Author Topic: Unnamed RPGish Game  (Read 22187 times)

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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #60 on: September 10, 2010, 10:57:19 pm »
Well I've decided that all text and menus and such will be handled by that box on the side there. However, what do you mean by the black around the walls thing. As for the door, I'm not sure. I did it like that since it's an odd number of tiles so it is set in the middle. I was gonna have it as two doors but I thought it would look odd.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #61 on: September 10, 2010, 11:03:16 pm »
This

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #62 on: September 10, 2010, 11:14:40 pm »
Ah ok. Well the whole zero column isn't gonna be used for maps because it evens things up on the screen. So that wouldn't be filled. But neither would be the bottom because the sprite to use there is the impossible combination. So filling it in might look weird at that point. As for the door, that could be doable.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #63 on: September 10, 2010, 11:18:26 pm »
Aah ok I see. It's ok then I guess, as it still looks quite good in your screenshot.

As for the overworld I had another design idea for maps, though.
« Last Edit: September 10, 2010, 11:18:55 pm by DJ Omnimaga »

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #64 on: September 10, 2010, 11:23:12 pm »
That could be a little hard to accomplish in TI-BASIC :P What is that a screen from anyways?
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #65 on: September 10, 2010, 11:24:04 pm »
I was just kidding lol, I just took a screenshot from Final Fantasy XIV and converted it :P

Offline meishe91

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Re: Unnamed RPGish Game
« Reply #66 on: September 10, 2010, 11:28:44 pm »
Haha ya I know. And oh ok, to hard to tell :P
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Offline Jonius7

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Re: Unnamed RPGish Game
« Reply #67 on: September 11, 2010, 01:28:31 am »
looks very nice. good sprites
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #68 on: September 11, 2010, 01:33:51 am »
Thanks.

So I did a little math 'cause I was bored and was calculating how big maps will be. Full screen (meaning half screen in this case) maps will be a whopping 558 bytes and half screen (meaning quarter screen) will be 270 bytes :( (Assuming I use strings as my map storage system, which is what it looks like I will be doing right now.)
« Last Edit: September 11, 2010, 01:34:34 am by meishe91 »
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Offline Jonius7

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Re: Unnamed RPGish Game
« Reply #69 on: September 11, 2010, 01:57:47 am »
what im also impressed is the greyscale menus. is that actually possible on a ti-84?
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #70 on: September 11, 2010, 02:10:36 am »
There isn't any grayscale in this game...it will be pure TI-BASIC (with maybe the exception of XCOPY or something). If you are referring to DJ's post here that was just a joke. He just made a screenshot of a game, converted it to grayscale and then pasted it on the map section of my game.

Update:
So I thought I would show the map display program do the mart, with a little bit of the movement engine too. I will say right now that none of it is perfect yet (as you see in the black and white screenshot). The reason I am able to go into that wall is because I have it set on pixel test right now. Let me know what you guys think :)


« Last Edit: September 11, 2010, 03:21:58 am by meishe91 »
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #71 on: September 11, 2010, 04:00:08 am »
Awesome looking, Meishe! Loads quite fast for graphical sprites too. About memory, you may have to store your maps into strings that you have to carry with your game when sending them to people (and be careful to not lose them) and archive/unarchive them when necessary. To avoid garbage collections, you would need to use an ASM lib instead, though, like XCOPY. It might be a bit hard to fit the game in RAM
what im also impressed is the greyscale menus. is that actually possible on a ti-84?
If you meant my second screenshot, it was a joke :P


Offline meishe91

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Re: Unnamed RPGish Game
« Reply #72 on: September 11, 2010, 04:10:42 am »
Thanks :) Ya, I don't know if I will put them separately but I will definitely be using Archive/Unarchive. It all just depends. I don't know how big everything will be though. If I can I would like to hold off of XCOPY :P (Plus I still need to read on how it works :P)
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Offline Deep Toaster

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Re: Unnamed RPGish Game
« Reply #73 on: September 11, 2010, 07:41:42 pm »
That's pretty fast! And about TsukasaZX's suggestion: Why not use Rick's head as the clerk? :D




Offline meishe91

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Re: Unnamed RPGish Game
« Reply #74 on: September 11, 2010, 09:04:43 pm »
Ya, the only reason that top row takes the longest is because it is all Text Sprites. Other than that it skips all spaces and the ASCII tokens display really fast. I also think I will be having it set to be adjustable depending where you are. So like a mart will be fifteen tiles wide while a outside map will be thirty-one tiles long. Then it adjusts the display routine to the size. I'm tired so that probably sounds repetitive or off or something :P

As for Rick Astley, could be a bit hard to fit that into a 3*5 sprite ;) However, I've been thinking about having pictures for the main character and some other people...Hmmm :P
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