Author Topic: another RPG  (Read 11680 times)

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xiaden

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« Reply #60 on: October 29, 2007, 06:13:00 am »
QuoteBegin-DJ Omnimaga+27 Oct, 2007, 18:23-->
QUOTE (DJ Omnimaga @ 27 Oct, 2007, 18:23)
I think people should stop understimating ASCII graphics. I know it isn't as good as sprites, but now with dual layer ascii you can do wicked awesome stuff, I'm sure in ASM it could be used as well in games for those who hate spriting. Else I think we should start a sprite database that people can use freely in their games  

 dual layer ACSII? what does that even mean? two output layers?  how?

Offline DJ Omnimaga

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« Reply #61 on: October 29, 2007, 08:59:00 am »
You draw your map on the graph screen using text sprites like you do on the homescreen. You have to use Text(-54125+1,8A,6B,"TEXT" instead of Output(A,B,"TEXT" to show them on the graph screen. Then you store it to picture, then show the map again using different text sprites, recall the other one then store into the picture again

Liazon

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« Reply #62 on: October 29, 2007, 11:36:00 am »
wait, is that another term for what Darkerline used in Donut Quest I and II?

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« Reply #63 on: October 29, 2007, 05:32:00 pm »
I never played those because back when they were done I either had no TI-89 or no internet access. Could u link me to a screenshot?

Offline trevmeister66

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« Reply #64 on: October 29, 2007, 05:53:00 pm »
No, dual layer ascii is one ascii character on top of another (using DJ's routine), and what Darkline used (although i'm not sure) is a string of characters and printed 1, then the next one 1 pixel over, and the next 1 another pixel over, etc. This would cause it to leave only the 1st column of the ascii character instead of using the whole one, thus creating different graphics. I don't know if that's understandable or not.. but i think that's the general idea.
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Offline DJ Omnimaga

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« Reply #65 on: October 29, 2007, 07:04:00 pm »
A great example of dual layer ASCII is Metroid Pi, by harrierfalcon, found on ticalc.org

vuurrobin

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« Reply #66 on: October 30, 2007, 03:30:00 am »
http://www.unitedti.org/index.php?download=263

donut quest 2 (but the screenshot looks to fast IMO, just look at the status bar)

@ dj omnimaga, its for the 83+  ;)wink.gif

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« Reply #67 on: October 30, 2007, 05:47:00 am »
oh it's for the 83+?? I thought darkerline released Donut Quest only for the 68k calcs

Looks nice, but thats not what I meant by dual layer ASCII. I meant putting two text char on top of each others. I should post an example in a screenshot  

xiaden

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« Reply #68 on: October 30, 2007, 05:58:00 am »
oh, that seems easy enough.  i'm working on the origanal project still btw, it's just still a little behind where it was.  i'll try to upload what i have done when i get to my gf's house(school has no ti-connect, and home is i-net less)

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« Reply #69 on: October 30, 2007, 06:51:00 am »
ouch no internet at home sucks, I know how it is, I had no net until 2005 over here :(sad.gif and during winter/spring of this year i lost internet access as well, couldnt even get online anywhere but internet caf

xiaden

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« Reply #70 on: October 30, 2007, 09:42:00 am »
=P anyways i've got the files here, they're not at all optimized, or anything like that...   it's just the basic map(that comes with xlib) a little bit upgraded, and the fighting program.  the two should work together.  this stuff is super alpha, because its the reviaval of what i had.  the map program has a hotlink to the fighting program.  just hit the second key, and viola, you have the side menu. the only working option on it is fight, because i have to work out what exatally needs to be saved and what can go(the save file was huge before.  and sense i always impliment at least two, that means that i have to get both below 500, or have them arhived.  and for some odd reason, i hate archiving, idk why. the keys are movement, and enter is select in th fighting part.  anyways:

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« Reply #71 on: October 30, 2007, 10:07:00 am »
you should post a non tig version because not everyone can open tig files x.x

just zip all files and upload

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« Reply #72 on: October 30, 2007, 10:11:00 am »
Just downloaded and tested. Very nice for a start, especially for and first redo. I like the mini-game thing that comes up after the fight (although i don't know what its for :Ptongue.gif) I'm guessing it's for experience or something. Also, since you're using xlib, i would only draw the map first, then when the user hits 2nd, open the menu, instead of having the meny open the whole time. The house doesn't have a roof, or maybe it's just me.. I know it's only an early form of the game, but the fighting menu and options should implement xlib's graphics capabilities instead of ascii. (don't know if you were going to do that or not.)  Also, after i win a fight, it shows the experience and money, but doesn't wait to let me view it (just a Pause button needed).

some optimizations:

pgrmADETO
This:
X+(K=26)(X!=15)-(K=24)(X!=->N
Y+(K=34)(Y!=15)-(K=25)(Y!=->O
To:
X+(K=26 and X!=15)-(K=24 and X->N
Y+(K=34 and Y!=15)-(K=25 and Y->O

It's smaller, and faster i think.

There's more optimizations, like removing parenthesis and :'s and rearanging your if (.....)=.. to if ..=(...
It will save a byte each time.

All in all, a great start to a very promising project. :)smile.gif

EDIT: Also try to avoid goto's out of while loops.
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xiaden

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« Reply #73 on: October 31, 2007, 06:22:00 am »
thanks, actually,  sense i uploaded that, i have done quite a bit of optimizing. not what you had suggested, but  some other things.  i implemented a rounding function instead of two matrixes, which effectivly halves the variable ram, and further optimized the fighting program(yes, i noticed that there was no pause =P, it annoyed me too.)  i'll try to impliment the changes you suggested, and sometime after the initial release, there will be changes to the fighting section =P  oh, and the slot reel runs your atk and def upgrade(two )'s and a third one = +1atk+1def, as does three ones, three 0's suck, a one in the first increases your atk only, one in the second increases you def only, if you have two ones, but the third number is zero, you get a random upgrade =P

right now, i'm planning a stat screen, and saving-loading-options(aka, the splashscreen)

Edit: i'd also like to add, thta the tiles that got uploaded are wrong,  but close, the door is a stairway, and the rest around it is barrier-type things.

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« Reply #74 on: October 31, 2007, 06:46:00 am »
QuoteBegin-DJ Omnimaga+30 Oct, 2007, 20:07-->
QUOTE (DJ Omnimaga @ 30 Oct, 2007, 20:07)
you should post a non tig version because not everyone can open tig files x.x

just zip all files and upload  

 qfe

Try to see if you can download and install 7zip. It is free, and can compres in .zip format.

Also, screenshots? Plz?
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