Author Topic: Final Fantasy Tactics Advance TI Arena  (Read 5053 times)

0 Members and 1 Guest are viewing this topic.

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Final Fantasy Tactics Advance TI Arena
« on: January 24, 2011, 10:03:07 pm »
Final Fantasy Tactics Advance TI Arena!!!!!

As the name suggests, this is a clone of Tactics.  Isometric mapping and everything.  Only things that will eventually be missing from this version will be:
  multiple equips, ability to switch between them
  multiple maps, a plot of any kind whatsoever
  classes, skill sets
  possibly enemy AI, but I'll try to include some...

Currently includes a copy of the first FFTA2 map for (at least) testing purposes.  Only one enemy/player sprite so far (but as many players/enemies as you can fit in L1), but the turn system is working well(ish) so far.  Got a nice HUD, and so far does not include a single Pause, but runs at a rate good enough for an rpg.  Units have stats, although only move, jump, speed, hp, and mp so far. (it'll eventually include the typical full set)

Spoiler For something you really shouldn't read. I'll feel less obligated to make it if you don't:
Anybody else notice that the Tactics games (at least FFTA2) lack something?  This won't lack it.
(Hint: It really really really honestly is not not multiplayer)
(thats a double negative)

I realize I am horrible at spriting anything except geometric shapes.  Anybody wanna make some 16x16 isometric character/enemy sprites?  (if you have trouble with this, I may be able to make them taller...)

thread for the mapper

Awesome screenie:
« Last Edit: January 25, 2011, 01:18:15 am by DJ Omnimaga »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

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
Re: FFTATIA
« Reply #1 on: January 25, 2011, 01:18:04 am »
This looks nice! I was gonna say to try to not start with an uber massive game if it's your first RPG, but I see you are starting with an arena game. It would be nice to see this game come out. It would be the first isometric RPG ever made for the 83+. Good job on the map so far. I will also rename your topic because not everyone might know what is FFTATIA. :P

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #2 on: January 28, 2011, 05:38:09 pm »
still need some good sprite work done :P

But I have damage and range working (including death), and am working on area damage...

got it to display the range on-screen, as well as the area.

Doesn't sound like I got much done, but it really was much easier than it sounds.

Damage, like in the actual games, does a little more if you're higher than your opponent.

Oh and I don't yet have an actual damage formula, as I still have not added in att, def, mag, and rst. Or even evasion...

PS: rst is short for resistance, and due to the space remaining in the char stats screen, it may be shortened to that in the game.

EDIT: forgot to mention that although there is, as of yet, no skill menu, selecting skill will give you a ranged area attack.
« Last Edit: January 28, 2011, 05:39:17 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

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
Re: Final Fantasy Tactics Advance TI Arena
« Reply #3 on: January 30, 2011, 04:52:18 am »
I downloaded it, I'll try when I have some time. Maybe you could ask sprites in the pixel art board, although sometimes it takes a long while before someone replies. X.x

I hope this continues progressing in the future. :)

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #4 on: January 30, 2011, 07:49:30 pm »
I downloaded it and liked it (I was gone to OHAYOCON on the weekend)

It feels to me that the movement (of the courser)  is a little to slow and jumpy.

Other than that.. Love it.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

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
Re: Final Fantasy Tactics Advance TI Arena
« Reply #5 on: January 31, 2011, 02:48:26 pm »
I tried it too and it's kinda nice. However I would make arrow movement rotated by about 45° so up moves up, up+left moves up+left, instead. Else it can be a bit confusing. Also I noticed the speed: would it be easy to simply draw a part of the tilemap when scrolling?

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #6 on: January 31, 2011, 03:42:42 pm »
I tried it too and it's kinda nice. However I would make arrow movement rotated by about 45° so up moves up, up+left moves up+left, instead. Else it can be a bit confusing. Also I noticed the speed: would it be easy to simply draw a part of the tilemap when scrolling?
yeah... I don't really like the cursor system that much either... but I'm used to the diagonal shift. I might (once I make an options menu) make that changeable.

and no, not really. If I made an axiom to draw the tiles, that would be sooo much faster... crazy fast.  The 'Rect('s and 'Pt-Mask('s are what slows this down so much. But I don't really understand how axioms work, the equates aren't built into Mimas, and I don't have a utility to convert programs to appvars, etc.

