Author Topic: Unnamed RPGish Game  (Read 22783 times)

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Offline meishe91

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Unnamed RPGish Game
« on: August 24, 2010, 12:45:02 am »
So a few nights ago I decided I would start on a game that is something like an RPG type game. Now I don't know how far I'm going to go into making this an RPG game but what it is basically gonna be, as of right now, is a game where you go around kill enemies, level up and such. Nothing to big or anything since it's my first of this type of game. Now, I'll tell you right now that I don't have a whole lot of the game done. Right now I only have the map done and walking (with map switching) which is what you see in the screenshots. For now it is only going to be a 5*5 map of 15*5 tiles. The reason that it is taking a bit to load the map (not including the display, I'm talking about when it stays white for a second) is because the whole map is stored in a string and then I just put the part that is being displayed into a matrix (which is how I'm doing collision right now). Right now it really is not anything special and if you guys have any suggestions or questions or anything I would be happy to hear/answer them.

As for code, I will not be releasing any of the code (except in small segments when I'm explaining something or ask for help or something) until I get much further in development (probably around when I need to start Beta testing).
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Offline Hot_Dog

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Re: Unnamed RPGish Game
« Reply #1 on: August 24, 2010, 12:47:39 am »
It's looking good so far!

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #2 on: August 24, 2010, 12:49:11 am »
Thanks :)

It runs better on the calculator, the text spriting is barely noticeable, I think, but on the screenshot for what ever reason it shows the ending "i" token.
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Offline TsukasaZX

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Re: Unnamed RPGish Game
« Reply #3 on: August 24, 2010, 12:51:54 am »
Looks nice so far! Can't wait to see more! I might have to play it when you release it (or a demo version of it) :)

How exactly are you displaying these tiles, anyway?
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #4 on: August 24, 2010, 12:53:08 am »
Thanks :D It's turning out better than I thought it would this early.

They are just text sprites.
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Offline TsukasaZX

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Re: Unnamed RPGish Game
« Reply #5 on: August 24, 2010, 12:54:55 am »
How did you make them? *has never dabbled in text sprites before*
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Offline Hot_Dog

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Re: Unnamed RPGish Game
« Reply #6 on: August 24, 2010, 12:54:59 am »
Thanks :)

It runs better on the calculator, the text spriting is barely noticeable

That's what I thought.  Besides, I'm using Internet Explorer, and most screenshot .gifs run slower on internet explorer.

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #7 on: August 24, 2010, 01:00:11 am »
How did you make them? *has never dabbled in text sprites before*

Oh, sorry, didn't realize.

Basically since the buffer edge of graphscreen text is on the right side you can run multiple tokens right next to each other off-set by a pixel and it will leave that far left side of the token. So just doing that with different tokens makes different tiles. HarrierFalcon made a text sprite finder a while ago.

If you give me a minute I'll put a quick example of code together for you.

Thanks :)

It runs better on the calculator, the text spriting is barely noticeable

That's what I thought.  Besides, I'm using Internet Explorer, and most screenshot .gifs run slower on internet explorer.

Ya, though even if you're in IE one of them should still run at close to normal speed since I made one at 9fps.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #8 on: August 24, 2010, 01:03:55 am »
Wow this looks pretty sweet actually. I like the text sprite usage (although I never used them myself). It's nice to see stuff looking that good in BASIC and still loading at a reasonable speed. I am glad you're getting into game programming :)

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #9 on: August 24, 2010, 01:14:56 am »
Thanks :) I might be able to speed up loading even a tiny bit more while just figuring this out for TsukasaZX :P

@TsukasaZX
Ok, here is a quick example of code for text sprites:

Code: [Select]
ClrDraw
For(A,0,56,6
For(B,0,90,5
For(C,0,4
Text(A,B+C,sub("XYXJX",C+1,1
End
End
Text(A,92,"__ //Two spaces.
End

If you want further explanation just let me know :)
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #10 on: August 24, 2010, 02:18:02 am »
btw if you do not understand how this works, one trick is to just put a pause after the first Text( command and watch how the sprites are created, frame by frame. Once you saw how it works, it's just a matter of figuring out the best char combinations to do what you want.

I think someone should create a database or post of them..., possibly with pics of each sprite.

It's a bit slow, but it's faster than ROL3 map loading or pixel-by-pixel drawing that's for sure.

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #11 on: August 24, 2010, 02:57:51 am »
There are a couple of good text sprite finders out there already. HarrierFalcon made one thats good. I'm considering making one too.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #12 on: August 24, 2010, 03:28:13 am »
Really? I thought there were only ones for dual layer ascii. I guess I'll need to search on ticalc for one...

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #13 on: August 24, 2010, 04:05:06 am »
Huh, I guess Harrier doesn't have his on ticalc.org. I couldn't find one. But I know he has one on UTI since that's where I got it and there is another one somewhere.
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Offline ztrumpet

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Re: Unnamed RPGish Game
« Reply #14 on: August 24, 2010, 08:06:15 am »
I tend to use the one that comes with the Level Editor for Donut Quest or paper and pencil. ;D

Wow, looks great!  I like how this is progressing so far.  Good luck! :D