Author Topic: RPG MAKER TI 68K  (Read 7235 times)

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Offline linkwebmaster

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RPG MAKER TI 68K
« on: September 05, 2009, 12:26:14 pm »
(i use a french->English translator)

RPG MAKER TI will be the adaptation of software RPG MAKER on Ti89. It will be programmed in ti-BASIC and the player can accomplish RPG of his choice absolutely by means of sprites and by a pre-programmed gameplay.For now I think posting a first beta version of the program here shortly that will be functional.

The creation of the RPG will take place in three stages:

- Graph :

For now the player has thirty screens. On each screen, the player may have his sprite to create decor. In view of the display of the TI-89, the screen will therefore have 4 sprites sprites up to 9 wide. In terms of scenery, they may be deductible or not. Subsequently, they may be, for example via franchisable specific object(key, raft, grapple etc ...) or destroyed. At the end of this stage all resources will be deleted to free up memory space.

- Events:

The player will have (in the first version) 3 actions that can be allocated to each NPC (Non-player character) that wish to incorporate the game : talk, fight or sell. NPC have their own sprites that can be reused in the battle screens.

For the principle of software: a matrix is associated with each of the screens returning the specificity of each of these sprites (passable, speaking, selling ...)

The game will be autonomous and then the player can export it and use it as an RPG.
All designs are customizable and the hero of the game to a level that can evolve.Levels of life, magic and money will be available and modifiable.
The combat systems are basic: attack (weapons and spells) and use objects.The fights are graphics with animations (also editable).


In short, for those familiar with the RPG MAKER software (if not see Google), try to reproduce the best features of the program is calc. The program don't use any text (only sprites and icons)

I'm listening to all recommendations and suggestions to develop this project.



Offline DJ Omnimaga

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Re: RPG MAKER TI 68K
« Reply #1 on: September 05, 2009, 05:19:45 pm »
Nice, seeing as it is in 3 steps, if for example someone does a mistake in his map and realize it after starting events, will it be possible to go back and edit the maps? Also will there be the possibility of more than 30 maps in future versions?

Offline Builderboy

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Re: RPG MAKER TI 68K
« Reply #2 on: September 05, 2009, 05:32:35 pm »
Hmmm, this is very interesting.  I've never been much of an Rpg person myself (I like puzzles :D) but the concept of a program that can help you write games has always intrigued me.

Does it have any type of support for specially coded objects?  Like if you wanted to hand code the way an enemy moved, would that we possible with this engine?

Offline linkwebmaster

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Re: RPG MAKER TI 68K
« Reply #3 on: September 05, 2009, 05:37:37 pm »
Quote
if for example someone does a mistake in his map and realize it after starting events, will it be possible to go back and edit the maps?

very good question. normally it will actually start over because the resources are removed to free up memory space. I'll think to correct this with a test phase for example

Quote
Also will there be the possibility of more than 30 maps in future versions?

I chose 30 screens compared to the available memory. I must wait for the end of the project  in order to know if I can raise this point

the memory is the major difficulty of this software

Offline DJ Omnimaga

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Re: RPG MAKER TI 68K
« Reply #4 on: September 05, 2009, 05:51:40 pm »
can the maps be stored into Archive/flash memory? In my latest TI-83+ BASIC RPG I have 800 maps of 16x8 tiles and I only use one ASM library, which lets me run programs from archive (which is impossible normally on the 83+). Maps are stored as Strings. In my Metroid game, they are stored as matrices and could fit about 300 maps. Both games are 130 KB total. In fact, you can view the Metroid map here: http://xlib.mtv-music-generator.com/metroid_map.gif

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Re: RPG MAKER TI 68K
« Reply #5 on: September 05, 2009, 06:12:29 pm »
Quote
Like if you wanted to hand code the way an enemy moved, would that we possible with this engine?
Quote
Maps are stored as Strings

 ;D  ;D  ;D

Cool!!!!!!! you go too fast for the beta  :P, the enemies do not move and it will not be scheduled more than 30 screens...(I use stopic for save the screen)
In later versions, the screens will be converted into a matrix (I don't need a library for this, everything will remain in tibasic) and there will be many more opportunities screens.
And we can define a displacement of an enemy...
 ;)