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Messages - tifreak

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406
Miscellaneous / Re: Vasectomy Tomorrow
« on: September 23, 2010, 08:29:34 pm »
As it should any man. If she didn't want kids, she should have had clamps put on or the surgery after giving birth last time ><

407
Pokémon Purple / Re: [PP] Progress '10
« on: September 23, 2010, 07:59:05 pm »
less than 40 I think x.x and these aren't really shrinking down, more like cut and remove the body and such :p lol

408
Pokémon Purple / Re: [PP] Progress '10
« on: September 23, 2010, 07:42:24 pm »
Sorry for the lack of updates gents.

Been reworking the battle system, and realized I would like to put sprites up for the trainers. but in order to accomplish that, I would need sprites! However, they seem to be 52x52. This of course goes outside what I can do with the programming limitations I have set, and since the screen doesn't have enough room, kind of makes things a bit more difficult.

I could cheat, and use the generic 16x16 sprites that is used in the gameboy game map, or I can attempt to shrink down sprites and make them look as good as possible in a 32x32 environment.



This is what I was able to do in like 10 minutes worth of work. I should try on one of the wider ones, see how well that works out. -IF- I can make them all work acceptably, would you like to see them in there, should I go to the generics (since they are already going to be in there anyways) or should I just ignore the sprites and say 'oh hey, someone wants to battle!'

The above costs roughly 260 bytes as a string, not optimized with my extra hex character.

409
Pokémon Purple / Re: [PP] Progress '10
« on: September 05, 2010, 01:36:25 pm »
I haven't come up with a solution to this bit, since I am more concerned with the battle system at this point.

I have made slight amounts of progress with it. Sorry for the lack of updates here, I hope to have some real progress to show very soon.

410
Pokémon Purple / Re: [PP] Progress '10
« on: August 23, 2010, 12:06:57 pm »
Yeah, I would like to come up with something that is in basic that achieves a similar effect, if possible. DJ nailed it right on the head with the why. :p

Been busy the last week or so, hope to have some time and no distractions tonight to work on it.

411
Pokémon Purple / Re: [PP] Progress '10
« on: August 16, 2010, 11:11:55 pm »
Glad to see progress :) Good luck.

I thought of a question though when I saw the thing about status updates. When a Pokemon is poisoned do you plan to make it so every three steps, or what ever it was, will lower it's health?

I think it might have been 5, but yes, that will be in effect as well. Just have yet to figure out how to do that with the 'glitchy' screen. One of the many things to implement :p

412
Pokémon Purple / Re: [PP] Progress '10
« on: August 16, 2010, 09:29:10 pm »
I have been working on organizing more of the lists and such. The user pokemon and party are going to remain the same, but I have create a similar setup for the trainers/NPCs, and allow it to be adaptable to having link battles. I believe I have this part figured out.

I have also come up with an easier way to tell if a pokemon is fainted so it does not have to go through and unarchive all the lists (which is roughly 3700 bites with all 6 of them). I plan on adding a .5 to an element in L_PRTY to indicate that said pokemon has fainted. It will start at the first slot and move through the list until it comes across the first pokemon that is not fainted, then call up that data and drop it into a temp list.

The temp list will be dumped back into the main list after the battle is completed. The things that will be affected in the returned list is HP, PP of each move, and any status changes that have been completed. I might also do the exp check at this point and level up as needed before dumping back into the main list. So that means with each passing of lists, I will have to verify that the 4 attacks are the same with each list, and if not, dump those over as well.

Once I get these aspects done I can thusly start working on the escape routines. Have to do this so I stop confusing myself <<;

413
Pokémon Purple / Re: [PP] Progress '10
« on: August 11, 2010, 11:26:23 pm »
Just so you know I now have the battle screen up and running to the point that it displays the 4 options and the cursor moves between them. I have found information about how to do the 'Run' function, so that is first on the list. After that, I will see about 'moving' a pokemon from your party to the playing field. That shall be fun.

