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Messages - Pieman7373

#16
VERY EXCITING PROGRESS!!!!!!



This is super exciting, because I got some help from PT_, and he was like "Its super easy to figure out which list element you are standing on from just the coordinates" Then he told me how (it was so simple, i kick myself that i didnt think of  it) and then i was like "OMG, THANK YOU! NOW I CAN DO REAL COLLISION DETECTION AND NOT HAVE HUNDREDS OF LINES OF ANNOYING, UNNECESSARY CODE!!!!"

Oh and i added lost of debug numbers on the screen (i'll label'em for you guys)



To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions
*Add opening menu with option to either continue game or start new game
*game wont try to load a save if it is empty
*Implement saving
*Add Player stats (i capped the gold at 5 digits, just for you, Kerm :3 )
*add function menus
*make quitting the game be a menu option, not pressing [clear]
*Add REAL collision detection (so far, you cant walk on stone blocks or water, but it is easy to add on to)

*add the first town (60% done)
*Add the whole map (like 5% done)
*finish the menu menu (F4)
*add encounters, 1 in 30 chance per movement step (only actually encounter a real enemy in the first world tilemap so far)
*Finish the encounter screen [make otions actually work (other than run)]

*add items
*add game mechanics (like leveling up, and the effect it has on your stats)
*add fighting


Blue slimes have a 3/5 chance of appearing, and red slimes have a 2/5 chance
Also, there is a 1/5 chance of successfully running from a slime


Also, just proof that saving does indeed work:
#17
Hey, @PT_, Can i have a small asm snippet to check boundaries?

***Pieman7373 hides
#18
Yeah, i have been working quite closely with @PT_  to make this  and i have helped him find many bugs and prompted the additions of new features. As of right now, i am pretty sure that i am doing it in the most efficient way possible...
But that is NOT very efficient at all  :crazy: 417 of my 888 lines of code are used to make the boundaries in just the 12 rooms that i have so far... there are 26 rooms in the first castle alone, and at least 6 or 7 more castles/towns... and that is not including the humongous overworld (@DJ Omnimaga) so... unless a more efficient way emerges, i will likely run out of space (or my program will become too large for ICE to hendle)
#19
Quote from: c4ooo on May 26, 2017, 10:13:52 PM
I didnt mean collision array ;) I mean one boolean value for each tile. Then if you have a tile with ID 5, you check if the 5th element is true / false. This is the fastest / most efficient method possible.
The tilemap data cant even be checked while i am moving around, so i have to hardcode boundaries and  actions based on coordinates (a good 1/3 of my code is just that)


PROGRESS!!!!!!!!!!!!

Some pretty sexy progress, if i do say so myself :3

To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions
*Add opening menu with option to either continue game or start new game
*game wont try to load a save if it is empty
*Implement saving (DONE! loading works on-calc, but not in CEmu for some reason)
*Add Player stats (i capped the gold at 5 digits, just for you, Kerm :3 )
*add function menus
*make quitting the game be a menu option, not pressing [clear]

*add the first town (60% done)
*Add the whole map (like 5% done)
*hardcode the boundaries for each screen (5% done)
*finish the menu menu (F4)
*add encounters, 1 in 30 chance per step, they just dont do anything important yet :P
(encounter chance will go up and down depending on the section of the world you are in)

*add items
*add fighting


(BTW, the numbers show up fine, CEmu is just weird with the screenshots sometimes, also, you arent gonna be able to change your stats like that in the game, that is just for debugging :) )
#20
I FOUND A MORE RECENT BACKUP!! Now my on-calc version is the same as the one in the most recent screenshot :D :w00t:
(still only 12/26 rooms, but that's fine)
#21
Adding the rooms themselves is super simple... hard-coding the transitions and the collision detection is what sucks :banghead:
Also @DJ Omnimaga can you check your Cemetech PM's ? (it has to do with this game)
#22
Soooo, i kinda accidentally deleted the ICE source for this game off of my calculator (***Pieman7373 kicks PHASM for having evil bugs and for messing up UndeleteCE)... some good news is that i had a back-up on SC (i probably would have died otherwise)... Some bad news is that it is farther behind than i thought it was... Another piece of good news is that i am pretty sure that the back-up is only behind in terms of how many rooms i have added in the game (when i lost the source, i was in the progress of adding room 22 out of 26 of the first town, and the back-up has only 6-ish out of 26...)

This is the updated to-do list:

To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions
*Add opening menu with option to either continue game or start new game
*add the physical menu options (accessed using the function buttons)(they mostly do nothing as of yet)
*Implement saving (saving works, i broke loading)

*add the first town (20% done) <=== :'(
*Add the whole map (like 5% done)
*hardcode the boundaries for each screen (5% done)
*add menu options (accessed using the function buttons)(1 of 3 added)
*fix loading a save
*add player stats and items
*add enemy encounters and fighting
#23
Made some more progress:


To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions
*Add opening menu with option to either continue game or start new game
*add the physical menu options (accessed using the function buttons)(they mostly do nothing as of yet)
*Implement saving (saving works, i broke loading)

*add the first town (75% done)
*Add the whole map (like 5% done)
*hardcode the boundaries for each screen (5% done)
*add menu options (accessed using the function buttons)(1 of 3 added)
*fix loading a save
*add player stats and items
*add enemy encounters and fighting
#25
Yes DJ, I will do that :)

A little update on progress:

To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions
*Implement Saving {thank you PT_ for GetBASICVar( and SetBASICVar(}
*Add opening menu with option to either continue game or start new game
*add the physical menu options (accessed using the function buttons)(they mostly do nothing as of yet)

*Add the whole map and each town (like 5-10% done)
*hardcode the boundaries for each screen (5% done)
*add menu options (accessed using the function buttons)
--in game save menu (the keypresses work, but the menu wont draw right :o)
*add player stats and items
*add enemy encounters and fighting
*other stuff that i cant remember right now


I sorta broke saving, but i am trying to fix that rn
#26
Because of the limitations of the language I'm using, there is no collision box data 😂😂
#27

More progress, and i added the map

To-do List:
*Make a way to draw the 16x16 sprites on-calc (luv ya CalcMeister)
*Devise a method for drawing each screen and the transitions

*Add the whole map and each town (like 5-10% done)
*hardcode the boundaries for each screen (5% done)

*add menu options (accessed using the function buttons)
*add player stats and items
*add enemy encounters and fighting
*other stuff that i cant remember right now
#28
Another Screenshot:

Added rooms 3 and 4 (and the room number shows  in the top left :P ) And added the outermost boundaries in all of those rooms'
For anyone who hasnt played this game before, here is the complete map of the first town (Tantegel) here it is:


Quote from: PT_This looks really nice! The text is somewhat blurry, do you have the ability to change that or so? :)
That is because of my 128x120 sprite (that i scale x2)... i can have it be full sized, it would just take up way too much space, lmao
#29
 Oh, well i definitely won't buy all of them, lol  :w00t:
#30
Does that mean it will be cheaper? :P  :ninja:
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