Author Topic: Illusiat 13: The Final Chapter  (Read 41331 times)

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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #75 on: May 27, 2009, 05:16:04 pm »
There's still not much work on this yet but I almost finished printing all info on paper now, to make things easier since I still use an old CRT screen, which gives headaches when  you look at it for a while, espeically text

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #76 on: May 28, 2009, 03:17:51 am »
More maps added to the game. I haven't counted them in a while, but I think the game should be around 500 maps right now, if not more. I will probably go through old posts in this sub-forum to get an idea of what I was working on the last time I calculated maps. Game is currently 106557 bytes huge, still with 22 sub-programs and 1 picture file.

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #77 on: May 28, 2009, 03:02:10 pm »
All Illusiat planet overworld maps are now added. Now I just need to link all the doors/entrances/exits together then add the big bunch of dungeon maps. I would say 75% complete right now, since there's still a lot of stuff to add in the game.

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #78 on: May 28, 2009, 04:11:01 pm »
Sweet can't wait to try it out.
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Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #79 on: May 30, 2009, 02:06:05 am »
Ok so this is a possibility since I ever started this project, due to the fact I use strings for maps, but there have always been chances that the final product will not fit on a regular TI-83+. After doing some estimates about what's left to be done in the game, it looks like it will not fit, but again, I could be wrong. However, because the final event will most likely be long, there are big chances that the final dungeon will have an entire event sub program to itself. If it's the case, it will be possible for regular TI-83+ users to still be able to play the game without hassle until they reach the final dungeon. At this point, when they enter the final dungeon, they will have to save their game then quit. They will go to their MEM menu and delete prgmI13E3 (which is an event sub-program), then go on their computer and send prgmI13E4 to their calc, then they can play the game again. If they want to get out of the final dungeon, they do the opposite. Another solution would be to have them delete prgmI13E0 or I13E1 instead. That way, they will be able to wander around Illusiat as a whole including the final dungeon and if they want to return on Earth, then they get rid of I13E2, I13E3 or I13E4 then reinstall I13E0 or I13E1 (unless they want to visit the secret dungeon, which will be stored inside Illusiat planet events), depending of which one they took down. Again, I could be wrong, maybe it will fit just tight. So far, the next events before the final dungeon aren't too large and all village events/shops are done. Few stuff remains to be done outside dungeons. As for maps, my estimate is based on 256 bytes huge maps. However, most game maps are 128 bytes huge. I added more because some maps uses 2 bytes characters sometimes and there are boolean logic in some strings.

Anyway, no matter what,  the game will still be playable on regular 83+. It might just be a bit annoying to have to install/reinstall subprograms when you go back and forth from Earth to Illusiat.

So far game is 115211 bytes. All outdoor maps are added, all outdoor enemies as well. All 3 villages are done (altough I still need to add some text for two NPCs because they will say something different close to the end of the game).

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #80 on: June 01, 2009, 12:29:38 am »
Not much progress today, only making sure enemies are balanced well. However, with what Zera did (altough it also excludes stuff not on the forums) and his behaviour it pretty much dropped my motivation. I do hope to get it back tomorrow at least so I can do some work on Illusiat since tomorrow I have a free day.

Just telling you there are some people on the internet (like him) who take other individuals on forums and IRC as machines with no soul typing on a keyboard. To be fair, I was relunctant to even tell him "welcome back" at first, because from what happened the last time on AIM when the forums closed in March, it isn't the kind of person I want on the forums. I am at least happy that there are some people over here who care about other users not just for their programming

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #81 on: June 04, 2009, 03:29:40 am »
RAM started to become an issue when certain events stored in I13E0 occured (the program is 15700 bytes huge), which prompted me to add partial save file compression (the inventory data is what is being compressed... 100 2-digits elements).

Because my TI-BASIC knowledges are extremly dated in overall, I had to rely on TI-BASIC Developper for almost an hour to learn about the Seq( command. After figuring out I finally managed to reduce the Illusiat 13 save data by 80 list elements. This saves about 700 bytes on the original save file and should prevent the memory problems. The only downside is that saving and loading your game now take 11 seconds on a regular TI-83+ instead of 2, but considering that's the only thing that takes a long while to load in the game I think people will not mind.

