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Art / Re: Secret RPG Project
« on: November 22, 2010, 07:50:31 pm »
btw this is what they look like (in order, my sword, ASHBAD's sword, the magic sword, and the character)
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. 1306
Art / Re: Secret RPG Project« on: November 22, 2010, 07:50:31 pm »
btw this is what they look like (in order, my sword, ASHBAD's sword, the magic sword, and the character)
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Art / Re: Secret RPG Project« on: November 22, 2010, 07:43:11 pm »
Moved.
As for tile size, 8x8 (that Final Fantasy game) is usually the standard (and easy to work with in Axe), but imo it's a little cramped. I used 8x8 for a while, before I switched to 12x12. Some people like 16x16 (E:Sor and Dying Eyes, for example) but then sometimes the field of view is too narrow. I have a sword sprite somewhere....*rummages around... here: Code: [Select] 03050A14A850E0D0
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TI Z80 / Re: [2.5D project] Baa Baa Blacksheep« on: November 22, 2010, 06:28:10 pm »
that really sucks...I hope it's not archive corruption or anything. Did you try sending it to a friend's calc to test the usb port?
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Axe / Re: Routines« on: November 22, 2010, 05:49:13 pm »
I believe you mean,
It should be. Parenthesizes should only be left open if you're in extreme need of every byte of RAM available. 1311
Ash: Phoenix / Re: Ash: Phoenix« on: November 21, 2010, 05:53:08 pm »
It is completely uncompressed so it's just an array...like
Code: [Select] [7777777777777777 or something similar where each nibble/hex digit corresponds to a tile. (0,1,2,3,4 are all walkable tiles, the rest are solid tiles) The example map posted would be mainly empty, with a random door towards the bottom, some rocks in the upper left corner, some trees on the top row, and some other random tiles towards the mid left As for compression, I'd favor routines that are smaller in size and compress less over those that are larger but compress more 1312
Ash: Phoenix / Re: Ash: Phoenix« on: November 21, 2010, 05:43:17 pm »
Oh, I see. Well my maps don't cleanly divide into 12x8 pieces, so I don't know how to answer your question that way.
To answer in terms of bytes, I have currently about 42kb of map to use. I am thinking about going back to nibbles to decrease the amount of user RAM and the amount of space the maps take up, so you can say 42000 bytes = 84000 squares then. However, depending on how large I decide to make the game, I could easily add or remove map data, so you could expect the final game to use anywhere from only 22kb to 66kb (I don't think I will need more than 66 kb...with nibbles that is 132000 squares O_O) 1313
The Axe Parser Project / Re: Bug Reports« on: November 21, 2010, 12:23:14 pm »
That happened to me before. Garbage collecting didn't work, but after I deleted some app and the calc defragg'd, it worked. Is defragmenting different from garbagecollecting
Also, I was using 84+SE 2.53MP 0.4.5 with a 9k program split into several parts 1315
Ash: Phoenix / Re: Ash: Phoenix« on: November 21, 2010, 11:35:16 am »
Woah, that's creative.
I don't think I'm going to have my NPC's walk around, I don't have enough space (although I could make them walk around once you talk to them...maybe) 1316
Ash: Phoenix / Re: Ash: Phoenix« on: November 21, 2010, 11:17:01 am »
woah, nice, animated tiles. Does this mean you redraw every frame? Don't forget that this size includes the NPC engine as well, which is like 1600 bytes
My maps are 4096 bytes . What dimensions are you using? Are you using nibbles? lol that's a lot of questions Also, unrelated, I've figured out that shops/inns will be much easier than I thought, since I can just modify by NPC routine to add a command that allows any NPC to sell/buy stuff, and one that fades out, heals, and returns I love my NPC engine 1317
Ash: Phoenix / Re: Ash: Phoenix« on: November 21, 2010, 11:08:12 am »
12x8 chunks?
Not sure what you mean there, but I do know that I can have about 10 or 11 64x64 maps to make around a total of 42000 tiles. I also have the engine structured to support an indefinite amount of map appvars (currently I've set up 2 of them, but theoretically I could make as many as the archive could fit ) However, not all maps will be 64x64: a lot of places like shops and rooms will be 16x16 and places like castles and such will be 32x32, so there could be a lot of different maps and map sizes. Oh and the map engine is down to 5100 bytes now and runs much faster , but there are some weird bugs that I have to fix first 1318
Axe / Re: Drawing flipped sprites.« on: November 20, 2010, 05:44:54 pm »
Wait, that's my sprite editor o.o! When running it, you say it gives you those errors....? Weird...
Edit; k, I just tested it on wabbit and it works fine... I didn't use any weird instructions that should cause those errors... >.< Did you compile it yourself or are you using the included excecutable with the Asm() token? Oh and btw, the sprites that that thing produces are meant for use with the Pt-Mask command...although you can use the first 8 bytes (16chars) for monochrome standard Pt-On and Pt-Off stuff 1319
KnightOS / Re: KnightOS« on: November 20, 2010, 05:03:43 pm »
Woah, nice work
BSOD on the 83+SE. Instead of a few blue lines, the entire screen turns blue in test mode.On my 84+SE the whole screen turns blue as well 1320
Ash: Phoenix / Re: Ash: Phoenix« on: November 20, 2010, 03:42:10 pm »
Small update: Yup, moved everything out and now we're at 5667 bytes for the map engine Although it increased the amount of free RAM needed -.- I need like....4 buffers for menus, a 192 byte chunk for sprites, and a 1024 byte chunk for tiles. And a 4096 byte chunk for the map. And an undetermined amount for the external programs it'll be running (hopefully not more than 2000 more ). So that's like 10384 bytes... not too bad I guess And we're back at 1.4k left in the app , so hopefully this'll start moving faster soon
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