Author Topic: Unnamed RPGish Game  (Read 22006 times)

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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #15 on: August 25, 2010, 04:56:18 am »
Oh ya, I forgot about that one. I haven't ever tried it though.

Thanks though :)
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Offline skuller972

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Re: Unnamed RPGish Game
« Reply #16 on: August 25, 2010, 06:01:50 pm »

@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 :)

I usually add the two spaces to the end of the string and make the for loop 2 cycles longer

Code: [Select]
ClrDraw
For(A,0,56,6
For(B,0,90,5
For(C,0,6
Text(A,B+C,sub("XYXJX  ",C+1,1
End
End
End

it saves a few bytes programming it, but im not sure about the difference in speed. shouldnt be much
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
<img src="http://www.nerdtests.com/images/badge/nt2/bc7bf8e12353f09e.png" alt="NerdTests.com says I'm a Cool Non-Nerd.  Click here to take the Nerd Test, get nerdy images and jokes, and talk to others on the nerd forum!">
</a>

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #17 on: August 25, 2010, 06:11:10 pm »
That doesn't always work. Like in this case you get a ERR:DOMAIN. It is also a bit slower. But it is smaller. It all really depends on the situation though because certain ending tokens need different amounts of spaces to clear them.
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Offline skuller972

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Re: Unnamed RPGish Game
« Reply #18 on: August 25, 2010, 06:14:34 pm »
Its not an ERR:DOMAIN. he uses C+1 for the position so the first position is 1 and the last position is 7. But I see what you mean with the slower. With out my way, its 6 total text()'s, but with my way its 7 total text()'s
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #19 on: August 25, 2010, 06:18:46 pm »
Oh, sorry, I didn't explain that right about the error. You get the error when it's being displayed since you are adding C to B you will end up with a 95 and 96 as your x-coordinate therefore causing the error. I didn't mean when going through the string.
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Offline Deep Toaster

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Re: Unnamed RPGish Game
« Reply #20 on: August 26, 2010, 03:23:37 pm »
Looks great! I wonder why 33 fps looks slower in Chrome, though...

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.

Apparently it got lost in the forum switching: http://www.unitedti.org/forum/index.php?showtopic=6260 :(

Here's a small and quick sprite finder if anyone's interested:

Code: (TI-BASIC) [Select]


:" .?X+çQB^S+Jvs
e▫TI:?xCAY?2ZV5
èi→Str1
:"?→Str2
:Matr►list([A],L
C0,LC1,LC2,LC3,L
C4
:For(A,1,5
:expr("LC"+sub("
01234",A,1→L1
:sub(Str1,32fPar
t(sum(seq(L1(5-B
)10^(B),B,0,4))/3
2)+1,1→Str3
:If Str3="?
:Then
:ClrHome
:Disp "ERR:NONEX
ISTENT","Column
#  cannot","be m
apped into a","c
haracter
:Output(2,9,A
:Pause
:Stop
:Else
:Str2+Str3→Str2
:End
:End
:sub(Str2,2,5)+"
  →Str2
:Pause Str2



EDIT: I made this a while ago, and I've since completely forgotten how to use it :P Sorry.

EDIT2: Figured it out, and now it works.
« Last Edit: August 26, 2010, 05:02:08 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #21 on: August 26, 2010, 04:20:16 pm »
Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?

Offline Deep Toaster

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Re: Unnamed RPGish Game
« Reply #22 on: August 26, 2010, 05:05:58 pm »
Figured out how to work my program, finally. I accidentally used 16 instead of 32 (apparently, I can't count :P). So there it is in my earlier post. Enjoy :)

Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?

Well, no, unfortunately. I don't really know how to use SC, especially when it comes to those weird restricted tokens. So you'll have to type it by hand, using some kind of extra symbol generator :P Sorry.

EDIT: Oh, yeah, and to use it, you have to store the sprite as a binary 5x5 matrix in [A], such as


[[0,0,0,0,0][0,1
,0,1,0][0,0,0,0,
0][1,0,0,0,1][0,
1,1,1,0]]→[A]


EDIT2: Or use the matrix editor.
« Last Edit: August 26, 2010, 05:09:52 pm by Deep Thought »




Offline meishe91

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Re: Unnamed RPGish Game
« Reply #23 on: August 26, 2010, 05:51:17 pm »
Or you can just type it on the graph screen in the top left corner and use my Map Converter to put it in a string then to a matrix. Though I've been meaning to update that so it can do all the conversions, well just provide to codes to all the conversions. Might be a little easier for some people maybe.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #24 on: August 26, 2010, 07:58:41 pm »
Figured out how to work my program, finally. I accidentally used 16 instead of 32 (apparently, I can't count :P). So there it is in my earlier post. Enjoy :)

Ouch, yeah I tried adding forum in the URL and it doesn't work either. Their dl section is definitively gone completly. I'll need to check the other topic for the file ID I guess...

Deep, thanks, I'll give this a try when I have some time. SourceCoder format, right?

Well, no, unfortunately. I don't really know how to use SC, especially when it comes to those weird restricted tokens. So you'll have to type it by hand, using some kind of extra symbol generator :P Sorry.

EDIT: Oh, yeah, and to use it, you have to store the sprite as a binary 5x5 matrix in [A], such as


[[0,0,0,0,0][0,1
,0,1,0][0,0,0,0,
0][1,0,0,0,1][0,
1,1,1,0]]→[A]


EDIT2: Or use the matrix editor.
Aw ok. I guess I'll try later, then.

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #25 on: September 04, 2010, 12:47:19 am »
So today, or yesterday depending where you are I guess, I said I was making a new tilemapper for this because I got inspired by Sir's Edge. So I came up with a rather poor version of a tilemapper for this that I like the look of better. That's all I really have right now, mainly because I don't feel like converting the whole map right now (well technically I need to make a new one now...). So I thought I would just share a screenshot of what it will kind of look like with a test area.




The main issue I have with this method is that each tile is three bytes. Which sucks. So I need to figure out a good way to either compress maps, make a better tilemapper that requires less bytes per tile, or something.
« Last Edit: September 04, 2010, 12:49:33 am by meishe91 »
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #26 on: September 04, 2010, 05:50:41 pm »
Interesting, are each tile hardcoded? I notice there is one using Text(), one using Pt-On and another using something else.

Offline Builderboy

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Re: Unnamed RPGish Game
« Reply #27 on: September 04, 2010, 05:54:49 pm »
Yeah i am curious about this too.  It seems very flexible and versatile, and yet the speed is still good!

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #28 on: September 04, 2010, 07:15:23 pm »
No, this tilemapper was actually designed like Edge (just the idea, not the actually tilemapper). So some tiles are Text Sprites and others are just normal ASCII characters. In this case though the watter is the only Text Sprite used and the others are Θ, 8, and . I don't think the text sprite part works quite how I want it to yet because I haven't tested with other Text Sprites other than that one in it yet. The way I'm doing this technically allows for 999 ASCII sprites to be used if I wanted but only limits me to 9 Text Sprites (though I might be able to make that 99 too, but I need to work on the method).
« Last Edit: September 04, 2010, 07:51:20 pm by meishe91 »
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #29 on: September 04, 2010, 08:37:33 pm »
Aah ok. Doesn't the tilemapper being hard-coded this way makes it extremly large, though, since it has to use different pieces of code for each type of tile?