Author Topic: another RPG  (Read 11454 times)

0 Members and 3 Guests are viewing this topic.

Offline trevmeister66

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1009
  • Rating: +14/-5
    • View Profile
another RPG
« Reply #30 on: October 23, 2007, 09:07:00 am »
more like xLIB ftw! Ha man i wish i would have grouped my projects.. just had a RAM clear on mine today at school, and lost my unofficial project :(sad.gif oh well now i can start over and make it better :)smile.gif
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

My MW2 Blog <-- Please visit :)

xiaden

  • Guest
another RPG
« Reply #31 on: October 23, 2007, 10:02:00 am »
=p kk thanks

xiaden

  • Guest
another RPG
« Reply #32 on: October 23, 2007, 11:33:00 am »
wow, xlib is awesome.  i would have to marry it if it could use lists instead of matrixes, but i guess matixes work ok... plus you can go in diagnals!  =P  shoulda looked for it sooner. now, making the tilemaps. i still need a good level design, but i guess that comes later.

sense xlib is so new to me, how would i specify it to go to a different map?  like if i want it to go to map 2 on reaching the door to a building, where would i put that?

Offline nitacku

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 300
  • Rating: +30/-1
  • ni-ta-ku ^_^
    • View Profile
another RPG
« Reply #33 on: October 23, 2007, 01:42:00 pm »
The matrix used is determined by the second number in the map command.

c1-->
CODE
ec1real(2,#-9,0,0,12,8,0,12,0,8,25,0,8,1)c2
ec2

This code will display a {12,8} map based on matrix [A] (0=[A]) and will display un-flipped 8x8 sprites located on pic 25 using the overwrite method and will then update the screen. If you change that last 8 to 16, you can create 16x16 sprite maps.

However, for programming ease, I would recommend just storing a new matrix to the existing one.
That way you don't have to keep track of which matrix has what map.

Offline trevmeister66

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1009
  • Rating: +14/-5
    • View Profile
another RPG
« Reply #34 on: October 23, 2007, 01:44:00 pm »
you would have it hard coded in like a diff program, and when you walked into the room, it would call that code and stick it into the matrix, then you would call that matrix with the real(2 function.

EDIT: dang i was beat. His explanation is a lot better too. oh well  :paf:tripaf.gif
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

My MW2 Blog <-- Please visit :)

xiaden

  • Guest
another RPG
« Reply #35 on: October 24, 2007, 02:50:00 am »
ok, so i figured out the whole mapping thing.  but i'm using two matrixes, which uses a hall of a lot of memory.  i understand that matrixes are more convienient, but there is a simple formula for using a list like a matrix, and it saves a junkload of memory.  any way to switch that?

vuurrobin

  • Guest
another RPG
« Reply #36 on: October 24, 2007, 03:04:00 am »
a list with a dim of 100 is 912 bytes
a matrix with a dim of 10*10 is 911 bytes

so memory doesn't matter.


and xlib only supports maticen, not lists.


Iambian is working on a tilemapper for celtic 3 that uses strings, if you want to use that.

xiaden

  • Guest
another RPG
« Reply #37 on: October 24, 2007, 04:56:00 am »
When i refered to memory, i ment proccessor time(like speed)  matrixes work super slow, in my opinion

Offline tifreak

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2708
  • Rating: +82/-3
  • My Kung Fu IS strong...
    • View Profile
    • TI-Freakware
another RPG
« Reply #38 on: October 24, 2007, 05:27:00 am »
yeah, strings are super fast for such things, except at a 2k character string and at the end. :Ptongue.gif

but yea, if you want xlib, you have to use matrices. One reason I don't use xlib.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
another RPG
« Reply #39 on: October 24, 2007, 02:42:00 pm »
recalling an entire map using xlib is done in 0.1 second

xiaden

  • Guest
another RPG
« Reply #40 on: October 25, 2007, 06:08:00 am »
QuoteBegin-DJ Omnimaga+24 Oct, 2007, 20:42-->
QUOTE (DJ Omnimaga @ 24 Oct, 2007, 20:42)
recalling an entire map using xlib is done in 0.1 second  

 i wasn't refering to  how quick it loads, but how fast you move. it has to check a matrix and return a value from it.  i know its perdy quick, but it could be insanely fast if it wasn't a matrix.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
another RPG
« Reply #41 on: October 25, 2007, 06:38:00 am »
true, it would be much slower with strings tho (I tried)

xiaden

  • Guest
another RPG
« Reply #42 on: October 25, 2007, 08:31:00 am »
=P mhm.

Liazon

  • Guest
another RPG
« Reply #43 on: October 25, 2007, 12:12:00 pm »
QuoteBegin-DJ Omnimaga+25 Oct, 2007, 12:38-->
QUOTE (DJ Omnimaga @ 25 Oct, 2007, 12:38)
true, it would be much slower with strings tho (I tried)  

 is tr1p1ea still updating xlib?

couldn't he just write a modified version that operates on a string instead?

vuurrobin

  • Guest
another RPG
« Reply #44 on: October 25, 2007, 12:19:00 pm »
last time I checked, he was real busy IRL, and I have already posted that idea (with some others) in the xlib function topic. so we will just have to wait :)smile.gif .

but Iambian is working on a tilemapper that uses strings for his http://www.unitedti.org/index.php?showforum=62 app.

and I don't find strings to be that slow, but I haven't used matrices in a long time