Author Topic: Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master  (Read 34842 times)

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Offline Silver Shadow

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Fangh Earth RPG / The Battle for Fangh Earth / Dungeon Master
« on: November 05, 2008, 11:33:14 am »
Post out-of-date...

Fangh Earth RPG

It will be a 4-level grayscale RPG, for the TI-83+/84+/SE/N-spire, in French and English (2 versions, not just one with 2 languages :P ), based on the world of the popular french MP3 saga "Le Donjon de Naheulbeuk".
This will be Chapter 1, where only the Dungeon of Naheulbeuk can be visited. After I finish this one, I'll start doing the entire Fangh Earth

Features now:
-Grayscale map with moving guy
-You can move between maps
-Uses xLIB
-Optimized for DoorsCS6 and MirageOS

Features planned:
-Animated battles
-Random monsters
-Quests
-Huge dungeon
-Humor
-and anything else I'll come up with...

Screenshots:
!Previous version! The new version doesn't work on WabbitEmu... :(

(it also has contrast effects that aren't shown on the screenshot...)

Betas: v0.01 attached!
Last update: 11/11/08
Warning! The beta doesn't work with WabbitEmu (it doesn't want to load some of the pics)!
« Last Edit: April 29, 2009, 02:10:12 pm by ZagorNBK »
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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #1 on: November 05, 2008, 08:28:42 pm »
Cool to hear you're still planning to work on this. I can't wait for scrennies. For sprites there will probably be some avaliable with the next version of the grayscale kit, altough there's no date for this yet and they will most likely be alerady in 8xi format and 4 level grayscale. What kind of problem do you have with Wabbitemu?

Offline Silver Shadow

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #2 on: November 06, 2008, 07:30:17 am »
It doesn't want to take screenies...
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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #3 on: November 06, 2008, 09:49:33 am »
I see x.x, do you get an error message in particular? Maybe you did something wrong? I personally got trouble with it many times (the version I got a month or two ago). when stopping capture it would sometimes prompt me to save to gif file again like if I was starting the capture. With the old version it didn't overwrite existing gif files properly so if I forgot to delete a gif file because I wanted my new one to have the same name then it wouldn't be saved. Besides that not much problem though. What OS are you running? You may need to report this problem on RevSoft forums in the WabbitEmu section. Else you could download CalcCapture from ticalc.org, which is an alternate capture program and set it so it captures from WabbitEmu window instead of VTI and change window offsets. I think that's what {AP} does, noticing the size of his screenshots

Offline Silver Shadow

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #4 on: November 07, 2008, 07:15:24 am »
Never mind, I managed to fix it (though I don't know how...).

Updates:
Modified the game engine to have better grayscale, but now the moving sprite is only in black-and-white :( .
New screenshots!

Help needed:
I need some testers on calcs faster than the 83+ and also someone for the N-spire.

What's next :
-Matrix map of the dungeon and map loading
-More sprites
-Beta battle system - only 1 enemy type
« Last Edit: November 07, 2008, 11:15:20 am by ZagorNBK »
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Offline {AP}

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #5 on: November 07, 2008, 07:51:07 am »
I can test a bit for you.
I have a TI 84+SE.

I also want to see if the grayscale truly is flickerless.
If so, I'll probably start using the kit.

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #6 on: November 07, 2008, 09:19:05 am »
there's noticeable flicker on the regular 83+ and also on the SE if not done properly (and even when done properly there can be because it is hard to sync the grayscale to the LCD in BASIC) but it shouldn't be as bad as Reuben Quest on the regular

Offline Silver Shadow

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #7 on: November 07, 2008, 11:11:58 am »
Can anyone try the beta I posted? (Its just to test the grayscale.)
And can someone take a screenshot of it plz, 'cause WabbitEmu refuses to open the pics where I saved the grayscale data... Thx
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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #8 on: November 07, 2008, 06:50:36 pm »
unfortunately beta wont work on emulators because you use pic files from 10 to 255 and wabbitemu doesn't accept 8xg files properly. I need to ungroup them before sending them and when I ungroup them on the PC there is only one pic file that can be ungrouped :(

Offline Silver Shadow

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #9 on: November 09, 2008, 03:19:56 pm »
Well, we'll have to wait for a new release of WabbitEmu then...

