Author Topic: YEONG RPG(Back in Action!)  (Read 41370 times)

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Offline Yeong

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YEONG RPG(Back in Action!)
« on: October 14, 2010, 11:12:34 pm »
I'm making a huge RPG game.
It will contain: 8 party members(and 1 hidden member), 80+ monsters with different sprites, up to 3v3 battle engine with switch party ability
here's the screenshot so far:
http://img.removedfromgame.com/imgs/1287111876-Screenshot.gif
« Last Edit: November 01, 2011, 03:55:00 pm by yeongJIN_COOL »
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Offline yunhua98

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Re: YEONG RPG
« Reply #1 on: October 14, 2010, 11:14:39 pm »
cool, how far are you into it?
the sprites look really good.  ;)

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Offline AngelFish

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Re: YEONG RPG
« Reply #2 on: October 14, 2010, 11:20:21 pm »
BASIC, I assume?

Looks good. :)
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline yunhua98

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Re: YEONG RPG
« Reply #3 on: October 14, 2010, 11:21:07 pm »
according to his intro topic, its BASIC/xLib

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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #4 on: October 14, 2010, 11:25:04 pm »
That looks nice :D

One thing I notice, though, is that the character dissapears for a long while when moving around (and leaves a blank square behind). You might want to move your code that erases the character closer to the one that draws him to the next spot in your walking engine. Also judging by the speed this should run pretty well on a 84+ calc. If you need help optimizing speed feel free to share source code.

Good luck on the project!

Offline AngelFish

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Re: YEONG RPG
« Reply #5 on: October 15, 2010, 12:40:54 am »
according to his intro topic, its BASIC/xLib

Aside from the movement thing, it runs at a pretty reasonable speed for it.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Jonius7

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Re: YEONG RPG
« Reply #6 on: October 15, 2010, 12:45:19 am »
ooh! nice graphics, looks like pokemmon. good work!
That's a great game for BASIC! Wow!
« Last Edit: October 15, 2010, 12:45:45 am by jhgenius01 »
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Re: YEONG RPG
« Reply #7 on: October 15, 2010, 01:29:54 am »
according to his intro topic, its BASIC/xLib

Aside from the movement thing, it runs at a pretty reasonable speed for it.
Yeah true. I think if some stuff is moved around it can run even faster, though. Example, move every event/even trigger out of the walking loop. When pressing the action key it exits the loop completly and trigger the appropriate events if needed. That speeds things up considerably.

Offline meishe91

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Re: YEONG RPG
« Reply #8 on: October 15, 2010, 02:11:12 am »
Ya, that is looking great. Good luck on it. You could also shift code around so that the replacement routine is the delete routine and then just add a blank sprite to erase. But I have no idea how easy or hard that is since I don't use xLib or those things yet.
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Offline Yeong

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Re: YEONG RPG
« Reply #9 on: October 15, 2010, 07:21:24 am »
I don't know... It has a separate program for just walking...
Map control at some program, and put walking program in there...
I think the collision detector slows the walking down a bit..
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Offline Yeong

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Re: YEONG RPG
« Reply #10 on: October 15, 2010, 08:02:38 am »
I'll gonna post the source file here
here's what I programmed so far..
Optimizing will be thankful
These programs are locked, so..
"OPRGMNAME":Asm(prgmCODEX
to unlock the programs, please.

Also, I moded OSR a bit..
Is it OK to do. or do I have to do something?
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Re: YEONG RPG
« Reply #11 on: October 15, 2010, 12:11:48 pm »
Wait, do you still use CODEX or did you switch to xLIB? If so, I would recommend switching to xLIB because it is much faster. If you got more space I would also recommed Doors CS over xLIB, as it got more functions and is faster.

ALso it's fine if you use OSR, although if I was you, I would modify it to use real(12 from xLIB, otherwise it's a bit slow.

Also could you attach all your files in one zip file with 7-Zip or Winrar? Because I don't think a lot of people will feel like downloading each of them one by one.

