Author Topic: Samocal  (Read 21671 times)

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Offline Yeong

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Re: Samocal
« Reply #45 on: January 01, 2012, 02:27:36 pm »
I'm glad that this is revived :D
I'm making RPG too, btw. :D
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Offline Xeda112358

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Re: Samocal
« Reply #46 on: January 01, 2012, 02:48:06 pm »
Thanks annoyingcalc and cool, yeong! I have since started adding in items. There is a little ball thing in the first screenie that is now a Heal Potion when you pick it up :) I have made room for 120 items, 16 special items, and 64 "events" in the save file, so far. "Events" are just things like the gate unlocking, items being picked up, and things like that.I think I will need to add a lot more, but they are marked as flags, so they each take a bit. This means by adding a byte to the save file can add 8 event flags. If I increase the size by 24 bytes, I will have a total of 256 event flags available.

EDIT: Now I have a menu item working that I think looks nice :)

Offline TIfanx1999

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Re: Samocal
« Reply #47 on: January 02, 2012, 08:36:04 am »
Looks nice Xeda. The tilemapper is quite fast! :D

Offline DJ Omnimaga

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Re: Samocal
« Reply #48 on: January 04, 2012, 05:01:45 am »
Good to hear Xeda. I like the new design and I wish you good luck in this project. :)

Offline Xeda112358

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Re: Samocal
« Reply #49 on: January 05, 2012, 10:38:41 pm »
Okay, so I haven't really gotten much done, but I here is a screenie with the map so far. Also note the menu thing that you get when you press mode. I actually drew the menu on another buffer and I use the menu as a sprite. From there, it is pretty easy to draw it

Offline hellninjas

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Re: Samocal
« Reply #50 on: April 16, 2012, 03:39:00 pm »
Bump of the century!!
MWAHAHAHAAHAAAA
I demand a status update ^^!

Offline Xeda112358

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Re: Samocal
« Reply #51 on: April 16, 2012, 03:47:46 pm »
Hmm, I don't really have much of an update, but I guess I could post a screenie of the grayscale version? This is just a map viewer, not walking around (as I will need to rewrite the walking code to allow for grayscale).

Offline hellninjas

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Re: Samocal
« Reply #52 on: April 16, 2012, 03:48:51 pm »
It looks nice ^^
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Offline Xeda112358

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Re: Samocal
« Reply #53 on: April 16, 2012, 03:52:52 pm »
See, I made that grayscale thing a few months ago, before Grammer had real support for grayscale. Now I need to go back through and rewrite a few pieces of code and change my tile data syntax and I can easily support toggling between grayscale and B/W.

Offline Yeong

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Re: Samocal
« Reply #54 on: April 16, 2012, 09:42:13 pm »
All I have to do for greyscale tilemapping is just drawing 2 tilemaps on different buffer, right?
Also, I don't remember if Grammer supported custom buffer or not.
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Offline Xeda112358

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Re: Samocal
« Reply #55 on: June 07, 2012, 09:23:38 pm »
Hmm, it is weird that I never replied, maybe my internet was buggy. To answer your question, yes, you just need to draw a tilemap on two separate buffers and be sure to use DispGraph frequently. You will also need to be sure to define which buffer is the primary buffer and which is the secondary. (use Disp with the degree/minute modifier).

Anyway, I added a little bit to this last week, so now I have stats and a working item menu and item list. You can now use items, in theory, but since there is no way to actually lose health without hex editing the save file, it doesn't really help. All of the items programmed in have all the code necessary to work for battle and for out of battle, properly. There are currently 23 items including the material to use for creating new items such as armor, weapons, and charms. I don't have any of those kinds of items programmed in, yet, though.


Offline TheNlightenedOne

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Re: Samocal
« Reply #56 on: June 07, 2012, 09:45:30 pm »
All i can really say about the screenie is WOW. That looks AMAZING!!! I want it
"Eris" (Ndless 3.1)
"Keto" (Ndless 3.1)
"Luna" (AMS 3.10, HW4)
"Aurora" (2.55MP)

Offline Xeda112358

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Re: Samocal
« Reply #57 on: June 07, 2012, 10:40:54 pm »
Hehe, thanks :) It isn't done yet, though XD I have been working on this on and off for over a year and it will probably still take a while to finish it. I have too many other projects and IRL things (like school and work), unfortunately x.x Still, I hope it turns out to be as awesome as I plan :D I am basing most of the work on an older game that was called "Battle 3.2.3.5" that I wrote in TI-BASIC. I lost the program years ago, but it had cool features like a blacksmith, creatures, different maps, over 70 items, a lottery and other such things. When I ported it to Omnicalc and xLIB/Celtic III, I never really finished the port.

EDIT: Also, as a note, this program currently use 8312 bytes which is cool :)

prgmITEMS    1567 bytes   ;all the item data inlcuding names, description, and code for what it does.
prgmWALK     3642 bytes   ;the main program that will eventually be renamed
appvMapA     2513 bytes   ;the first 50x50 map
appvSamoSave  316 bytes   ;the quick-save file. In the future, there will be an appvar containg several save files. This will be in archive.
appvTiles     274 bytes   ;the tile data


Offline TIfanx1999

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Re: Samocal
« Reply #58 on: June 08, 2012, 10:59:37 am »
Hey Xeda, hope your summer is going well. It seems I keep missing you when you're around :(

It's nice to see a bit of progress on this. =)
« Last Edit: June 08, 2012, 10:59:56 am by Art_of_camelot »