Author Topic: YEONG RPG(Back in Action!)  (Read 42335 times)

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Offline meishe91

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Re: YEONG RPG
« Reply #45 on: October 28, 2010, 08:10:26 pm »
Looking good still! However, is it possible to keep that one mountainous spot from going blank for so long? It just seems a bit off to me. But keep up the good work :)
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Offline Yeong

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Re: YEONG RPG
« Reply #46 on: October 28, 2010, 08:43:36 pm »
I'm trying to get rid of it, but I forgot where did I put it! :(
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #47 on: November 02, 2010, 04:11:20 pm »
Any luck/progress so far with this game? Feel free to post code in the BASIC forum if you need any help by the way.

Offline Yeong

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Re: YEONG RPG
« Reply #48 on: November 04, 2010, 07:19:15 am »
Due to the rand calc reset, about half of the files are gone... :(
I backed it up, but it was long time ago...
So I'm thinking about not giving up and try with axe this time since the games started to get slower even with the optimization anyway. One question: how do you draw rectangle while still keeping a picture on screen?
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #49 on: November 04, 2010, 04:57:13 pm »
Aw sorry to hear about the data loss. I would recommend doing backups more frequenlty somewhere else like a flash drive and a computer, in case. I hope you still continue the game, though. As for rectangles I forgot, I'll check later if I don't forget, but it involves having to do Fix 4 or something, so the text is drawn on the buffer instead of the LCD, else displaying stuff is a major PITA when text is displayed as well.

Offline FinaleTI

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Re: YEONG RPG
« Reply #50 on: November 04, 2010, 05:15:54 pm »
Due to the rand calc reset, about half of the files are gone... :(
I backed it up, but it was long time ago...
So I'm thinking about not giving up and try with axe this time since the games started to get slower even with the optimization anyway. One question: how do you draw rectangle while still keeping a picture on screen?
Sorry to hear about the reset.

Making an RPG in Axe isn't all that easy, but if you stick with it, I'm sure you can do it. ;D
One suggestion though, simplify the battle engine as much as you can, because it can crush you and your soul if you make it too complicated.
Don't be afraid to post code, too. It could help a lot in the long run, as you can get help with it, plus you have a backed up copy of it.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Offline Yeong

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Re: YEONG RPG
« Reply #51 on: November 08, 2010, 07:22:31 am »
So..I programmed walking, but there's a problem:
1. It walks too fast!(Wow. Axe is sure fast)
2.Character keeps blinking
3.Have no idea how to do collition course.

Can you guys help me?

I'll post my code:
Code: [Select]
:.DEMO
:prgmA0000001 //Tilemap Sprite
:prgmA0000003 //Character Sprite
:[060606060606060606060606 -> GDB1
:[060606060606060606060006
:[060606060606060602020206
:[060606060606060602020206
:[010101010301010101010101
:[010101010301010101010101
:[060606060606060606060606
:[060606060606060606060606
:0->A->B->C
:Repeat getKey(15)
:sub(MP
:Pt-Off(A,B,C*8+Pic201
:DispGraph
:If getKey(2) and (A!=0)  //!=  not equal sign but I don't know how to write it, so...
:2->C
:A-8->A
:Pause 100
:End
:If getKey(3) and (A!=88) 
:3->C
:A+8->A
:Pause 100
:End
:If getKey(4) and (B!=0) 
:1->C
:B-8->B
:Pause 100
:End
:If getKey(1) and (B!=56)
:0->C
:B+8->B
:Pause 100
:End
:End
:Lbl MP
:For(Y,0,7
:For(X,0,11
:Pt-Off(X*8,Y*8,{Y*12+x+GBD1}*8+Pic101
:End:End
:DispGraph

More Info: Pic101
00=Tree
01=Water
02=Grass
03=Bridge(V)
04=Bridge(H)
05=Ground
06=Nothing

Pic201 is in this order:
Front,Back,Left,Right
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Offline jnesselr

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Re: YEONG RPG
« Reply #52 on: November 08, 2010, 07:51:36 am »
Remove the MP at the end of the Lbl MP block and replace it with a return. That should help the blinking.

Offline FinaleTI

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Re: YEONG RPG
« Reply #53 on: November 08, 2010, 02:52:21 pm »
Remove the MP at the end of the Lbl MP block and replace it with a return. That should help the blinking.
Do you mean to remove the DispGraph? Because removing the DispGraph at the end of the Lbl MP block, should do the trick.
I'll look at the collision later.

Edit: One away. >:D
« Last Edit: November 08, 2010, 02:52:50 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Yeong

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Re: YEONG RPG
« Reply #54 on: November 08, 2010, 09:13:12 pm »
I'll look at the collision later.

Edit: One away. >:D
Thank you!
BTW, the tilemap ID might change. But I'll make walkable tiles after unwalkable so it would be easier to make collition detection thingy.
EDIT: FinaleTI, where's ur old avatar? it looked cool ;D
« Last Edit: November 08, 2010, 09:14:03 pm by yeongJIN_COOL »
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Offline Yeong

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Re: YEONG RPG
« Reply #55 on: November 17, 2010, 06:48:56 pm »
So I'm trying to code battle engine(again) using axe, but I don't get
1. The function/prupose of L1~L6
2. How to store list externally

need help?
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Offline squidgetx

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Re: YEONG RPG
« Reply #56 on: November 17, 2010, 06:53:34 pm »
Ironically the answer to your first question is sort of the answer to your second.

L1-L6 are pointers to some free RAM that you can use for whatever you want.
usually you want to use L1; for example if you wanted to store some numbers in L1, you would write number->{L1+somenumber} where somenumber is the offset (remember L1 is just a pointer. If it was pointing to address 100, you could access 100, 101, etc by doing L1+1, L1+2, etc. While you could use the decimal equivalent (I think it's around 30000, it's easier to use the token L1 :P)
« Last Edit: November 17, 2010, 06:56:09 pm by squidgetx »

Offline Yeong

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Re: YEONG RPG
« Reply #57 on: November 17, 2010, 06:56:59 pm »
so...

L1->{1,2,3,4,5,6,7,8,9...
Disp L1+3>Dec=3

like this? or is it other syntax?
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Offline squidgetx

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Re: YEONG RPG
« Reply #58 on: November 17, 2010, 06:59:34 pm »
Sorry, I wasn't super clear :P

L1,L2, are really just numbers pointing to some memory address in RAM

Example 1->{L1}
Or, to copy data to L1, you'd have to define it first:
Code: [Select]
Data(0,1,2,3,4,5,6)->GDB1: Copy(GDB1,7,L1)To display the list above, you would then write
Code: [Select]
For(A,0,6):Text(0,,{L1+A}>Char):EndThe way this is different form just using the original list pointed to by GDB1, is that you can also edit the values of data in L1. Think of it like a whole lot of extra variables. Using them as variables is slightly different in that you need the curly brackets: ie to increment whatever value is in {L1+0}, you would write
Code: [Select]
{L1}+1->{L1}
The documentation does a pretty good job of explaining it if you don't get what I mean :P
« Last Edit: November 17, 2010, 07:04:31 pm by squidgetx »

Offline Yeong

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Re: YEONG RPG
« Reply #59 on: November 17, 2010, 07:01:21 pm »
oh now it looks clear to me.
Thanks!
Oh. BTW is there any 16x16 axe sprite editor?
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