Offline Yeong

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Re: YEONG RPG
« Reply #12 on: October 15, 2010, 10:23:41 pm »
I use both, sorta..
Reason is...
1.OSR use CODEX
2. Locking my prgms
3. rectangles...
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Offline FinaleTI

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Re: YEONG RPG
« Reply #13 on: October 15, 2010, 10:41:11 pm »
Looks nice so far!

I use both, sorta..
Reason is...
1.OSR use CODEX
2. Locking my prgms
3. rectangles...
Well Celtic III/DCS7 have all xLib's features plus some program status features (like the ability to hide/unhide programs), so that can take care of 2 and 3. Using xLib, you should be able to replace OSR's CODEX rectangle routines with the xLib rectangle routines, which would make it slightly faster.

Here's the syntax for xLib's rectangle routine.
Quote
12 - DrawShape
--------------
usage: real(12,Shape_Type,x1,y1,x2,y2,DrawShape_UpdateLCD

Shape_Type = Tpye of Shape you want to draw:
0 = DrawSingleLineBlack
1 = DrawSingleLineWhite
2 = DrawSingleLineInvert
3 = DrawEmptyRectangleBlack
4 = DrawEmptyRectangleWhite
5 = DrawEmptyRectangleInvert
6 = DrawFilledRectangleBlack
7 = DrawFilledRectangleWhite
8 = DrawFilledRectangleInvert
9 = DrawRectOutlineBlackFillWhite
10 = DrawRectOutlineWhiteFillBlack

x1 = First x coord (for rectangles this is TOP LEFT corner)
y1 = First y coord (for rectangles this is TOP LEFT corner)
x2 = Second x coord (for rectangles this is BOTTOM RIGHT corner)
y2 = Second y coord (for rectangles this is BOTTOM RIGHT corner)
Scrl_UpdateLCD = Toggle LCD update 0 = No, 1 = Yes

And the syntax for Celtic III/DCS7's program status routines
Quote
det(0,"FILENAME",[function_number])

Performs an action with a file given the function_number
provided. If function_number is...
 
0 = Archive/unarchive a file. The output will be zero if it
      has been unarchived. Some other number if archived.
1 = Lock/unlock a file. The output is 0 if unlocked, 1 if
      it is locked, 2 if you attempted this on an appvar.
2 = Program to appvar and vice versa. A "1" will be output
      if the operation was a success.
3 = Hide/unhide a file. Outputs 0 if the file is visible,
      1 if it is now hidden.
4 = Delete. Just. Deletes a file. Not undoable. Be careful
      on how you use this.
5 = Create. Creates a zero-sized file with the name you
      choose. There so you can insert your own stuff in it.
6 = Prog to string. Outputs the entire program file into
      a string so you can paste it into some other file.
7 = Output stats. Somewhat complicated. It outputs three
      letters followed by five digits indicating its size.
      Those three letters will tell you a lot about the file
     
      1st letter: A= archived, R= in RAM
      2nd letter: H= hidden,   V= visible
      3rd letter: W= writable, L= locked (uneditable)
     
      Naturally, archived files are uneditable.
      To get just the size of the file, do this:
      expr(sub(det(0,"FILENAME",7),4,5))
     
If you omit the function number, the command defaults to
the archive/unarchive function. Useful for saving bytes.
Edit: Forgot to mention that "FILENAME" is the program's name without the prgm token. For example, prgmA would be "A".

I'd be happy to help with libs if you need any help, cuz I've got a fair amount of Hybrid BASIC experience.
« Last Edit: October 15, 2010, 10:48:05 pm by FinaleTI »


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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #14 on: October 15, 2010, 10:50:09 pm »
Yeah true, if you use xLIB for sprites you could use it for rectangles too, plus you can even make rectangles display all at once, unlike with Codex, and much faster too. I haven't used xLIB in 3.5 years, though, so I kinda forgot some syntax. I always had trouble remembering it anyway x.x