Author Topic: Nyaar RPG Game Info & Progress  (Read 64933 times)

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Offline necro

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Re: Game Info & Progress
« Reply #150 on: December 16, 2008, 02:26:17 pm »
paper is nice to scribble down thoughts, and especialy to figure out how the math for things like collisions and placement should work.

glad to here your back to working on it, {ap}
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metagross111

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Re: Game Info & Progress
« Reply #151 on: December 16, 2008, 02:26:56 pm »
well sometimes it's cool to not have to stare at a computer screen to write or read my pseudo code, game plan, storyline structure, etc. Easier on the eyes, especially for those who has CRT monitors like me, or worse, those who has old CRT monitors with a refresh rate of 50-60 Hz

oh, i completely agree. writing code on paper and optimizing it has a much different feel than on notepad, as well as distracting me from my classes. its where i programmed about ~40% of Pokemon. However, notepad is still quite convenient. i have loads of notes devoted to pokemon

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #152 on: December 16, 2008, 02:51:50 pm »
if I was to add random dungeons in a RPG i made it would probably be chosen from sets of premade rooms, a bit like those in Mana Force 1, that way it would take less time to generate

Offline TIfanx1999

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Re: Game Info & Progress
« Reply #153 on: December 16, 2008, 05:25:02 pm »
It is alot eaiser to flesh things out on paper. Of course, I am a visual person so it may just be me.

Offline {AP}

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Re: Game Info & Progress
« Reply #154 on: December 16, 2008, 08:18:12 pm »
As some mild news... I added Nyaar! v3 to ticalc.org. (please vote! =D)
The link is:
http://www.ticalc.org/archives/files/fileinfo/414/41483.html

It doesn't include anything new except a bug fix that now allows you to save properly.

The world map is still being worked on.
It'll (most likely) contain different zones for different level ranges and quests for each zone.
...Hopefully a story line too...
Bosses and dungeons as well...
New tiles in the making... maybe some puzzles too.

Um... a lot is gonna happen. This game will be EPIC. =D
« Last Edit: December 16, 2008, 08:25:31 pm by {AP} »

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #155 on: December 16, 2008, 11:24:51 pm »
awesome! I'll get this version asap :) I hope to see some more progress in the near future

metagross111

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Re: Game Info & Progress
« Reply #156 on: December 18, 2008, 01:25:09 am »
me too.

Offline {AP}

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Re: Game Info & Progress
« Reply #157 on: January 21, 2009, 06:45:50 pm »
Heh... well, I finally dusted off this project again.
With school easing up a little bit, my graphic artist for Eternity out-of-commission for now, and the need to get my mind off of my recent break-up... I decided I'd start working again.

The only progress I've made is fixing the 'LOAD' function that I didn't notice was not working and getting more of the world map sketched out.
Though... I've had to re-familiarize myself with the game's code so that took a bit of time.

In any case... Nyaar's not DEAD. Just... I've had WAY too much going on with life.
Hopefully, REAL progress is on way now though.

Offline simplethinker

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Re: Game Info & Progress
« Reply #158 on: January 21, 2009, 07:14:49 pm »
It's good to hear you're still working on this :)  Programming is a good distraction, but it's also productive.  As long as no one calls you a necro-poster it hasn't been too long since your last update :D

Quote
The only progress I've made is fixing the 'LOAD' function that I didn't notice was not working and getting more of the world map sketched out.
Though... I've had to re-familiarize myself with the game's code so that took a bit of time.
Better than me.  After a month-long break from Chip's Challenge the only progress on the game itself was an updated to-do list.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #159 on: January 21, 2009, 07:30:28 pm »
nice to see new progress, will you post a screenshot of what you got for the world map so far (except of course spoilers)?

Offline {AP}

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Re: Game Info & Progress
« Reply #160 on: January 21, 2009, 07:38:28 pm »
It's on paper... so... not yet.
I haven't gotten to making the programs to handle maps yet.

Offline kalan_vod

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Re: Game Info & Progress
« Reply #161 on: January 21, 2009, 08:14:41 pm »
I am happy you started to work on this some more, and im sorry for the personal issues..I hope that you get some things settled in your life though.

Offline {AP}

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Re: Game Info & Progress
« Reply #162 on: January 22, 2009, 04:57:15 pm »
Thanks, mate.

In any case... I was greeted with a "RAM Cleared" screen today.
It didn't kill EVERYTHING, but it's slowed me down...
Mostly having to redraw the new sprites onto the sprite sheet. (I forgot to StorePic the time I redid it today)
...
Otherwise, I'm having slight issues with the LINEREPLACE and LINEWRITE functions on Celtic III... so I'm having to rethink how I get the maps from String to Matrix. Otherwise, I'd be done with the majority of the world map calculator-side.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #163 on: January 22, 2009, 06:05:18 pm »
ouch this sucks, what caused the ram clear? Was it a misuse of a Celtic function?

Offline {AP}

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Re: Game Info & Progress
« Reply #164 on: January 22, 2009, 06:29:32 pm »
Not ENTIRELY sure.
I was using Celtic III to test rendering the maps from another program.
Code: [Select]
Program: TEST (replace-line version)
--------------
1->X
Repeat X=0
ClrHome
Input "MAP? ",X
If X!=0
Then
det(5,"MAP",X
det(8,"TEST",Ans,9

Ans->[A]
real(2,0,0,0,8,8,0,8,0,8,1,0,8,1
Pause
End
End
______________
Program: MAP
---------------
[[MAP INFO HERE]]
...etc
All it was supposed to do is read the specified line (which was a written out matrix), then write to (or replace) a certain (empty to start out) line below the where it says to write (or replace) it.
Then it stores the answer there to the A matrix. Afterwards, it uses xlib's tilemap function (from Celtic III) to display it.

In any case, the first time is an error, second-fifth time was fine, then that 6th time cleared my RAM. (no, I didn't try reading empty lines or matrixes that weren't 8x8... I'd checked multiple times. Not sure why it PMS'd that time.)