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Miscellaneous / Re: Birthday Posts
« on: September 17, 2013, 09:20:51 am »
Thanks guys
Wait, you were 15 all the time?Yes sir
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 931
Miscellaneous / Re: Birthday Posts« on: September 17, 2013, 09:20:51 am »
Thanks guys
Wait, you were 15 all the time?Yes sir 932
Miscellaneous / Re: Birthday Posts« on: September 17, 2013, 01:34:56 am »
Today's my turn I'll be 16 at 2:30pm (France time, it's 7:35am right now)
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 16, 2013, 12:36:47 am »
Here we're talking about attack animation, not regular animation. The double use of "animation" confused everybody I guess
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 07:13:25 pm »The only problem I have is the last bullet. I feel like the attack animation should not be restricted to sprites. Instead, I think attacks should be subroutines so that we can make attacks that are customised for graphics and whatnot. For example, a thunderbolt animation might strike several places on the field before attacking a character. Using sprites for this would take a lot of memory, whereas using existing routines for lines and stuff would be a lot smaller.It's exactly what I meant for example, an attack data would look like this : Data(Str1r,5,0,300r,255,0,LAttackr) And you would write : :"Thunderbolt"->Str1 : :etc : :Lbl Attack :animation code for Thunderbolt here 935
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 04:45:22 pm »
We should arrange all datas like that then I'll make sure to make a small test with that data format in my engine.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 01:20:56 pm »
What I planned for data format is something like classes. Here's what I mean :
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TI Z80 / Re: AxIDE: An Axe IDE« on: September 15, 2013, 07:57:50 am »
I'd be so using it if only I had space for it
Also, it's possible and even easy to compile Axe programs externally, see API.inc or w/e in Axe's directory 938
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 01:45:44 am »
@Xeda112358 yep, totally agree.
@Roboman if we can't keep it at 6 MHz, I won't be able to play it with my sole TI-83+ BE, so I'll just stop working on it. Also, here's the promised screenshot Even if we don't see much things happen, everything on-screen has been generated by an algorithm (excepting sprites of course) : The current call to BeginBattle is : BeginBattle(Data(4,0,1,2,3),Data(2,3,2),Data(3,0,2,1,1000r)) 939
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 06:51:03 pm »
@willrandship putting Return!If Full at the beginning of a program is not called optimizing. It's called being lazy.
@StreetWalker thanks ^^ and for tilemaps, remember that there will also be regular sprites and other things ; but you'll have to ask Xeda for that rather than me. Also, I got a skeleton of battle engine done. For now, it's able to :
The whole engine is packed into a single function that takes 3 arguments. For example, here's the command I use atm : BeginBattle(Data(4,0,1,2,3),Data(2,3,2),Data(3,0,2,1,1000r)) What does it do : it tells the engine to start a battle which will involve 4 party members (0 to 3), 2 enemies (3 and 2) and that winning the battle will give the player 3 items (1, 3 and 2) and 1000 dollars/coins/insert_some_name_for_money_here. I'll post a screenshot ASAP so you'll see it in action 940
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 05:41:04 pm »
I will never work on a game I won't be able to play. And since "OmniRPG" means that it's the game by pretty much THE TI community, it'd be stupid to say to some members "well, we don't feel like trying to optimise, so go find another game".
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 04:56:55 pm »
You don't seem to understand. It's the same buffer that is used, but it's used in different ways. And since each way requires a specific routines set, we'll have to go for only one style to save space.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 03:41:09 pm »
Again, think about 83+ BE users (like me). I currently have about 23KB of free flash, although I have no other app than Axe and Mimas (and IkarugaX + source, the total being around 35KB. That's why I'm currently finishing it in high-speed mode before starting anything else to free flash).
Vertically-aligned buffers allow for faster drawing, but I guess TI didn't use them because what you see on-screen doesn't correspond to how memory is arranged. 943
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 12:13:31 pm »
So the best solution would be to build an axiom with a vertically-aligned version of Axe's graphical routines, and use this axiom instead of all Axe's functions. Also, direct plotSScreen access will need to be done differently.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 11:44:55 am »
It's the case, battles have their own terrain, but then since it permits the use of horizontal buffers, we'll use Axe's graphical commands and the tilemap will use yours, so the final program will include two versions of the same routine, one for each buffer alignment, which is a huge waste of space.
Thus, we need to choose one buffer alignment that will be used for the whole game, else we'll end up wasting hundreds of bytes writing routines to handle both alignments. 945
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 11:11:03 am »
Using two sets of routines doing the same thing with differently aligned buffers is a huge waste of space. You'll have either to make your tilemapper work with horizontal buffers and use Axe's graphical routines, or replace all Axe's graphical routines by yours with an axiom and all the project will only use your axiom to work with vertical buffers.
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