I would like to say that I have officially done absolutely nothing on this project since my previous post. :P
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

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
Re: Final Fantasy Tactics Advance TI Arena
« Reply #7 on: February 01, 2011, 02:28:20 pm »
I see. I guess maybe someone could write an isometric tilemapper axiom (idk how hard this would be since nobody ever finished an ASM isometric tilemapper before). Otherwise you could post your code in the Axe section so people can help optimizing. I hope you don't give up on this project. :)
« Last Edit: February 01, 2011, 02:28:53 pm by DJ Omnimaga »

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #8 on: February 16, 2011, 11:07:41 pm »
hmmm... 15 days... makes me wonder how that 'necropost game' thread is coming along :P

I put in a proper damage formula and the rest of the stats, moved around the code to delete dead people, and ran out of space :( So I ran through the program making minor optimizations, finished compressing the map data (yeah, i stopped halfway through, and there's still no notable speed difference), and cut a good 300-400 bytes :D

I've started work on a simple isometric masked 16*16 sprite drawer (completely untested), and I think I have everything up to the actual sprite.

Oh and I'm working on a temporary exp system.
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #9 on: February 16, 2011, 11:21:41 pm »
I know that it may be kinda late, but have you considered using a non-isometric tilemapper (meaning a standard one) with isometric graphics?  That's what S.A.D. uses, which helps the engine go incredibly fast (and it saves space)

SirCmpwn

  • Guest
Re: Final Fantasy Tactics Advance TI Arena
« Reply #10 on: February 16, 2011, 11:24:59 pm »
Oooo, very cool!  I've wanted a tactics-like game for TI for a while now.

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
Re: Final Fantasy Tactics Advance TI Arena
« Reply #11 on: February 17, 2011, 12:27:04 am »
Welcome back, and Hot Dog's idea might be good, although in some cases it might require a ridiculous amount of different tiles for each possible sides, but in your case most tiles look similar so it might not be a problem.

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #12 on: February 17, 2011, 05:46:51 pm »
Spoiler For a long way to say 'yeah, that's a great idea, but mostly because I have what I have already working, I'm gonna stick to improving what I have.' :P :
ridiculous amount of different tiles? no thats not really a problem... but in some cases, height factors into damage, you can only jump so high, falling damage, etc.  So that is 5 bytes per 16*16 area? (4 for tiles, one or two for height cause the tiles are arranged weird) An uncompressed map in the current system is 4 bytes per tile. compressed, its about half that, depending on the map. so its more of a memory problem than a speed problem, I think.

Also, what about when people/the cursor goes behind something?  That's the main problem I'm having with animation... how exactly would you test for it?

I just ran a test, and looping through an array of 120 compressed tiles 100 times (without writing anything to buffers) takes a fraction less than a second.  I'm satisfied with that, as I only hope to do that around 5 times a frame, and 10fps is pretty good... i think :P (thats twice phisical attacking, once moving, one to shift the screen, and once drawing the screen normally, but twice if you try to push the cursor off the edge of the map :P)

so yeah, the slow framerate is caused more by the totally unoptimized sloppy and excessive routines I use to write to the buffers.  After all, pt-mask writes to BOTH buffers (only using one), has to check if it needs to shift the sprite, has to load all the arguments, and repeat 3 more times. Plus, I'm using Rect( for the sides, which could easily be simply loading $8181 in a column...

I'm starting to hope that by the time I start the full version (assuming I do), Axe will support two-page apps :P

So yeah, its looking like I'm gonna have to start compiling to an app soon.  Stat growth is pushing it over the top :(

Also, 10fps does seem like a possible goal, with a finished axiom :P
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

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
Re: Final Fantasy Tactics Advance TI Arena
« Reply #13 on: February 17, 2011, 05:48:57 pm »
10 fps would be fine. It might be a bit fast if you use direct input, though. In that case, 6-7 FPS might be better for map cursor movement.

Also sorry I can't help much D: but I wish you good luck on this project. I hope you can fit it in the APP.

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Final Fantasy Tactics Advance TI Arena
« Reply #14 on: February 17, 2011, 05:53:51 pm »
yeah, thats actually one of the reasons I haven't really done much for the framerate yet :P I find it really easy to move around and whatnot, any faster would be maybe a little too fast?

an arena version will fit easy. an engine for world map movement/storyline stuff/etc would even fit probably.  Its just when I start to put in several 300 or so byte maps and dialogues that I might start to have problems :P
« Last Edit: February 17, 2011, 05:55:12 pm by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P