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Messages - Xeda112358

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1441
Portal X / Re: Portal Prelude
« on: December 06, 2012, 03:50:19 pm »
A friend of mine gave me this link this morning, knowing I like calculator programming. She thought I might be interested :3
http://www.buzzfeed.com/thesaccattack/you-can-now-play-portal-on-a-graphing-calculator-5o2x

I then proceeded to show off Portal and got a few friends quite engaged in the game :D

1442
So, I played a Mario RPG for the GBA once, and you would be attacked on the map itself, then you would enter a turn based mode. I kind of like that idea. (This seems to be the same idea you were talking about, willrandship).

1443
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 06, 2012, 06:26:17 am »
I think something like this:
ABTLENG
AMAIN
AMAP00
AMAP01
AMAP02
...
The map files would actually be data for specific maps, like information about where people are, what they say/do, and where you might enter to another map (like if you enter a dungeon or shop).

I voted Axe+Assembly since it seems many people would prefer Axe and I can help out with assembly :3

1444
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 06, 2012, 06:19:35 am »
I was wondering what kind of map system we will be using? This is one area where optimised assembly might be useful. Also, in almost all cases that we would need >16-bit math, it would be very easy in assembly or Axe. I have a few text display routines for 32-bit signed numbers ready and adding or subtracting won't be a problem (I hope Axe can detect carry, but regardless, it only takes a few bytes of ASM.

1445
News / Re: solidFRAME v1.0b released
« on: December 05, 2012, 08:36:46 pm »
Cool, thanks for making some examples for us to look at :3

1446
Other Calc-Related Projects and Ideas / Re: OmniRPG - Storyline Discussion
« on: December 05, 2012, 07:23:45 pm »
Wow, these are actually some cool ideas. I think serious-minded overarching scene might be better. We should also include TICalc as maybe a powerful organisation that keeps a record of most calculator knowledge (think of Druids) and we can use some info from TI-Story to create a neat history. I am thinking that a lot of this project is going to be in archive, so will definitely need some asm utilities or code (again, I'm happy with writing that). I can also create some compression/decompression programs to make text not take up so much memory (and probably images).

1447
News / Re: solidFRAME v1.0b released
« on: December 05, 2012, 05:03:23 pm »
Yeah, I have the same problem with finishing things. The only things I ever actually finish are tiny projects or simple projects. I'm pretty bad at finishing games unless I can do it all in one sitting.

1448
Other Calc-Related Projects and Ideas / Re: One Massive Community Game
« on: December 05, 2012, 05:01:43 pm »
And again, if there are any parts that need assembly optimising, I could do that.

I think that if each part of the game had its own source (battle engine, item reference, monsters, sprites, events, movement, and more), that would be the best option. This would allow us to figure out which part of the program to edit. If we have multiple people working on the same part of the program, we will need to communicate! Obviously, this would be via a topic (maybe a topic for each component, that way it isn't one cluttered topic) or somethiong similar.

I feel that in the best case scenario, a high-end game could be created in a week. This, however, would require heavy planning before hand, code would have to be planned, story, rules, items, and more. My best success with writing an RPG comes from going into it with a good idea of what I need to do next, so we should create a checklist of things to do.

1449
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 05, 2012, 04:53:41 pm »
Wooh, that will be great for regular users who may or may not understand how to input a list!

1450
WabbitStudio Software Suite / Re: WabbitEmu - problem with new update
« on: December 05, 2012, 12:38:09 pm »
I don't know if I should create a new topic, so I am using this instead. I have noticed recently that WabbitEmu doesn't load apps anymore for some reason. In some cases, I can resign the app and it sends properly (I've no clue why this makes a difference). I thought maybe it could be just an issue with my computer, but other people have been noticing it, too, and I've been seeing small comments about it, here and there. I've noticed it for at least the past month, though.

1451
Other Calc-Related Projects and Ideas / Re: One Massive Community Game
« on: December 05, 2012, 07:32:12 am »
I could help with random hex codes or small asm programs. I worry about how much time I will have, though :/

1452
News / Re: solidFRAME v1.0b released
« on: December 05, 2012, 07:26:01 am »
XD I think we would both need a decent amount of free time. However, if I finish up an RPG someday, it could definitely act as a model/mockup and put us almost half way there :) Then we would only need to worry about graphics and optimising.

1453
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 05:23:13 pm »
I wasn't thinking of doing anything realtime. Just render and walk around, battle or whatever. Probably the battle engine would have some more realtime graphics, though.

1454
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 05:10:51 pm »
Yeah, that makes sense. Also, I realise that the grayscale aspect would be tough to do in a BASIC program, but simple textures are all that would be needed for a calculator. I am thinking that each tile represents a drawing, then you can load the drawing at the given coordinates. The drawings couldn't be too complicated, but even attaining 1 to 3 FPS to render a map would be awesome.

1455
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 04:46:58 pm »
Sure thing! I had plans on turning the engine into a lib that can be accessed by other programs so that people can make use of the 3D routines. (xLIB3D anyone? lolol just kidding :))
I think you should do this :D My thoughts were to make just a simple tilemap, but have each tile be a 3D object. (I spent almost all of last night thinking of how awesome this would be with an RPG). Basically, this would help make RPGs that can have different vantage points that can be moved from birds-eye to some other angle (like ground view :D) I think you could totally make an xLIB 3D and have a command for a 3D tilemap !

EDIT: Regardless, I might try to come up with some way to let BASIC programs use this.

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