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Omnimaga
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Nyaar RPG Game Info & Progress
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Topic: Nyaar RPG Game Info & Progress (Read 67093 times)
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Nyaar!
«
Reply #15 on:
October 18, 2008, 06:04:46 pm »
;.; I am starting to confuse both myself too ;.;
2 years ago, everyone called Omnicalc Omnimaga and Omnimaga Omnicalc
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Ding_Programs
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Re: Nyaar!
«
Reply #16 on:
October 19, 2008, 09:20:24 pm »
wow really looks nice!
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{AP}
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Re: Nyaar!
«
Reply #17 on:
November 04, 2008, 10:07:45 pm »
Thanks everyone!
Sorry for the long wait in updates on my progress... I have a lot going on in life at the moment.
I have a bit of progress so far.
I'm optimizing the HUD for the game. (making it prettier and faster)
I plan on making a more fancy menu than the Menu( function too... I decided that I don't care about the space difference on that part.
Also, designing maps and getting my battle system ready for a major graphical upgrade.
You can also help out by checking the
Ideas and Help
topic.
I'll be posting some more things I could use your opinion on there.
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DJ Omnimaga
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Re: Game Info & Progress
«
Reply #18 on:
November 05, 2008, 02:59:13 am »
this is getting promising more and more. (>^.^)>
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{AP}
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Re: Game Info & Progress
«
Reply #19 on:
November 05, 2008, 11:06:21 pm »
Thanks for the encouragement!
I'm having an issue...
The first time I hit "Back" while in a shop... the screen is blank until I move.
As you can see in the image.
But after the first time, it works fine.
I can't for the life of me see how it won't work right that first time.
I'm thinking it's an xLIB glitch in the LCD thing... but I can't work around it for some reason.
Also, as you can see, I've moved to an 8x8 windowed map that will have dynamic character information in that side box.
It's going much faster now too because of it. =D
(Excuse the seeming slowness in movement, I'm slow at clicking the arrows... @_@)
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Game Info & Progress
«
Reply #20 on:
November 06, 2008, 02:17:57 am »
mhmm good question, are you sure you are updating the LCD the first time you hit back? Maybe you should post the code
I wonder if with smaller maps (8x8) scrolling would be doable since it's faster?
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{AP}
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Re: Game Info & Progress
«
Reply #21 on:
November 06, 2008, 07:50:43 am »
Well, I don't see how it's just going through the EXACT same code and the first time through there's an issue.
All I'm doing is recalling a pic then it goes back to it's normal cycling through the movement/map updating routine.
(I use a pic of the store right when you hit enter before the menu comes up. Then I recall it to get rid of the menu since [due to placement of the menu] it's be harder and take more code to draw over it.)
Here's another mystery. If I go to the Stats screen before going to the store, afterwards the store works like it's supposed to on the first visit.
Though, I have to visit it each time I start the program up before I visit the store.
This is even MORE strange due to the fact that the Stats screen is nothing but the Line( and Text( functions.
So, I have no idea what's going on.
(EDIT: Scrolling IS in fact much faster and it's just as easily doable. The reason? I don't use the scroll xLIB function. My movement system involves reloading the map and character repeatedly. Which, surprisingly, takes no time at all and is a much faster method. I'll post some xLIB code snippets and such in another topic later. I've come up with some cool things using xLIB. ;P)
«
Last Edit: November 06, 2008, 07:53:47 am by {AP}
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DJ Omnimaga
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Re: Game Info & Progress
«
Reply #22 on:
November 06, 2008, 10:07:16 am »
oh when I did the tilemapper for my cancelled scrolling grayscale tilemap engine I only used real(2 as well. I think it's the fastest way because else you need to check if it's the bottom of the screen that needs to be display or if it's the top, left, right and it takes more space.
for the shop problem, are you sure you do a ClrDraw:Dispgraph:Real(0 at the program launch? Sometimes omiting the first part, especially the Dispgraph, will cause some problems. It's a bug with ever single ASM utilities for BASIC programmers involving graph screen display, except Omnicalc.
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{AP}
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Re: Game Info & Progress
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Reply #23 on:
November 06, 2008, 05:15:39 pm »
I actually fixed the issue another way... but what's Dispgraph?
I've never seen it before.
How I did it is I just have it draw a 2 pixel long line and clear it at the beginning of the shop program.
Somehow... it works. O.o
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DJ Omnimaga
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Re: Game Info & Progress
«
Reply #24 on:
November 06, 2008, 08:05:20 pm »
dispgraph kinda forces the calc to display the graph screen. Disphome display the home screen. It's under PRGM/I/O I think
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Silver Shadow
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Re: Game Info & Progress
«
Reply #25 on:
November 07, 2008, 11:21:28 am »
That way, you won't have to draw that "2 pixel long" line anymore...
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Game Info & Progress
«
Reply #26 on:
November 07, 2008, 06:52:51 pm »
i still remember the days before I found out about what DispHome does, I used to do Output(1,1,"" to switch to home screen without erasing anything. Same thing used to get rid of the "Done" message when quitting programs
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necro
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Re: Game Info & Progress
«
Reply #27 on:
November 09, 2008, 10:30:02 pm »
what size are the enemy graphics?
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{AP}
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Re: Game Info & Progress
«
Reply #28 on:
November 09, 2008, 10:40:28 pm »
The characters and enemies will be 16x16.
But... you're helping?
Unexpected, but highly welcome! =D
You can PM me more more details of what's needed, if you want. =P
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necro
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Re: Game Info & Progress
«
Reply #29 on:
November 10, 2008, 03:18:59 am »
...I can whip up 16X16 with ease
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Omnimaga
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Nyaar RPG Game Info & Progress