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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: (7) [1] 2 3 ... Last » ( Go to first unread post ) | ![]() ![]() ![]() |
| xiaden |
Posted: 12 Oct, 2007, 10:42
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
Renamed to Thetaman(or yourname, if you can design sprites for me.) Current progress is:
Current needs are:
This post has been edited by xiaden on 8 Nov, 2007, 12:39 |
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| DJ Omnimaga |
Posted: 12 Oct, 2007, 18:30
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
Welcome here!
I,m glad to see a new RPG in the works. For a damage formula I usually go this way: ((LV*Weapon Atk)+Randint(0,2*LV))/(enemy LV/10) Of course if you plan to have a default atk/defense different than the level then change LV to Attack and enemy LV to defense. Usually this make defense play a bigger role in the game. -------------------- |
| Liazon |
Posted: 13 Oct, 2007, 18:16
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Staff Group: Coders Of Tomorrow Posts: 1491 Member No.: 24 Joined: 11 Apr, 2006 |
Welcome to Omnimaga!
it's good to see more RPGs, since Omni was originally an RPG HQ. duno much about basic, but good luck w/ your rpg! -------------------- Projects: In need of sprites...
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| Delnar_Ersike |
Posted: 13 Oct, 2007, 23:52
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![]() Lazy, procrastinating h4xx0r of doom Group: Members Posts: 587 Member No.: 283 Joined: 27 Dec, 2006 |
Welcome to the crazy world of Omnimaga! Here are your peanuts:
![]() As for knowing a lot about BASIC, I am positive you still have stuff to learn from some of us. -------------------- ![]() Current Projects: -Learning 83+ assembly (10%) -Setting up calc84maniac's on-calc assembler (postponed) -Working on a secret project (5%) Working on... -Learning 83+ assembly: On Day 7 in Learn ASM in 28 Days and still trying to get over my lazy streak -Setting up the on-calc assembler: Decided it is better to code assembly on a computer -Secret project: planning how I will make it, waiting for summer |
| xiaden |
Posted: 15 Oct, 2007, 11:41
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
Hey all =) thanks for the warm welcome. I have an update, and another problem. Right now the project is fragmented a little. It's got the pet name that all my ACSII mapped games get, theta man. But I’m stuck in the middle of the tutorial, and the battle conclusion menu, and the Item system is still completely inexistent, except an item or two that I might just get rid of completely (a revival medicine, that auto revives you at half (soon to be quarter) hp). I'm going to see if I can post the programs on Tuesday, or Thursday night at latest. Thetamans formally in beta (0.1) but the mapping system is in near final, with way cleaned up code. It’s ultra fast now, loading the next map almost the same speed that humans blink at. Also, I had a friend play for about two hours on his calculator, and the speed was only minimally slower (about half a second to a second) which I found was really weird. Considering the vast amount of variables being written, and output strings that fill the whole screen... usually it slows down really fast. Maybe its just because it's semi-small still. The setups still in subroutines, named accordingly: Game (theta) - actual run file. If this isn't what you run, then you can only do what is left from the last game, and it exits on ending the task =P Help (theta) (Theta) field (Theta) fight (Theta) map (Theta) roots
I’ll have to test that out, it sounds really useful. Thanks for the help. more later =) |
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| DJ Omnimaga |
Posted: 15 Oct, 2007, 12:45
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I'm glad this is progressing, keep up the good work again
Any chance of a screenshot soon? -------------------- |
| xiaden |
Posted: 16 Oct, 2007, 10:58
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
screenshot coming asap =P i'm still working on how the menus should look. it's a very fragmented project. =P i put the help file on hold till the rest is finished.
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| DJ Omnimaga |
Posted: 16 Oct, 2007, 14:52
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I would keep help file for the end and I would make it in readme form, not on calc. Or at least if it's gonna be on calc I would make it optional for the user, for people who want more space on their calc.
