: November 05, 2009, 12:23:45 am »
I'll admit. It's been ages since I last posted anything on these boards. So I guess I'll just stop by and leave you guys with this little nugget.

http://www.mediafire.com/imageview.php?quickkey=qbvmjkjnnyn&thumb=4

528
Escheron: Shadow over Ragnoth / Re: LL2.5 Concepts
« on: September 10, 2009, 10:22:31 pm »
Ehh. Something was certainly lost in the translation. Zera actually did it from English to French. I've got no idea how he came up with it, but the original was (from chat)
Code: [Select]
|09/10/09 10:20:20 PM| <Zera> That should be "The Twilight of Gods" :P
The game won't be in French. It's just teh title. It'll be in English. After all, that's the only language I know. Other than Z80 ASM :P

But, if you want a French version, someone's gonna have to translate, but Zera made a stipulation.
Quote
|09/10/09 10:23:12 PM| <Zera> I would be open to the idea of a French translation, but I would require a translator who could accurately represent all the medieval themes and accents. It wouldn't look the same in modern, colloquial French.

529
Escheron: Shadow over Ragnoth / Re: LL2.5 Concepts
« on: September 10, 2009, 10:03:13 pm »
The title screen was done that way because he said it added "extra flair"

I'm thinking it's because what it translates to wouldn't fit on a single line.

530
Escheron: Shadow over Ragnoth / LL2.5 Concepts
« on: September 10, 2009, 09:46:31 pm »
So, Zera is working on the expansion for Lost Legends II, which is pretty much its own game that follows a shred of the storyline (more like extras). It's still quite a bit away since I still have loads more work to do with the LL2 engine. Compounded with the fact that the battle engine for LL2.5 will be much different, I'd say it'll be a long road ahead.

Still, that doesn't stop him from going ahead and planning for the future. These mockups are the result of that:








So... discuss.

531
Gaming Discussion / Toss the Turtle
« on: September 03, 2009, 01:52:55 am »
They upgraded the game again: http://www.newgrounds.com/portal/view/508440
Played for loads of fun. My high score was screenshotted here and I don't care to go any higher than that. Notice # of nuclear thingies in my inventory

532
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: September 02, 2009, 02:30:31 pm »
Small victory: I got the tillemaps to compress well using puCrunch and I managed to recover a fair chunk of page 3 so I can use it for stuff other than just the tilemap. I've already started adding them and I could not believe the results. The decompressor (with a few edits) and the routine to handle the output (also edited) worked perfectly the first time around.

I had to go past the three compressed maps to make it to the others that weren't compressed using that method. This caused a crash. My heart lept with joy as this is evidence that decompression using the new method works without flaw. Now... to get every map this way :)

533
TI Z80 / Re: Isometric Engine
« on: September 02, 2009, 01:23:48 am »
Can't you make what I think is called a z-buffer? Basically, every pixel on the screen is assigned a value which represents their "distance" from the screen (row 1 could be distance 1, row 2 distance 3, row 3 distance 5, etc.), which would allow for objects with special outlines and stuff. The objects drawn onto the tiles could be given their own distances (If they are on row 1, give them distance 0, row 2 gives 2, row 3 gives 4, etc). That would mean 1-byte per pixel (not 1 bit). I think however that you could easily allocate 6144 bytes of free space in the ram. Of course, with z-buffering you wouldn't be able to use a library, given how slow they are (not that I know, I've never used them), and it would have to be written in pure asm, but hey, that's the fun part.
If I'm to reply to that, I have to assume that this project is being written in ASM, which I am willing to give it a go.

It would be a bit easier to get calc84maniac to spill the beans as to how he did his Mode 7 engine. That would allow you some pretty cool effects like smooth rotations you see in FFT and the like. Of course, you can't do variable-height squares with that, but then again, that's part of the fun. To figure out how.

Now, let's get back to the BASIC side of things, which this project is actually being coded in.

I'm responding to Builderboy: Having known a logic pattern for building an isometric map, what sort of enhancements do you think Celtic III might need in order to ease the pain of performing these grueling operations? I think I've asked this before, but not in this fashion, but I really like to know. Something that would seem relatively simple in ASM might make a world of difference for what you're doing. Just gotta let me know what that something is. I am willing to help, but ...

