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Messages - Zera
751
« on: November 01, 2007, 12:42:00 pm »
THE POST 13501747 Other calculators, as in other TI models, or other brands? I'm really only familiar with TI-83 / 84, and would prefer to stay within that catagory due to popularity. I worry that trying to develop for other platforms wouldn't wield as large of an audience.
I'm not totally clear on the portability of TI games, though. It could be possible to adapt the game for multiple platforms.
752
« on: November 01, 2007, 12:38:00 pm »
How rude of me to join up without introducing myself! I'm not actually a coder -- I'm more of a designer. I enjoy conceptualizing ideas, storyboarding, designing game engines, and so forth. I do a little bit of graphic design on the side, as well. I first became interested in TI development years ago when I stumbled across a fan game that was apparently developed for 83. I was like, "Wow. This is so cool. A video game on a calculator? I'll have to take a shot at that some day..." And several years later, I curiously started on the http://omnimaga.org/index.php?showtopic=1862&st=0 project. Unfortunately, programming is my weak-point. I feel I don't have the time or energy to invest in *every* area of game design, and would prefer to simply advance in the areas I'm already comfortable with. With that said, I'm happy to offer my services to anyone willing to do the coding.
753
« on: November 01, 2007, 12:29:00 pm »
THE POST 13501717 Why does everyone keep asking me if this is a prank? It's really not THAT unbelievable! (although, I do feel somewhat flattered here...) Either way, Liazon now has access to the project page and trunk. He can confirm that all the data is indeed rotting there while I wait for a programmer to come along.
754
« on: November 01, 2007, 12:23:00 pm »
8x8 sprites are notoriously difficult to design -- at least, with quality in mind. These actually don't look too bad, but tend to feel a lot like an old Atari design. (and by that, I mean faceless palette blobs!)
755
« on: November 01, 2007, 12:13:00 pm »
THE POST 13501679 Liazon, you've been added to the project page.
I still need to get in contact with Spikeman to be able to address your concerns, so give me a little while. (I only stay in touch with him via Google Talk)
He may have been in one of those communities. I know he has an account at Detached Solutions.
756
« on: November 01, 2007, 11:09:00 am »
THE POST 13501506 Liazon, do you have a Google account? You will need one for the project site -- here. (if you have GMail or anything, just let me know your screen name so I can add you) I'll contact Spikeman and let him know about this place. Maybe I can get him to sign-up.
757
« on: November 01, 2007, 06:36:00 am »
THE POST 13501068 Sorry. I was in a rush earlier. Does the eraser button allow you to delete your own posts? It doesn't seem to work for me. I get a lot of board errors when trying to post / edit. (something about not being logged in, or not having permissions) I'm glad you like the font. Feel free to use it.
758
« on: November 01, 2007, 12:44:00 am »
THE POST 13500582 Oops. I didn't even notice the second page of replies. Sorry, I'll try to address your questions...
QuoteBegin --> QUOTE | So maps, data, NPC text, and all that is planned out for the most part or at least 50%? |
Everything is completed and ready to be put together.
QuoteBegin
--> QUOTE | EDIT: Idk if it's a prank because there's an animated screenshot in the first post, but again it's easy to do with calcapture or animator programs *cough*zelda minish cap prank*cough*. I hope it's real |
Prank? Those are just a few sample screens I put together personally, to demonstrate how I want the screens and data to be arranged. (I figured it's easier than trying to explain it manually)
QuoteBegin
--> QUOTE | 3.) RAM program or APP? I probably won't mind. Both have their advantages. RAM maybe easier to incorporate a lot of stuff. APP = more space, which I like, but a lot of other ASM programmers seem to deem as wasteful. |
Spikeman (the other guy on the project) recommended doing it as an application, per space issues. We were also looking into various compression methods to avoid any problems.
QuoteBegin
--> QUOTE | 4.) Custom font. Unless my eyeballs have fallen out due to halloween, I'm pretty sure that's a custom font. And it's pretty big too. |
Yes. 96 characters total: This includes item icons, double-byte characters, cursors, pointers, and all that good stuff. QuoteBegin --> QUOTE | edit: Now that I look at the mock screens further, you really planned this out really well Grendel! The font is 8x8 for the most part. Everything seems to be aligned very nicely. tiles and sprites appear to be 16x16. geez, you know a lot about what would be easy in ASM, while still making it look good. |
I do a lot of ROM-hacking on the side. (NES / GameBoy ROMs) I have a fair understanding of how data is arranged, so I figured I would apply this to my TI project. I hope it makes the job easier.
