CodeWalrus

Featured Member Projects => Walrii Games (TI/HP/PC/2600) => Topic started by: Unicorn on April 04, 2015, 05:03:56 PM

Title: AdventureWalrus! [CSE] [xlibC]
Post by: Unicorn on April 04, 2015, 05:03:56 PM
Hey! Since we don't have a completed game with :walrii: in it, I figured I'd make on!

It's going to be a small RPG, with basic leveling up, and 6 levels of enemies. No storyline, and there really won't tooooo much variety, being that I don't know how to use tilemaps.



[spoiler=old post]
Well, since we don't have a game featuring walrii and I really need to learn xlibC,  I decided to make a walrii game!
The whole idea would be to throw money at walrii and rack up the dough.

Don't expect it to be finished really soon because, well its my first time.

So yeah! I'll be posting questions and updates and screenshots here in the future!
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on April 04, 2015, 05:07:37 PM
Interesting! and have you heard about super Walrii land? :P
Title: Re: MoneyWalrii!
Post by: Unicorn on April 04, 2015, 05:11:18 PM
Oh yeaah...

Well,for the cse.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 04, 2015, 07:00:54 PM
It would be nice. How would gameplay and controls be like?



Quote from: Cumred_Snektron on April 04, 2015, 05:07:37 PM
Interesting! and have you heard about super Walrii land? :P
I think he meant a game available for download or finished. :P
Title: Re: MoneyWalrii!
Post by: Unicorn on April 04, 2015, 07:02:58 PM
Probably just moving side to side as a person pressing 2nd to throw money at the moving Walrii.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 04, 2015, 07:04:48 PM
So it would be like a reverse-Avalanche clone?
Title: Re: MoneyWalrii!
Post by: Unicorn on April 04, 2015, 07:06:06 PM
I guess, have you ever played keepin (http://www.ticalc.org/archives/files/fileinfo/452/45228.html) it real on the CSE? It should be something like that.
Title: Re: MoneyWalrii!
Post by: CKH4 on April 04, 2015, 09:09:23 PM
Sounds pretty cool, will you be using sprites or ASCII ( please say sprites )?
Title: Re: MoneyWalrii!
Post by: Unicorn on April 04, 2015, 10:08:50 PM
SPRITES!!!!SPRITES!!!!
Title: Re: MoneyWalrii!
Post by: CKH4 on April 04, 2015, 10:10:44 PM
Yay! Good luck.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: DarkestEx on April 04, 2015, 10:21:10 PM
Good luck with it, Unicorn!  :thumbsup:
Title: Re: MoneyWalrii!
Post by: Unicorn on April 05, 2015, 02:40:01 AM
Thanks!
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 05, 2015, 06:04:12 AM
Yeah I was wondering about sprites when I saw the ticalc link. :P Unless someone used :3= as ASCII character for a walrus, making a game featuring Walrii, but where there's no sprite at all would have been a little strange. :P
Title: Re: MoneyWalrii!
Post by: Unicorn on April 05, 2015, 07:01:35 AM
Well yeah. Anyways, the background will be light blue and walrii will be rainbow!
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on April 05, 2015, 08:34:09 AM
But it will be some kind of Walrii Cookie Clicker? :P
Title: Re: MoneyWalrii!
Post by: Duke "Tape" Eiyeron on April 05, 2015, 08:39:20 AM
I would like to see a game like Burrito BIson Revenge (http://www.kongregate.com/games/JuicyBeast/burrito-bison-revenge), it'd be very fun! :p
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on April 05, 2015, 08:49:05 AM
Yeah.

also


Replace all the games with walrii ripoffs!
Title: Re: MoneyWalrii!
Post by: brentmaas on April 05, 2015, 03:56:11 PM
Quote from: Cumred_Snektron on April 05, 2015, 08:49:05 AM
Yeah.

also


Replace all the games with walrii ripoffs!
The Walrii Scrolls confirmed?
Title: Re: MoneyWalrii!
Post by: Unicorn on April 05, 2015, 04:48:12 PM
Cumred, no cookie clicker. It is now time to work on it today!
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 05, 2015, 04:48:42 PM
Quote from: Cumred_Snektron on April 05, 2015, 08:49:05 AM
Yeah.