Maybe I should just read up on the whole "how it's done" section on the previous page before rambling on any further. bbl </chatroom>

EDIT: Maybe something to help with the juggling of the buffers?

534
TI Z80 / Re: Isometric Engine
« on: August 31, 2009, 05:07:53 pm »
As far as shifting goes, I think what could be done to simulate "smoothscrolling" of sorts would be to have a black border the same width as a "tile" to cut off the work area for the screen when it's updated. The work area, juggled around in a pic file, would contain the stuff used by the boxshift routine to perform said shift. Then again, xLIB has a command a little like that which would be a bit more economical (fullscreen shifts). At least, I *think* it has a command for it. If not, then it certainly is a part of Celtic III as I remember the pains of coding in such a routine.

535
TI Z80 / Re: Isometric Engine
« on: August 31, 2009, 04:15:25 pm »
EDIT: Link was fixed

The BOXSHIFT command is nowhere near "fully" implemented. That command still needs to be tested and once I can get the logic down correctly, I'll be finishing up with the rest of the code to bring it to fully implemented status.

Though, I would like to hear about how it *could* be implemented. You know, something to provide a little motivation to bring it to completion.

536
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: August 27, 2009, 02:36:14 pm »
You know. Now that I think about it, I might be able to get a little bit more mileage out of using pucrunch to compress the tilemaps. I'm gonna look into it whenever I get the chance to deal with it.

537
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: August 27, 2009, 12:40:41 pm »
I ran into a problem trying to cram all the sprite and tile data (tilemaps are on another page) onto the same page, along with much of the other image data. That's being resolved by switching to pucrunch and buffering all the data out to RAM page $82.

This means, there's no hope in hell this is gonna work with the 83+. Unless you can stand a larger FlashAPP. Which I won't do right now. I just don't feel like having to insert another page.

538
TI-BASIC / Re: Celtic III app smart program run
« on: August 25, 2009, 10:38:26 pm »
"Filetype" as in "contents of header" ? If so, you'd want to look into det(9...), which is pretty much an ION-style file detector. In a space-delimited string, you can extract the file names that have that special header and run through the list one by one.

If by "filename", you'd want to look into det(32...)

Am I missing something?

539
TI-BASIC / Re: Celtic III app smart program run
« on: August 25, 2009, 09:26:59 pm »
A little side note for the first one, you can automate the selection of whether or not it's a "BASIC" program or an ASM program by making the following test:
Code: [Select]
If ("BB6D"=det(14,"XTEMP001",0,2)) or ("BB6C"=det(14,"XTEMP001",0,2))
Then
//run code if ASM binary or hex
Else
//run code if "BASIC" program (no ASM header)
End
That bit employs the BINREAD command to check the leading token to determine if it's HexASM/ASM (respectively). If the first two bytes does not contain those tokens, it's probably safe to assume it's a BASIC program. The difference between the runs of code would be the addition of the "Asm(" token, but at least it can be further automated in this fashion.

EDIT: The reason why there's two tests (the or statement) is because it's a slightly different "token" depending on the exact form of the ASM program. Though the user might end up using either one or the other, the run of code I posted helps ensure that there will be no error if that little fact is neglected. Also, I put BASIC in quotes because I'm pretty sure someone (like me) would create a binary data file that lacks a header and would most likely be interpreted as a BASIC program insofar as much as the built-in editor is concerned. Again, I'm pretty sure that's not much of a concern, but I want to make it clear in case someone forgets about that type of possibility too. Unfortunately, I've no way to automate detection of that scenario.

EDIT2: Fixed code to include the forgotten "Then" statement. Gosh, I am SO out of touch with BASIC, it's not even funny.

540
Art / Re: Wacom bamboo + The return of Evil...
« on: August 16, 2009, 09:58:58 am »
I think he means "Wacom". It's one of those tablet laptop/PC things with a really good stylus. Used by artists to draw on the go. Or people that would rather write than type.

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