I fear that some of the programming may be a little complicated, because there are a lot of "tricks" that have to be pulled off to cover-up technical limitations. For example, the menu cursor consists of about 5 or 6 different characters in the font, depending on which direction and position it's in. One of the cursor positions is even a double-byte character, and another is adjusted to blend in with the window frame under certain conditions.
759
« on: November 01, 2007, 12:35:00 am »
THE POST 13500573 DJ Omnimaga is correct -- I actually didn't have scrolling in mind. Each map is divided into 6x4 tile screens, and only that data is displayed at one time. When you move to a new screen, it does the Zelda-like transition of quickly jumping over. I designed the maps around this function, so you'll sometimes see things like duplicate doors or entrances as to avoid collisions with off-screen objects. There are a couple of things I need to explain about this. First, not having scrolling makes the objects on screen a lot easier to see. When the screen is constantly moving, everything tends to fade and blend together. In this case, you'll be able to clearly see everything that's in your way and not trip over every little object in the process. Second, there are no animated tiles in the game. Again, this takes advantage of how the game would actually look on the calculator itself. When the screen is flickering and moving, the tiles will infact seem animated even though they aren't. For instance, the water tile. The pixels are so close together that they should bleed somewhat as the screen flickers.
760
« on: November 01, 2007, 12:31:00 am »
THE POST 13500572 Thanks for validating my account. I couldn't quite figure that part out. It was also restricting my posting earlier for some reason. (had to wait to start this thread) I figured it was just a temporary restriction until one of the admins verified my account info, or something of that nature. I really appreciate all the feedback. As I've said, I've been working on the project for a few years on the side, so a lot of thought and detail has gone into it. Probably a bit too much, actually. I tried to model it after earlier console RPGs like Final Fantasy, Dragon Warrior, SaGa, etc. The fairest comparisson would be Final Fantasy Legend / Makai Toushi SaGa for the GameBoy. The game engine is pretty much a reflection of it down to the last detail. If / when this project is completed, I would like to volunteer my help in other areas such as graphic design, game engine design and so forth. I noticed a lot of requests here for tilesets and such, which is an area I could definitely help with. TI development interests me because it draws a lot of attention from amatuer developers who may someday move on to bigger projects. It seems like a fun entry-level thing. If anyone would like to sign onto this project, whether or not you can help with programming, just let me know. I don't mind adding anyone to the project site so they can look over the rest of the project files. As mentioned in my original post, I'm trying to do this from an open-source perspective, so if any of the game's resources can be useful to anyone else, they're welcome to them.
761
« on: October 31, 2007, 01:12:00 pm »
762
« on: October 31, 2007, 12:49:00 pm »
THE POST 13499890 What do I need? Someone to program the game. I have absolutely no knowledge there -- the other person working on the project seems to be on a permenant hiatus due to a busy schedule. He was my main programmer. We have everything outlined, though. What basically needs to be done is first rendering the font, (the game uses a custom font) converting the graphics for the calculator to use, and then programing the game engine itself. I believe most of the graphics are ready to upload -- they're simple tile binaries that the game maps call upon to build the various areas. I did all of that in CalcGS. Some of the other graphics include rather hefty bitmaps used in cut-scenes. I think compression will also be necessary. Heavy compression.
