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Other / Gamebuino RPG Thing
« on: April 08, 2016, 07:36:13 pm »
Ok, so in the Gamebuino community we started making a RPG thing and some people wanted me to post about it here, so here we go
This RPG aims to be a puzzle-based action-rpg. We are happy for any contributions, such as sprites etc.
No, this will not run on a calculator at any point!
Most of the engine is written by me so far, the challenge about this thing is that the gamebuino only has 2KB ram INCLUDING vram and 32KB PROGMEM of which 2kb is occupied by the bootloader. Woops, that's not that much to work with!
Fortunately it has a micro-SD card, by default it ships with a 128mb one.
So far the engine supports dynamic tile loading, tilemaps, switching maps, background music, movable objects (test-base for enemies), collision detection and a scripting system. I probably forgot something, heehee.
Tiles, sprites, scripts, music and collision data are all dynmically loaded off of the SD card.
I abuse buffer-overlapping with the sd-card buffer and the screenbuffer to achive a RAM usage of only 1098 bytes so far! (for global variables, that is, so in-function things and stack stuff doesn't count torwards that one).
Anyhow, eyecandy time!
If you have any technical questions or something, just ask them away~
This RPG aims to be a puzzle-based action-rpg. We are happy for any contributions, such as sprites etc.
No, this will not run on a calculator at any point!
Most of the engine is written by me so far, the challenge about this thing is that the gamebuino only has 2KB ram INCLUDING vram and 32KB PROGMEM of which 2kb is occupied by the bootloader. Woops, that's not that much to work with!
Fortunately it has a micro-SD card, by default it ships with a 128mb one.
So far the engine supports dynamic tile loading, tilemaps, switching maps, background music, movable objects (test-base for enemies), collision detection and a scripting system. I probably forgot something, heehee.
Tiles, sprites, scripts, music and collision data are all dynmically loaded off of the SD card.
I abuse buffer-overlapping with the sd-card buffer and the screenbuffer to achive a RAM usage of only 1098 bytes so far! (for global variables, that is, so in-function things and stack stuff doesn't count torwards that one).
Anyhow, eyecandy time!
If you have any technical questions or something, just ask them away~