I doubt there will be memory issues anymore, because the only two events that still need to be coded on Earth maps located from prgmI130 to prgmI134 are two warp events (door/entrances/exits/etc) which leads to maps that will be stored in I13E2, not I13E0. However the game will still require the entire calculator RAM while playing (kinda like the other Illusiat games I made)

Besides the memory issue fix, I added a bunch of dungeon maps in the past two days and some more events on the Earth part of the game
« Last Edit: June 04, 2009, 03:41:20 am by DJ Omnimaga »

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #82 on: June 04, 2009, 09:30:49 am »
Cool glad to see this is coming along nicely.
That's what she said!!!

Offline Galandros

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Re: Illusiat 13: The Lost Chapter
« Reply #83 on: June 04, 2009, 12:34:39 pm »
seq( is one of the most amazing commands to optimize.
TI-BASIC math commands also brings some surprises to optimization, you just need to know them and remember when brainstorming optimization.
List commands are a must to know. (except one or two) Even all the optional uses.

Glad, you learned and optimized a lot. 700 bytes isn't all days.
Hobbing in calculator projects.

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #84 on: June 07, 2009, 03:26:31 am »
Progress: 81% done. 3 dungeons remains including some side quests and obviously bosses and events.

Game size so far (amount of files in parhentesises):
-Maps: 61421 bytes (10 sub-prgms)
-Enemies: 5607 bytes (1 sub-prgm)
-Events: 43379 bytes (3 sub-prgms, soon to be 4)
-Other: 16899 bytes (8 sub-prgms & 1 pic)
-TOTAL: 127306 bytes on-calc, 1942 of which is in RAM. (22 sub-prgms & 1 pic, soon to be 23 sub-prgms)

There are currently 60 different monsters in the game. I am not sure how many (16x8) areas there are to explore, though. I think it should be between 600 and 700 right now. I am unsure, but I think the game is longer than 15 hours. It seems like I've alerady been playing that long so far. I think it will be at least 20 hours if not doing the last side-quest, but I'm unsure. It is definitively longer than Illusiat 11, but much shorter than Illusiat 12 (which is the second longest calculator RPG in existence, behind Ultima V for the TI-89)
« Last Edit: June 07, 2009, 03:32:17 am by DJ Omnimaga »

Offline Ti-newb

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Re: Illusiat 13: The Lost Chapter
« Reply #85 on: June 07, 2009, 09:42:45 am »
Wow.. Yo dude this looks good XD.

But uhm.. Dj, the reason i havn't played any of ur Illusiat games is cause.. well the graphix don't look interesting..  Are u still using Letters and Texts as ur Graphix or did u change that up?

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #86 on: June 07, 2009, 11:00:01 am »
Wow.. Yo dude this looks good XD.

But uhm.. Dj, the reason i havn't played any of ur Illusiat games is cause.. well the graphix don't look interesting..  Are u still using Letters and Texts as ur Graphix or did u change that up?
Well you really shouldn't judge a game by it's graphics plus Illusiat is in the style of the old ascii games.
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Offline Eeems

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Re: Illusiat 13: The Lost Chapter
« Reply #87 on: June 07, 2009, 04:37:09 pm »
and it has amazing graphics for ASCII anyways, TI-newb, just use an emulator at first to try it out, the graphics may look kind of bad, but when you get into the game you will see that it isn't as bad as you think
/e

Offline DJ Omnimaga

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Re: Illusiat 13: The Lost Chapter
« Reply #88 on: June 07, 2009, 05:29:04 pm »
No I still use text (actually on purpose, to remain true to the original serie). I am sorry that you judge games solely based on graphics and that for you the rest of the content doesn't matter. But I guess it is your choice. If you want you can always make a graphical version of Illusiat 13, though, when it's finished, but keep in mind maps will almost triple in size and the rest of the code will most likely get larger by about 10%. If the current version ends up in 150 KB I would guess that a graphical version should be around 250-300 KB

Offline noahbaby94

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Re: Illusiat 13: The Lost Chapter
« Reply #89 on: June 07, 2009, 05:30:12 pm »
And you would have to re-write the maps because the smallest maps would only work 8*12.
That's what she said!!!