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Older topics Here you can access all topics posted from May 12th 2005 to Apr 9th 2006 (In read only mode). |
1126 | 15694 | 9 Apr, 2006, 11:06 In: [GAME]Learn how to count to...By: DJ Omnimaga |
| Pages: (3) [1] 2 3 ( Go to first unread post ) | ![]() ![]() ![]() |
| tifreak8x |
Posted: 17 Sep, 2007, 10:22
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![]() Heart of a Warrior Group: Admins Posts: 2138 Member No.: 13 Joined: 10 Apr, 2006 |
That's right, a second version of the RPG Starter Kit has graced the internet. This version gives programmers the ability to make true 4 way scrolling games with ascii characters. The maps can be any dimension, but they have to be greater than 9x17. Check out the developer's guid for more information on this set up.
![]() ![]() Download here: http://omnimaga.unitedti.org/rpgsk2.zip UPDATE 09/19/07 (Kévin): Added in TI Programming Tools section of the Calculator RPGs and Programming tools archives -------------------- Projects: AOD Series: 20% | FFME: 80% | Pokemon: 9% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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| DJ Omnimaga |
Posted: 17 Sep, 2007, 10:25
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
Now this give me a reason to stick to ASCII graphics and make Nemesiat 2
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| Halifax |
Posted: 17 Sep, 2007, 14:13
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![]() Game and Utility programmer Group: Coders Of Tomorrow Posts: 1345 Member No.: 104 Joined: 10 Jul, 2006 |
Wow great job tifreak8x. RPGSK2 is like the Unreal Engine of the TI community.
-------------------- MapEd: 50%
ListCompress: 100% CutSEd: 0% |
| bfr |
Posted: 17 Sep, 2007, 16:09
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![]() Post whore Group: Coders Of Tomorrow Posts: 872 Member No.: 31 Joined: 12 Apr, 2006 |
Awesome.
But 9x17? That's odd...I'd think the minimum would be something like 8x16. This post has been edited by bfr on 17 Sep, 2007, 16:09 -------------------- [URL=http://bfr.tifreakware.net]My Website[/URL] - [URL=http://bfr.18.forumer.com]My Forums[/URL] - [URL=http://bfr.tifreakware.net/badips.php]Submit IP Addresses of Spambots and Troublemakers[/URL]
2B || !2B |
| vuurrobin |
Posted: 17 Sep, 2007, 16:25
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Advanced Member Group: Members Posts: 47 Member No.: 1043 Joined: 6 Aug, 2007 |
I guess it needs the extra row and colom so it wont error or something.
anyway, great work. |
| Xphoenix |
Posted: 17 Sep, 2007, 17:56
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Official Banana Thrower Group: Members Posts: 87 Member No.: 943 Joined: 1 Aug, 2007 |
Sweet! Now we can all make Pokemon!
-------------------- SYMBOLS!:
→ ÷ ∟ ≥ ≠ ≤ ± π θ √ ≅ ℕ ∞ ∑ ► → ∟ ⌂ º ± Ω π Θ Have fun. 如果你能看得懂這個句子,送我一個PM。 *Xphoenix throws a banana at spengo. |
| tifreak8x |
Posted: 17 Sep, 2007, 18:27
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![]() Heart of a Warrior Group: Admins Posts: 2138 Member No.: 13 Joined: 10 Apr, 2006 |
Actually, I forgot what the numbers were... >.< you need... 4 rows to the left, 5 to the right... 3 to the top, and 4 to the bottom, on top of the actual map.
-------------------- Projects: AOD Series: 20% | FFME: 80% | Pokemon: 9% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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| Jon |
Posted: 17 Sep, 2007, 23:07
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![]() Extreme Poster Group: Coders Of Tomorrow Posts: 265 Member No.: 296 Joined: 14 Jan, 2007 |
not to rain on your parade with my assembly bigotry, but...dontcha think you could make it faster? you dont even have collision detection yet and its getting to be pretty choppy.
-------------------- I eat assembly code for breakfast My Projects: Not getting dumped: 100% EvilFate: 5% MPack: 65% DK: 5% Tetris: 100% (download it or die) ASM Tutorials: 15% Z80 - You see this name, you think dirty. ![]() ![]() My Ticalc Profile!
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| DJ Omnimaga |
Posted: 17 Sep, 2007, 23:13
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
IIRC an older screenshot of it ran almost twice faster. I think this is 83+ speed actually in the screenshot. Of course, smaller maps will be faster I'm sure. I think it's prbly at maximum speed almost though, considering how good is tifreak8x at programming BASIC, but we never know, I didn't even looked at the source yet
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| Jon |
Posted: 17 Sep, 2007, 23:39
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![]() Extreme Poster Group: Coders Of Tomorrow Posts: 265 Member No.: 296 Joined: 14 Jan, 2007 |
does this have to be pure? (shameless asm plug)
-------------------- I eat assembly code for breakfast My Projects: Not getting dumped: 100% EvilFate: 5% MPack: 65% DK: 5% Tetris: 100% (download it or die) ASM Tutorials: 15% Z80 - You see this name, you think dirty. ![]() ![]() My Ticalc Profile!
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| DJ Omnimaga |
Posted: 17 Sep, 2007, 23:57
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
it would be preferable that no Asm( command was used inside the loops, else in huge games this would slow things down considerably, considering Asm( take half a second to be executed in large games. See ROL3 map loading for example
but I think tifreak8x meant to make this pure BASIC, and he don't do ASM for games (IIRC he only used it for small asm programs because it is very hard to make asm games like RPGs) -------------------- |
| Jeremy Avalon |
Posted: 18 Sep, 2007, 1:33
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Super Member Group: Members Posts: 64 Member No.: 6 Joined: 10 Apr, 2006 |
Well... if I wasn't so far into LOTR I'd replace my walking engine now, since I *did* start with a blank copy of RPGSK1, but... Looks cool anyway. I'll have to code another RPG when I'm done to take advantage of it. =P
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| DJ Omnimaga |
Posted: 18 Sep, 2007, 1:47
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
hehe I hope to see it coming! But please finish LOTR fisrt
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| tifreak8x |
Posted: 18 Sep, 2007, 10:24
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![]() Heart of a Warrior Group: Admins Posts: 2138 Member No.: 13 Joined: 10 Apr, 2006 |
Uh, yes I do, not sure where you are getting your information from. Hit detection was implemented 15 minutes after posting the very first screenshot of this engine in action. And the gif capture isn't the greatest in the world, try it on calc before saying it is too slow. -------------------- Projects: AOD Series: 20% | FFME: 80% | Pokemon: 9% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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| DJ Omnimaga |
Posted: 18 Sep, 2007, 10:46
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
true, on emulators it's always slower than on calc.
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