also


Replace all the games with walrii ripoffs!
Let's not do like with Flappy Bird, though. :P Ideally, too, Walrii-based games should have a certain quality minimum. Eg this particular calc game would be fine since there aren't many similar games available for the CSE, but flooding ticalc.org with 5 different versions of Walrii-based tic-tac-toe games would not. That said, maybe Walrii game ideas should be discussed in a separate topic or in the Walrii fanart thread. :P
Title: Re: MoneyWalrii!
Post by: Unicorn on April 05, 2015, 05:11:02 PM
We could make a whole Walrii gameback!
A contest where everyone makes games with walrii and then they all get futured in the gamepack!
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 05, 2015, 06:16:23 PM
That could work as well, but we would need to make sure to not use any Lbl/Goto so that they can be combined. That said, having them separate would be fine as well, especially with the fact that a game pack would take a lot of space (even more than FF:MF)
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on April 05, 2015, 07:01:10 PM
You can even use Goto's with some ASM magic, maybe an app or something :P
Also maybe you can make a walrii subforum when there are getting more walrii games?
Title: Re: MoneyWalrii!
Post by: Unicorn on April 05, 2015, 07:32:32 PM
So anyways, I am currently setting up a virtual windows 8 to run tokens...

I wanted to ask, which walrii should I use? Pink, rainbow,or regular?

EDIT: I'll go with regular for now, I might add a feature to change the colors.

Please still suggest stuff though!
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 06, 2015, 01:59:29 PM
Quote from: Cumred_Snektron on April 05, 2015, 07:01:10 PM
You can even use Goto's with some ASM magic, maybe an app or something :P
Also maybe you can make a walrii subforum when there are getting more walrii games?
Maybe, but I would prefer not cluttering the board too much.
Title: Re: MoneyWalrii!
Post by: Unicorn on April 06, 2015, 07:04:52 PM
So, I ran into some problems. How do you export appvars from Tokens? Do I have to throw it into another IDE to export an appvar?

Also, is there any other xlibC tutorials other than the one tr1p1ea wrote on dcs.cemetech.net?

So a pink Walrii?
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 07, 2015, 07:05:31 AM
If I remember, there is an option somewhere that lets you edit sprites or tilesets in TokenIDE. In the sprite/image editor you can save as appvars IIRC.

There is no xLIB tutorial, unfortunately.
Title: Re: MoneyWalrii!
Post by: Unicorn on April 27, 2015, 08:20:31 AM
Anyways, this game is on hold for until I get my new computer and I finish adding new features to Caterite and Cat Nipper.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 28, 2015, 07:36:43 PM
What will happen to the project and others if you never get a new computer? Will you quit calculator programming? O.O
Title: Re: MoneyWalrii!
Post by: Unicorn on April 29, 2015, 09:53:36 PM
I will keep programing this, it will just take a long time as I can't use Token IDE on my home computer. If I quit programming, I will make a formal announcement :P
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on April 30, 2015, 01:50:00 AM
Ah Ok I hope that doesn't happen soon, though,and if you do I hope you stick around. :) Or maybe you could program on-calc?
Title: Re: MoneyWalrii!
Post by: Unicorn on April 30, 2015, 07:12:10 AM
Well, on-calc is hard doing sprites. I will not be leaving anytime soon, unless something unexpected happens.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on May 01, 2015, 04:14:29 AM
Ah right, I forgot about sprites. I guess it doesn't help that a lot of my games are ASCII :P
Title: Re: MoneyWalrii!
Post by: Unicorn on May 01, 2015, 04:54:11 AM
Yeah, but most of my other games are ASCII.
Title: Re: MoneyWalrii!
Post by: Duke "Tape" Eiyeron on May 03, 2015, 11:46:37 AM
ASCII isn't a bad taste proof. ASCII art is another style that a good designed should master. I saw pretty meat games done with this style in mind and it wasn't ugly to look at.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on May 03, 2015, 12:20:38 PM
Ascii can indeed be very awesome, like Three.js' ascii renderer (http://threejs.org/examples/#canvas_ascii_effect)
Title: Re: MoneyWalrii!
Post by: Unicorn on May 04, 2015, 05:09:06 AM
It sounds like I am going to order my new computer tonight, so I should resume this project by next week!
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on May 04, 2015, 06:29:47 AM
Awesome
Title: Re: MoneyWalrii!
Post by: Unicorn on May 04, 2015, 06:37:21 AM
Actually... Maybe by May 20 ;)

