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Recent Posts

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1
Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu (Released!)
« Last post by 123outerme on Yesterday at 09:35:06 pm »
It doesn't matter what extension you use, it matters how you parse it. So if you have a map as a plain text of hexedicimals, you can't just read it as a binary file, and would have to translate it. Unfortunately do to a currently broken laptop I can't share any code, but I can say that using raw binary data might actually be easier, but reading a plain text of hexedicimals isn't hard either, especially if your maps are already in that format :)

That's what I recently did, just used a plain text file full of the hexadecimals. What I could do is write a program to translate the plaintext into binary, but for now I don't need the headache that is writing file I/O code for the tilemap loader for the 3rd time.
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Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu (Released!) ti-84+ series hybrid basic
« Last post by c4ooo on Yesterday at 09:33:09 pm »
It doesn't matter what extension you use, it matters how you parse it. So if you have a map as a plain text of hexedicimals, you can't just read it as a binary file, and would have to translate it. Unfortunately do to a currently broken laptop I can't share any code, but I can say that using raw binary data might actually be easier, but reading a plain text of hexedicimals isn't hard either, especially if your maps are already in that format :)
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Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu PC Port
« Last post by 123outerme on Yesterday at 09:20:38 pm »
I added a new screenshot, which you can see below, and updated the Github link.


I now have collision detection (strangely I didn't actually show it off here though), CSE map-format loading, and map transitions! A lot of collision has been implemented as of now, not everything, but most things. I can now load the xLIBC tilemap format, meaning I can reuse CSE maps, further meaning I don't have to make a single map for this project. Map transitions all fully work, whether they be doors or going to the edges of the screens. I'm really excited for the progress that comes next, because that means stuff like menus, battles, save file(s), and more!
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Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu (Released!)
« Last post by 123outerme on Yesterday at 04:27:39 pm »
Read tilemaps byte by byte. Its more efficient and not at all hard, as long as you know how to open a file.
Honestly if I could figure how to read the xLIBC hex map format (which I assume each byte is just each tile in a row, "returning" after 20 tiles), that's what I'd go for. If I were to put
 a plaintext hex string in a .bin file, would it be able to be read? Or would I have to translate the hex to binary?
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Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu (Released!) ti-84+ series hybrid basic
« Last post by c4ooo on Yesterday at 04:23:52 pm »
Read tilemaps byte by byte. Its more efficient and not at all hard, as long as you know how to open a file.
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General Music Talk / Re: What are you listening to?
« Last post by Juju on Yesterday at 04:16:11 am »
Ah yeah, that OP is real good.

I'm cleaning my house (you know why), nowadays I often pop a DJ S3RL mix up on YouTube and I do my work. It's nice.

3-hour mix here, enough for a good 3 hours.
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General Music Talk / Re: What are you listening to?
« Last post by Strontium on Yesterday at 04:05:40 am »
my favorite OP from a show ever

audio on youtube is poor but it's on Spotify too, Connect by ClariS
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General Music Talk / Re: Have you ever been to a music concert?
« Last post by Strontium on Yesterday at 04:02:08 am »
Saw Iron Maiden again, and Metallica a few weeks after
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Sorcery of Uvutu (TI-84+/CSE) / Sorcery of Uvutu PC Port
« Last post by 123outerme on August 17, 2017, 09:45:20 pm »
I'm learning C; primarily for computer usage, although I would love to figure out CE development. I figured that a good way to progress my skills, as always with hobbyist programmers, is to make a game. However, I love Sorcery's sprites too much (especially @LD Studios ' great main character sprite that I have yet to give a name), so I can't just make a new game in a new genre. I have to stick to my roots and create a port! Hopefully I'll be able to see this one through, since I'm well aware this time around about how time-consuming making maps will become. I plan to make this version another fully-fledged port of the CSE original.

It's built in C using SDL. SDL can also combine with OpenGL for all of you OpenGL beasts, although I'm not gonna be using that for this project. Here's the Github repo if you want it. Here's the list of stuff I have to get done for me to call the engine complete, and then the stuff for me to call the game complete:
(click to show/hide)
(click to show/hide)

(go here for all screenshots)
In this new screenshot, I show off that I've completed all map transition code (including moving to new screens from the screen borders), collision detection, and the fact that I can now read the CSE map format instead of the monochrome map format, basically eliminating the need to make maps again. And, I'm really glad I figure out how to do this (not without, of course, some inspiration from @c4ooo . So now, a lot of the work for the future has been drastically cut down, and I don't have to worry about the race to finish maps.
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Sorcery of Uvutu (TI-84+/CSE) / Re: Sorcery of Uvutu (Released!)
« Last post by 123outerme on August 17, 2017, 08:30:54 pm »
Sorcery of Uvutu PC or sequel? O.O
I was thinking port first, then probably sequel if I can stomach it. I hope that I create another great mapmaking tool, since so far, in this upcoming screenshot (which I'm gonna make a whole new topic about) I blend CSE tiles with monochrome map storage. That decision will probably make it harder to port maps from the CSE (since I have to copy every tile by hand instead of winging it).


Screenshot courtesy of the Windows 10 Xbox app, so all my Xbox friends can see what a huge nerd I am.

I tell you, the hardest part was figuring out how to make a file reader read my map storage format. I spent a good 1.5 or 2 hours putting it together so it can read maps out of a txt file, and it can't even read multiple lines yet! It's some crazy code right now, and if anyone wants to see the code stuff I'm most proud of doing, feel free to ask. I also show off the text box I'll probably use (although I'll add borders and stuff later) and TI's (copyrighted?) font. I also added a % to the font (not that I needed it here, it was for another project), so technically? it's my font (probably not).
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