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Messages - Matrefeytontias

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1366
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: February 19, 2013, 06:33:42 am »
It feels a bit weird to me ... It's like it could be "Looney Toons" written on the titlescreen xD

1367
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 19, 2013, 03:31:43 am »
I don't think so, such small platform is made to have a ground where to stay rather than one where to walk. And in a 4 vs 4 battle, you'd quickly be stuck.

EDIT : on the other hand, it would be cool to have attacks with different ranges : for example, to hit with classic swords or knifes you'll have to be on an adjacent cube, to cast a spell it can depend on the spell, you can throw objects depending on your force etc. For sure it would bring some more elements of gameplay, but I'm not sure it would be very practical.

1368
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 19, 2013, 03:24:24 am »
I thank of an isometric view of the battles, where your characters are on the left of a 4*8 isometric platform while enemies are on the right (it involves that battles can't have more than 8 fighters, 4 on each side). For now it looks like this (attached), so I planned your guys to stand on the 4 last cubes (bottom left corner of the pic) and the bad guys to stand on the 4 first (top right corner).

What's your opinion ?

1369
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: February 19, 2013, 03:14:01 am »
These are nice sprites :D

Also Spenceboy98, how did you made these intros ?

1370
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 10:20:41 am »
It's only due to the pixelate effect I guess (by seeing the code). And thanks :) now I'll carry on with the real battle engine(s ?).

1371
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 10:00:16 am »
Moar transitions !

Same as above :


Burning image (classic one) :


Pixelate and light (you don't see the contrast effect on the screenshot) :


Split image :


To test, put a number between 0 and 3 in Ans and then run prgmBATTLE with Pic0 in RAM :)

1372
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: February 18, 2013, 09:00:18 am »
6 months necro :P

Is this still alive in any spiritual sub-world of another dimension ?

1373
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 08:01:09 am »
Yeah, Buff() is the same as a lot of .db statements. But you can still use an appvar that you can create, use and then delete accordingly to what amount of free RAM you need at a certain moment.

1374
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 06:49:23 am »
Bump,

I've made a cool transition, to switch between normal view and battle view. I planned several ones since there will surely be several levels of monsters.

I took a frame of Xeda's gif as the starting map.



prgmANIMS is the source (Axe) and prgmBATTLE the executable.

EDIT : broken image, I replaced this one with the new version. It's the same animation but not the same program

1375
ASM / Re: Learning z80 ASM
« on: February 18, 2013, 03:40:12 am »
ASM in 28 days is a nice starting point, you don't have to know anything in ASM before learning with it.

Also quick answer : assembly is a compiled language (assembled in fact), so you have to compile your *.z80 files into *.8xp files before sending them to your calc (everything's explained in ASM in 28 days) . An alternative is to use the on-calc assembler Mimas to edit and assemble your programs directly on-calc.

1376
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 18, 2013, 02:01:14 am »
Right, there's a OmniRPG Sprites thread.

1377
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 17, 2013, 06:46:54 pm »
Okay, so I go for turn-based. And your grass seems to be nice :)

1378
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 17, 2013, 04:19:09 pm »
I'm currently working on a possible battle engine. What did we say already ? In-game, turn-based, or something ?

1379
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: February 17, 2013, 03:31:34 pm »
Buff(14*64) in Axe should be enough for the buffer you said.

1380
Fruit Ninja / Re: Fruit Ninja
« on: February 16, 2013, 07:53:34 pm »
Huh ? What can be the use of Pt-And here ?

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