Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI 68K
»
r/p/s, a port
« previous
next »
Print
Pages: [
1
]
2
Go Down
Author
Topic: r/p/s, a port (Read 7234 times)
0 Members and 1 Guest are viewing this topic.
Liazon
Guest
r/p/s, a port
«
on:
April 12, 2006, 02:54:00 pm »
Put simply, this is a very simple greyscale game. Pretty quick, and minimal RPGishness.
This is not a recent screen, but ya, just a general battle screen.
The contrast settings were bad when I took the screenshot with calccapture
edit: why do I continue to work on this project? because I'm still a noob at programming
Logged
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
r/p/s, a port
«
Reply #1 on:
April 13, 2006, 12:01:00 am »
QuoteBegin-Liazon+Apr 13 2006, 01:54 AM-->
QUOTE
(Liazon @ Apr 13 2006, 01:54 AM)
Put simply, this is a very simple greyscale game.
meh, GS games are never easy to make (at least to me)
So, keep it up and if u have problems, feel free to ask around
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
r/p/s, a port
«
Reply #2 on:
April 13, 2006, 12:38:00 am »
glad to see you are still working on it, I hope you finish it
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
r/p/s, a port
«
Reply #3 on:
April 26, 2006, 01:52:00 pm »
moving this to N Game forum
Logged
Liazon
Guest
r/p/s, a port
«
Reply #4 on:
April 26, 2006, 02:16:00 pm »
the only reason why this game is tenatively coded r/p/s (rock-paper-scissors) is because it's a part of a port to a strategy game that uses r/p/s. Right now some bugs with greyscale data storage, which is why I still haven't finished the battle engine. But since I've found out about C structures, I think I might be able to simplify my tile storage problem.
Nevertheless, there is a lot more I have to learn about C to write elegant, organized, and efficient code.
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
r/p/s, a port
«
Reply #5 on:
April 26, 2006, 02:30:00 pm »
Wow, that will be a great game being gs!
Logged
Liazon
Guest
r/p/s, a port
«
Reply #6 on:
April 26, 2006, 02:35:00 pm »
The sprites were made by MegaSasquatch, who is amazing at pixel art. I'll upload them later. along with more details.
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
r/p/s, a port
«
Reply #7 on:
April 26, 2006, 02:45:00 pm »
Cool, how big is a 89 screen?
Logged
Liazon
Guest
r/p/s, a port
«
Reply #8 on:
April 26, 2006, 03:52:00 pm »
160w x 100h in pixels.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
r/p/s, a port
«
Reply #9 on:
April 27, 2006, 01:23:00 am »
I should get one ^^
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
r/p/s, a port
«
Reply #10 on:
April 27, 2006, 04:01:00 am »
QuoteBegin-Liazon+Apr 26 2006, 09:52 PM-->
QUOTE
(Liazon @ Apr 26 2006, 09:52 PM)
160w x 100h in pixels.
That's alot of pixels..
Logged
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
r/p/s, a port
«
Reply #11 on:
April 27, 2006, 10:16:00 am »
That's like...9856 more than the 83+...
Logged
One of these days I'll get a sig I'm really proud of.
Liazon
Guest
r/p/s, a port
«
Reply #12 on:
June 14, 2006, 10:13:00 am »
Well, not much of an update, but although I was reluctant at first, I had to cut down all the sprites to 48x48, partially dwarfing some of the figures.
Now I just have to start building the battle engine, which I'll start from scratch. This old code is really messed up in terms of organization imho.
Eh, I probably won't release any sprites yet only because I haven't finalized them. So far, I don't think they look good, but at least I've defined a standard size for all the sprites.
Megasasquatch: I'm still expecting some sprites, but don't trouble yourself to start until I've finished a beta for the battle engine.
And, oh ya, I'm reluctant to use tilemap engine, only because I don't want to waste space. And I haven't used it before. Downside is some flickering in but, I'll have to see. I think I can figure out a way to optimize my screen refresh method. Still, I expect the game will be bigger than it should be, but hey, it's my first project. I don't know how long before more progress, because I'm going to be busy this summer, but I'll try my best to finish as much as possible.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
r/p/s, a port
«
Reply #13 on:
June 14, 2006, 11:00:00 am »
that sound cool, actually did you resised the sprites? Sometimes it might be the problem. Maybe post them so maybe we can help out resizing them. That's up to you though.
Logged
Liazon
Guest
r/p/s, a port
«
Reply #14 on:
June 14, 2006, 11:17:00 am »
Well, MegaSasquatch made the sprites with all sorts of dimensions, which was part of the reason why I couldn't get the engine to originally work. I didn't know any of the preprocessor capabilities of TIGCC, so I couldn't take advantage of that, or structures to organize my data. Fortunately, all of them were smaller than 48 pixels in width, which worked pretty well. I wanted them all to have the same height to make my life easier, though it probably wasn't necessary. What I ended up doing was cutting out rows of pixels and hoping that it wouldn't look like a bad cut and paste job
Logged
Print
Pages: [
1
]
2
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI 68K
»
r/p/s, a port