Usually when I did RPGs I started finding storyline chronology ideas and written them down, then started coding menu, then battle engine, then title screen with start/load screen, map engine, then finally imnplement events/triggers/storyline in the game as well as new enemies and bosses -------------------- |
| xiaden |
Posted: 16 Oct, 2007, 18:45
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
huh. well, i already have the storyline mapped out, just not hard coded at all =P and what i have done right now is:
(O=(theta)) gameO-Everything but the bootscreen helpO-just up to the movement and menu section. Ofeild-Four of the basic maptypes, and six screens total(not a very big world) Ofight-Attacking completed beyond beleif. defending? no. magic? no. item use? not even started. run away? yep =P Oitems-just tels you it's under development. then exits. Omap- Near completion. all thats left is to set the event trigger recognition(aka, storyline) What i'm currentlly working on is: choosing betwwen defense forms. setting the item values(potions cure?hp) setting the maptypes. I am thinking about just setting this into an assembly mould, with sprites instead of ascii coding. this would be kinda usefull, i could change up the way maps appear. |
| trevmeister66 |
Posted: 16 Oct, 2007, 19:10
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Post whore Group: Members Posts: 532 Member No.: 290 Joined: 8 Jan, 2007 |
Sounds good. I can't wait to see a screenie and possibly a demo
-------------------- ~~~~~~~Project Status~~~~~~~
Age of War > .1% < Retransfering Sprites Baseball > 2% < Menu's Learning ASM > 10% < Started first game, and have no idea what I'm doing ![]() (\__/) (='.'=)This is Bunny. Copy and paste bunny into your (")_(")signature to help him gain world domination. |
| DJ Omnimaga |
Posted: 16 Oct, 2007, 20:05
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I see you got some progress alerady
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| xiaden |
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
Idea. I'm not smart enough to figure out if this would be better or not. using:
And having tens to hundreds of maps... or:
And then peicemealing it out at the end. like taking subs from the wallsand adding the center into it, and such. it's a long formula =] . the top way uses less variable writes, but has a huge amount of data used(have to make each map tile seperatlly,Ex: one for exit up only, one for exit up and down) The bottom way uses less phisical memory but slows the game down a little bit quicker.it builds tiles on the fly, and just takes the predefined top left middle right and bottom tiles, and connects them, saves them to one string and list, then erases the temporary ones. which would you use? |
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| DJ Omnimaga |
Posted: 17 Oct, 2007, 14:45
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![]() Ragol666 Group: Founder Posts: 11283 Member No.: 1 Joined: 9 Apr, 2006 |
I would use the one that use less physical memory. How fast does it load maps in overall?
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| trevmeister66 |
Posted: 17 Oct, 2007, 15:34
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Post whore Group: Members Posts: 532 Member No.: 290 Joined: 8 Jan, 2007 |
It depends on how many physical maps you'll need... if it's overwhelming (even archived) then i would think sacrificing a little bit of speed for size wouldn't be a bad trade. Otherwise i would go with the preset maps.
-------------------- ~~~~~~~Project Status~~~~~~~
Age of War > .1% < Retransfering Sprites Baseball > 2% < Menu's Learning ASM > 10% < Started first game, and have no idea what I'm doing ![]() (\__/) (='.'=)This is Bunny. Copy and paste bunny into your (")_(")signature to help him gain world domination. |
| xiaden |
Posted: 18 Oct, 2007, 10:59
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Advanced Member Group: Members Posts: 41 Member No.: 3147 Joined: 9 Oct, 2007 |
I don't have a good readout on how fast the smaller version runs, but i'm almost one hundred percent sure that it is about twice as slow(which isn't saying much, because the maps show up lightning quick) it could be quicker, but i forgot a good way to get lists(as in more then one) to form a bigger list effectivly... like augument, but lots. i have it in a for loop right now, but i don't quite like that... it slows the game down quick. EDIT: I have it down now. not using a for loop, just a really really really long define list(or whatevery you would call it... it's like:
and put in a small loading screen, because i hate dead time, where you can't do anything but wait. Map is upgraded to V0.1, and i'm done with it till next version. If anyone wants to make some maps, becasue i'm lazy, go for it. the current tileset allows for:
Actually, i lied. maps not done.adding to the tileset. expect the store, housing, bridges, inside housing, Inns, and mountains(aka mazes) Most likely:-1:store(outside) -2store(inside) -3 inn -4 inn(inside) rest will be hard to predict. i'm trying to keep the programs light on memory, so the rest might jsut be different archive call programs. in fact i might just make each location a different tileset once i get into it =P This post has been edited by xiaden on 19 Oct, 2007, 11:36 |
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