763
« on: October 31, 2007, 11:33:00 am »
THE POST 13499789 Yeah, I'm looking into a couple of other places, as well. My search hasn't been very fruitful so far. As promised, more data. Here's a synopsis of some of the characters, as well as the general story outline: Fenris, Apprentice Knight of GrendaleA young squire aspiring to follow in his older brother's footsteps. Fenris' brother disappeared shortly after selflessly persuing the Fell Lord alone, leaving Fenris no choice but to bring him to safety. RowleyA feral child estranged from his home during times of war. Was taken in by Fenris' family shortly after and quickly developed a brotherly affection toward him. Being protective of his mentor, Rowley decides to tag along with Fenris on his journey. Princess Annika of GrendaleThe rebellious and tomboyish Princess of Grendale, and tactician and leader of her kingdom's armed forced. Princess Annika decides to join Fenris' party and confront the Fell Lord Darius directly, despite her father's wishes that she not come to harm. Lord GrendaleLord Grendale presides over the kingdom of St. Agaea. Bearing no prince to his thrown, and nearing his final years, he remains helplessly despondant over the ongoing conflict with the Fell Lord. Fell Lord DariusYounger brother and once the loyal right-hand man of Lord Grendale. After being placed under the spell of a mysterious high mage, Darius led a dark crusade against Grendale's kingdom and fervently sought the overthrowing of the prime forces. Much of Grendale's resources have been exhausted in a futile effort to cease his bringing of destruction. High Mage DarselA half-draconic mage obsessed with an ancient relic said to possess the power of a forgotten draconic deity. Wielding Darius under his influence, Darsel executes a plan to gather the prime forces to lead him to this relic. The Four AvatarsMortal avatars of the prime forces that sustain the world of Gaia. They are sought by many for their wisdom and power. St. AgaeaA beautiful countryside ruled by the swift and just hand of Lord Grendale. It encompasses most of Gaia's overworld. The Marina SeaA deep, glimmering sea that is home to the underwater civilization of the merfolk. It is said that humans may only enter their civilization if they possess the essence of the prime forces. Karta ParadisumThe remnants of Gaia's most ancient civilization, suspended in mid-air after the destruction of the previous world by an angry draconic deity. A new Gaia was created from the earthly remains below, and sustained by four prime forces appointed by the All-Father of creation. Karta encompasses a civilization with exotic magick and technology that survived from the old world.
764
« on: October 31, 2007, 10:37:00 am »
THE POST 13499702 Everything is finished -- just need a programmer or two to help me get the project together. I've actually been working on this for years as a little side-project. It'll be great to finally see it come together. I really appreciate the positive feedback. I'll drop in later with a few more samples.
765
« on: October 31, 2007, 06:52:00 am »
THE POST 13499406 This is a small little game I've been working on for a TI-84+. I thought I would go ahead and post some info about it, in case it interests anyone. It is currently in the programming stage, ( ASM PROGRAMMERS DESPERATELY NEEDED) and will hopefully be completed in a few months. I wanted to design a short RPG based on elements of SaGa / Final Fantasy Legend. For the most part, I think it's represented nicely. At the very least, naybe it will give all those bored college students something to do with their calculators while they're suffering through tedious algebra courses. So, without further ado, onto a few features... This is the overhead map feature. This allows you to explore various areas, chat with NPCs and find treasures. It's done in a sort of Zelda-esque screen-scrolling manner. Anyone who has played RPGs back in the classic console era is familiar with kind of gameplay. Entire maps are rather large, although only small portions are displayed at any given time. (this is actually the first town in the game) Instead of using character classes and lenient growth, I designed a system where up to 6 items are equipped at one time. This may include weapons, armory, potions, rings, spellbooks, etc. These items have a range of effects, such as allowing you to attack enemies, (weapons) raising your defense, (armor) or allowing you to heal and cast spells. However, each item only has a limited number of uses -- or durability. Once the item is used up, you have to purchase more quantities of it. Some items are more durable than others and naturally have more uses. As you equip items, your status growth increases in two ways -- first, some items have status bonuses associated with them. For instance, equipping a weapon will obviously affect your attack power. Secondly, if you keep an item equipped, it may randomly boost certain attributes after battles. This is the level-up system, in a sense. Depending on the type of equipment constantly in hand, a class template can be made. If you equip heavy swords and armor, for example, then your attack and defense power may benefit significantly, although areas like magic and agility would consequently suffer. Conversely, equipping spell books and magical rods would benefit magic, while possibly lowering strength. Ocassionally, you will run into random battles on the world map and in dungeons. This takes us to the action screen. Once an enemy draws near, you'll have to issue commands among your party and finish it off. The commands available to you depend on the items you have in stock. Simply select an item to use it. For the most part, it's your standard turn-based ordeal from a first-person perspective.
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