414
TI-BASIC / Re: Why never to use Goto.
« on: August 09, 2010, 11:19:54 pm »
I stopped using Gotos and Lbls once I found an article on BASIC Guru that said it was possible to create games without them. That was.. I don't know, 10 years ago? I made my second game because of that article that used not one lbl or goto.

Simply by using a While loop as a main loop, and utilizing while loops and If:Then conditionals inside that loop, I can maneuver around in a program much faster than any silly Goto/Lbl combo.

The only draw back to coding with While loops in that manner is that the code can get confusing, so you have to take lots of notes on what you are doing, but once you get it figured out, it is worth using. Plus, lack of risking memory leaks is kinda nice. :p

415
Pokémon Purple / Re: [PP] Progress '10
« on: August 09, 2010, 04:21:01 pm »
I did have the code for the display of the battle screen, I just have to figure out where I put it. lol

Then comes the fun of determining variables and clearing of portions of screens for expanded menus and blah blah blah XD lol

The interface is going to be soooo easy. The stuff people can't see is going to so not be easy.


Edit:

I found the code, I think, to display the battle screen. I just have to clear the unneeded programs from the testing calc and see about setting it up to get ready to start in on a battle system. And item system.. hmm..

Might be best to break out the 84+se to tackle this, not sure a normal 83+ will be up to snuff. :/

Anyways..

I will have to determine what all variables I will need for the next section. I know a great many will already be in use for specifics, and I need a pic var to store first when the screen is created, then after both pokemon have caused their damage or status changes. This will allow faster reload times when dealing with the sub-menus and such. Or, at least I hope it will.

The interface should be a cake walk. What has me worried-ish is the equations and all the data that I have on the 150ish attacks that are available in the game. This next bit shall take some time to get going, so might not be much in the way of screenshots and such in the mean time.

I also need to set up temporary lists for this. Well, at least one.

This way, I won't be affecting a main list with things that could cause problems, like temporary status changes, and push over any relevant data, like hp and pp data when the battle is over or the pokemon is being switched out for another. status changes like poison or paralysis persists, however confusion would not, swap it out and it is no longer confused. I believe there was another status effect that was similar to confusion, however I can't recall it at this time.

416
Pokémon Purple / Re: [PP] Progress '10
« on: August 09, 2010, 01:01:00 pm »
Not sure what I did, but it seems to be fixed. I also made the 'Back' option functional. I also saw a few slight issues with the boxes being redrawn and the placement of text; basically things were off by one column. These have been fixed as well.

The only aspects of this 'engine' is that the items system doesn't work yet (though I have code in there so it is a matter of just adding it and it should be done) and I don't have the special moves and HMs programmed in. Since the map system isn't set up for it yet, it is irrelevant.

So, it be time to start planning the battle system.

417
Pokémon Purple / Re: [PP] Progress '10
« on: August 08, 2010, 09:48:22 pm »
Well, I have managed to incorporate the code that creates the small menu list into the party menu program itself, to save the space in ZMISC.

Sadly, I have run into an issue with being able to back out of the main menu to exit the program. It works when you first activate the program and press ALPHA. When you move a pokemon, and get back to the main menu, it refuses to exit out of it. I am not sure what is going on there, got a bit more testing to do I suppose.

418
Pokémon Purple / Re: [PP] Progress '10
« on: August 06, 2010, 06:30:43 pm »
Thanks ztrumpet ^ ^

as to the map making, I did that all on large graph paper so I could more easily keep track of what symbols/ascii went where. It also allows me to make borders where needed so I know how much 'padding' to add past the borders before I go typing in all that text.

419
Pokémon Purple / Re: [PP] Progress '10
« on: August 06, 2010, 02:25:48 pm »
No, maps are done up to Viridian I think it was. I stopped because it didn't make much sense to go map making when you couldn't even play the game fully. Once I get a battle system in place and the ability to catch pokemon going, I will see about adding more maps.

420
Pokémon Purple / Re: [PP] Progress '10
« on: August 06, 2010, 02:18:04 pm »
lol

It only took me.. 5 years to get this far XD

But I am on a roll so I hope to get this playable soon. :] Just a few things to finish up with this menu and I can begin working on the battle system.

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