Well, here are some updates:

-Returned to 4-directional movement to gain speed
-Now you can move between maps
-Saves your position before quitting
-Due to the fact that pics don't save the last line of the screen, the bottom of the screen is used for menus and displaying info
-Added 1 new sprite for maps
-Your character is in B&W and can only move on B&W-only tiles (otherwise the character's sprite gets mixed up)
-Changed the contrast effects to 39 instead of 0 (that way you'll know that the calc is doing something and hasn't crashed)
-No battle system yet  :( , and maybe it won't be in grayscale due to speed  :'(
-Released new beta (attached to the 1st post): v.001

Questions:
What do you think of the character sprite?
Are the walls not dark enough?

Help needed:
-Test the grayscale speed on the SE's and 84+

What's next:
-Main menu
-Load/save function
-Beta battle system - don't know if it'll be in grayscale
-If the grayscale speed will let it, the faster calcs might have a grayscale character sprite and maybe scrolling maps!
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Offline trevmeister66

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #10 on: November 09, 2008, 03:40:56 pm »
Very nice work. Looking forward to playing this. I'll set up Ti-Connect on my comp so I can test it out for you (I have an 84+ SE)
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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #11 on: November 09, 2008, 05:11:22 pm »
quite promising, I would suggest having the battle system monochrome to start up because from experience this was the hardest thing to keep flickerless with grayscale games with BASIC and xLIB/Omnicalc, as there's lot of loading sequences between each battle actions

Also don't forget to put grayscale commands outside the getkey loop, like, one after every BASIC commands, depending of the BASIC command speed. If it's just a A+1->A for example you don't have to put one. That way when moving around grayscale won't flicker as much

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #12 on: November 10, 2008, 01:03:15 pm »
Thanks for the suggestions!
But putting grayscale commands outside the getkey loop would make the game much slower, so I'll have a look to see if it the speed will still be playable.
I think I'll do the battle system in monochrome but with good animations finally...

For the moment, I'm working on making the main menu, but I need help with design. Can anyone help me please? I want it to ressemble this (it needs to be in 4 level grayscale):



Some links to a PC "Dungeon of Naheulbeuk" game that I'm basing on:
Screenshots: http://www.ddnlejeu.com/index.php?page=screen
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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #13 on: November 10, 2008, 02:30:37 pm »
Oh wait the french game is a RPG Maker game? I was sure it was some kind of new mmorpg style game with advanced 3D graphics that wouldn't run at all on my computer. Seeing it's a RM game I'm sure to try it whenever I get time, as my PC can run them fine (except RPG Maker 1995 games). I'll check what I can do about the menu. Do you think you could be able to take a screenshot from right before the new"Nouvelle Partie, Charger Une Partie and Quitter" box appears if possible? Hopefully I might be able to do something to convert the pic in 96x64 grayscale. If it doesn't look good I guess I'll have to try something else though. M aybe someone else has an idea?

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Re: The Dungeon of Naheulbeuk - Grayscale RPG
« Reply #14 on: November 11, 2008, 12:58:58 pm »
Right before it's just a black screen...  ;D So I don't think it'll be very usefull.
Besides, the main menu doesn't have to be like in the screenshot, it's just a suggestion.

Thanks to DJ Omnimaga's help, I updated the grayscale character movement: the grayscale is now in much better quality. The new version is attached to the 1st post.

EDIT: I won't be able to work on it before nov. 22nd as I have an exam week. Plus, I'll have to rewrite the game from scratch as it was very messy, due to a lot of experimentation...
« Last Edit: November 19, 2008, 07:14:37 am by ZagorNBK »
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