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Messages - SJCubed

#1
Quote from: DJ Omnimaga on May 20, 2016, 10:24:23 PM
Also @SJCubed I found the Korean MCoG opening: Seriously what the hell? It sounds like something you would hear in a Care Bear or Teletubbies opening O.O (it reminds me the unfitting French opening for Dragon Ball Z). I guess maybe it has something to do with the different culture in Korea about anime back in the 80's (the Japanese version had different background music and sounds that sounded closer to anime of the 80's than western stuff)

Hahaha yeah this sounds like Korea's 80s kids show music. They were super cheesy back then. Korean music, like the current kpop, started around mid 90s IIRC.
#2
Other / Re: New member introductions: Say hello here!
November 05, 2015, 10:36:47 PM
oh man hnefatafl. AI was super hard to code especially since it was coded in BASIC. I'd love to see this game being ported to Axe or ASM tho, it would be really cool :)
#3
Other / Re: Personality test: Painting preference
October 04, 2015, 12:31:27 AM


Here's mine. guess I'm pretty feminine :P
#4
Quote from: DJ Omnimaga on October 03, 2015, 02:25:17 AM
Oh I see SJCubed. How long does it take to draw each icon, by the way?
I haven't coded drawing the icons yet (I drew that mockup on paint haha) but I assume each icon will take about one second.

Quote from: SiphonicSugar on October 02, 2015, 11:50:32 PM
I just noticed that using Horiz would probably be the best thing to use for dialog in my RPG...

It is going to be called Elzema, and no, that is not going to be the main character's name, because you get to choose that.
Good luck :)
#5
Using getKey would unfortunately be the only way.

http://tibasicdev.wikidot.com/custominput

I think you can use something like this technique.
#6
Contests / Re: CWick Contest #1: 140 characters
October 02, 2015, 03:05:21 AM
I would like to try out other people's entries as well :) Provided I can run it >.<
#7
Quote from: DJ Omnimaga on October 01, 2015, 10:21:02 PM
That's cool. Hopefully the final result won't be too large. As for pic vars, could you just use an hacked pic instead? It wouldn't take any of the 10 official slots, but it would still take 768 bytes of RAM. Or maybe the game could have an option to enable/disable cache?

There are multiple skill icons, and it's not static (meaning whatever skill you put in that spot, its own unique skill icon will show up). So using pic variable wouldn't work.
Quote from: c4ooo on October 01, 2015, 11:03:36 PM
Quote from: SiphonicSugar on October 01, 2015, 10:37:48 PM
This may end up being a dumb question, but how did you get the 5x3 letters and lines on the home screen?
She uses Horiz mode, meaning the home and graph screen are side by side...err top and bottom. The bottom is a 16*4 home screen shile the top is the graph screen.

Yup :) I use Horiz mode. Not many people use this mode, and I find it that this mode is what makes my RPG very special  :thumbsup:
#8
Black rectangle is just a placeholder and it will be replaced with something like F, X, @, etc.

Icons are displayed by just using Line( and Pt-On(. Due to the size of the icon, and my distaste for using pic variable, I don't think I'll really use text sprites.
#9
Double post, but just sharing what I accomplished so far.



Implemented the calendar and clock system. Moving and any kind of event will cost time.

In regards to this, certain quests are only available during certain days and time.

Also made more changes to the battle HUD (which I will share later once I actually code it).

Fleshed out 40 different items that will be included in the game.

I've also been brainstorming skills to be added in. So far, I have 17 skills. I'm aiming for at least 80+ different skills.
#10
Other / Re: MBTI types
October 01, 2015, 11:34:03 AM
I know I'm few months late, but just to chime in, I'm INTP.

For other INTPs, this article might be pretty insightful, or it might not help at all :P It's a pretty interesting article to read regardless.
http://intpexperience.com/page9.php

I got into the whole MBTI few years ago and I find it pretty cool to read about it, and make my friends take the test.
#11
A graphical, side-scrolling, turn-based RPG for TI-83/84+SE.

It is programmed in pure BASIC, without any help from asm libraries except one, which will just help with archiving and unarchiving programs due to the size.

It uses ASCII Art for map and Horiz mode to display menu, HUD, conversation, etc.

It has been over 6 years since I first started this project, and it went through probably hundreds of rewrites, design changes, engine changes, and so on.

So far, movement, dialogue, and event handling engine is 100% complete.
HUD design is almost complete, I should say 80% of it is done.
Inventory engine is about 30% complete. Battle engine has not been coded yet, but the battle design has been fully made and documented.
Equipment engine has not been started. Equipment design is the part I'm working on right now.
Story line is at its infancy. I have vague idea on how it should go, but the actual detail has not yet been planned out. With that said, quests have not been implemented yet either.


This is the planned battle screen HUD.


This old screenshot shows how movement, event handling, and menu will look like. Menu HUD has gone some changes, while the movement and event handling has been kept intact.

The part I'm working on is the equipment design and the skill design.

So far, I have 9 different weapons, shield, quiver, 3 different helms, 3 different armors, boots, and amulet as equipment.
Edit: Just made changes. There will be 8 different weapons, shield, 4 different helms, 4 different armors, boots, and amulet.

Each equipment will have randomly generated stats. So each equipment you find or craft will be unique.

Different skills might require different type of equipment to be equipped to be able to use.

Battle is not random. You will choose when to battle.


I stopped developing this game about 3 years ago because of life events and me losing interest in calculators, but I actually kept the game design alive and made a huge progress since I wanted to make this game on PC.
However, programming a full RPG for a PC as a one-man project proved to be far more difficult than programming a simpler version for calculator, so I have decided to return developing for TI-83/84+SE.

Because I was able to have such a long planning phase (basically for about 3 years), I'm confident that I will finally be able to finish this project, once and for all :D
#12
It is already in 1 program, with 3 game modes :)

Builderboy made the first game Factory, and then it was ztrumpet with his Factory Theta, and I made the last one, Factory X, and I compiled them to one program.
#13
PC, Mac & Vintage Computers / Re: Windows 7 Downloads
October 01, 2015, 02:27:40 AM
Quote from: DJ Omnimaga on October 01, 2015, 02:15:40 AM
But would Windows 10 in its current form also require special formating on a SSD or is it only on HDD that it's a problem?

SSD and HDD both would need special formatting. SSD is not much different from HDD in the way it is formatted. Only difference is how they work (electronic vs physical disk) and the speed.
#14
PC, Mac & Vintage Computers / Re: Windows 7 Downloads
October 01, 2015, 01:35:12 AM
I don't use Cortana too, and I use windows 10 similar to windows 8.1. so far, I never really had problems with windows 10 (other than some bugs which I was able to find solution for on google).

I'm mostly happy with windows 10 though.
#15
PC, Mac & Vintage Computers / Re: Windows 7 Downloads
October 01, 2015, 01:06:27 AM
yeah personally I never used vista. I went from windows 95 to 98 to xp to 7 to 8 to 8.1 to now 10 :P
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