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Messages - trevmeister66

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481
TI Z80 / Re: Nameless RPG
« on: February 07, 2009, 12:25:11 am »
Haha! Cool.
Hope to see progress soon then.

Enjoy the arcade while the fun lasts. =P
Definitely by tomorrow night. Im gonna design it on paper like you guys said and see what I come up with first and then integrate it with my menu system.

482
TI Z80 / Re: Nameless RPG
« on: February 07, 2009, 12:14:52 am »
Well seeing as how I just discovered the arcade area, I don't think I'll be doing any programming tonight... heh. So I'll pick up work on this tomorrow.

483
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 11:53:31 pm »
Heh I didn't even think about sorting it  :o Now I just have to program it efficiently.  :D

484
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 11:42:35 pm »
Hmm alright I'll see if I can give it a shot, and if I can't figure it out, I'll ask you to create a quick example. Thanks!

EDIT: I just re-read it, and I understand it now. That's a good system.. I like it. uber thanks!

485
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 11:14:14 pm »
I have an idea on a good way to do this.
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.

I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
Heh I haven't even thought of the total number of items in the game, but how many do you think would be the max with your idea?

And I was going to go with 8 char name length, but I think 10 might work.. maybe. Any way you can size it down to 8 or is 10 the best way for your idea?

486
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 11:05:50 pm »
Alright here's my code:
Code: [Select]
1->X
1->U     ::Will end up being total # of items
1->T     :: don't know how to explain this var; EDIT: item counter
12->W   :: Row to display text
If 3<length(Str5      ::Makes sure there is actually an item in Str5 (Str always has a blank space first)
Then
If not(P       :: If this menu hasn't been called before
Then
32              :: total # of items possible
Ans->dim(L1
Ans->dim(L2
Fill(0,L1
Fill(0,L2
1->P     :: so the program knows it has run this part before
Repeat X=length(Str5      :: go through the entire string
X+1->X
X->V    :: beginning location of item; will be stored in L2
Repeat sub(Str5,X,1)="."     :: goes until it finds "." in Str5
X+1->X
End
X->L1(U    :: stores end point of item in L1(Item #)
V->L2(U    :: stores beginning point of item in L2(Item #)
U+1->U     :: moves onto the next item; ends up being total number of items
End
End
U+(P=2->U     :: I had a problem with this when I was calling sub program, so I had to add this in
Text(W,42,sub(Str5,L2(T),L1(T)-L2(T
T+1->T
W+8->W
End
If L1(T) or L2(T     :: After the first 6 items are displayed, if there is a value in L1(T or L2(T, it will display a "v"
Text(53,88,"v
End
End

Also I need a way to quickly scroll through the items. My current way is kind of slow.

487
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 10:53:32 pm »
Heh alright well I don't the code with me right now, but if you guys want to help create a faster solution than what I have, go right ahead. What I want to do is:

Create a screen that scrolls through up to 32 "items". It'll scroll up and down from the first item to the last, displaying 6 at a time. When I get my calc out of my bag and finish some homework, I'll post my code; but in general, what I'm doing is storing all the items in Str5 (for example " map.potion.this.that.item.->Str5) Then when it calls the item screen, it goes through Str5 until it reaches a ".", and stores the first and last part of that sub(Str5 into L1 and L2 respectively. Then I just do Text(Y,X,sub(Str5,L2(A),L1(A)-L2(A where A is whichever item.

Wow that sounds really complicated. I'll just post my code in a little bit. But if you get the general idea, feel free to come up with your own way of doing it. Mine isn't that fast, and I'd rather go for speed than size.

488
TI Z80 / Re: Nameless RPG
« on: February 06, 2009, 01:18:17 pm »
While programming this, I've been more in a rush to finish a certain part than to program it efficiently, so while I am back home this weekend (won't have my 360 to distract me), I'm planning on just optimizing everything instead of adding more stuff. I want to see how bad I've been programming it and see what I can make smaller/faster.

489
Humour and Jokes / Re: Human
« on: February 05, 2009, 11:46:28 pm »
I would eat it, even if I did know what it was..It can not be all that bad, it is survival of the fittest now...
I agree, although I still chose #3.

490
TI Z80 / Re: Game Info & Progress
« on: February 05, 2009, 11:44:02 pm »
Very nice. Can't wait to see more progress.

491
TI Z80 / Re: Game Info & Progress
« on: February 05, 2009, 07:34:44 pm »
Woot for progress!

492
TI Z80 / Re: Pokemon Stadium - Battle Simulator in the works
« on: February 05, 2009, 03:29:14 pm »
Just keep plugging away at it, and you'll get it eventually. It's really satisfying when you find a new formula/routine that lets you store something faster and smaller.

Just try to think outside the box, and I'm sure you'll come up with something for your problems. What do all your stats have in common that you could take out and add later or something along those lines, etc.

And yes, it does help to have clean code.  :P

493
TI Z80 / Re: Nameless RPG
« on: February 04, 2009, 05:30:26 pm »
Another little bit of progress, I just created a custom dialog routine for NPC's. Woot. I'm working on the menu/item/stats screen right now - once I have all that finished, I'll post up another screenie of my progress.

494
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)
« on: February 04, 2009, 02:07:39 pm »
Yeah I think 32 is good, and I agree that they shouldn't be stackable. Not only does it make it more realistic, but it also forces the player to play more cautious since they don't have 99 uber potions.

495
TI Z80 / Re: Nameless RPG
« on: February 04, 2009, 02:02:22 pm »
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :D
Haha you don't have to worry about that happening. Once I create the plot, I'll come up with a better title. But right now I don't have a plot, so I just put that as a filler title.

A little bit of progress. I took tifreak8x's RPGSK and basically redid it to make it smaller and faster. Also, it displays on the graph screen with dual layer text, so it's a little more graphical than plain ASCII, but not as good as xLIB. I've got the moving system down, and right now I'm just creating maps for a screenie.

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