School ends then.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on May 04, 2015, 03:01:53 PM
Quote from: Duke "Tape" Eiyeron on May 03, 2015, 11:46:37 AM
ASCII isn't a bad taste proof. ASCII art is another style that a good designed should master. I saw pretty meat games done with this style in mind and it wasn't ugly to look at.
Yeah I meant the fact that using ASCII requires no time for pixel art. When I worked on Reuben, a lot of time was spent designing wall sprites. Had I needed to design monsters too I would have needed a few extra weeks.
Title: Re: MoneyWalrii!
Post by: Duke "Tape" Eiyeron on May 04, 2015, 08:53:12 PM
It's even harder to find good fonts for such projects like dual-layered ascii. Go find a font which allows you to have neat letters *and* enough flexibility to have the possiblity to dual-layer your art! :D
Title: Re: MoneyWalrii!
Post by: Unicorn on June 04, 2015, 08:38:11 PM
Welp, this is back in action, and I have a question!

I don't really understand how to get sprites into a program. I have Tokens and I have converted my sprite to Hex, but now, how do I get that Hex to become a sprite in the actual program? May I have some example code with an explanation?

No mockups or screenshots yet, but I am using the flying walrii sprite for this. :D
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 04, 2015, 10:15:26 PM
There's currently no way to convert individual sprites nor chunk of large sprites into xLIBC format. SourceCoder and TokenIDE both lack exporting to inline xLIBC sprite data features.

You need to place your sprites into a 128x64 image, then import it into TokenIDE, then export to a sprite sheet appvar from there.

This wastes a lot of archive space, but that's the only way to do it besides Celtic right now,and I don't recommend Celtic for sprites if you are gonna use xLIB in 160x240 mode, else it will get kinda complicated to deal with half of the screen at a time.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 04, 2015, 10:56:51 PM
Hmmm... Could celtic sprites work? I will have about 7 sprites on screen at once, but will it be fast enough?

Oh yeah, does the image need to be transparent?
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 04, 2015, 11:45:02 PM
Celtic sprites would work in 320x240, but using the entire screen is hard (I think coordinate 0,0 is -27,-39, or something similar) , because it was intended for use on the TI-BASIC graph screen, not full screen. Also IIRC they're much slower than xLIBC sprites. You can use both transparent and non-transparent images. You choose the color you want to be transparent. Check DCS wiki for more info.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 04, 2015, 11:58:56 PM
Th image for tye XLIBC spritesheet right?

So how would the xlibc spriting work? You make the spritesheet, then conver it to jex,then somehow call it in a program? Thats the part I can't really understand. <.<
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 12:13:36 AM
Celtic sprites use a totally different format. So I recommend using xLIB sprites. But of course you need to use an entire 8192 bytes large sprite sheet regardless of how many sprites you got, unless you want to type the entire hex by hand from memory or something, which isn't practicable. Basically, you make a PNG/GIF containing your sprites, 128x64, then import into TokenIDE, save as 8xv, then in DCS you need to load the appvar into temporary memory (see real(5,0 command at http://dcs.cemetech.net/index.php/DCSE:BasicLibs:ManagePic . To display sprites from that tile pic, you use http://dcs.cemetech.net/index.php/DCSE:BasicLibs:DrawSprite .
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 12:23:52 AM
Ok, Ithink I get it now. Thanks!
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 12:25:52 AM
No problem. Feel free to ask more questions if you have any. Make sure to check the wiki a lot, though, since it has very important info, and make sure to backup often too, because it's easy to get the white fuzzy screen of death with xLIBC (and while ON+Quit+2nd+OFF then ON sometimes fixes it, it isn't always the case)
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 02:24:09 AM
Yeah, backups are a must. So, what do you use to draw the sprite sheet? Gimp?
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 03:05:46 AM
I just use Paint.net or Photofiltre Studio.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 04:21:53 AM
So, I got all the backgrounds and sprites all set up (or so I thought) but when testing, nothing happens except for a small black rectangle appearing in the top left hand corner of the screen

Here's my code and the files.


\\just testing to see if it works
ClrHome
real(0,1,1
real(8,1,0
"MYWBG
real(5,7,0
"MWSPRT
real(5,0,0
real(4,0,3,3,1,1,7,0,1
Pause


The files:
Program (https://www.dropbox.com/s/ie452nze6pru6hp/MoneyWalrii.8xp?dl=0)
Sprites (https://www.dropbox.com/s/b3msnvnq9brxteq/MNSPRT.8xv?dl=0)
Background (https://www.dropbox.com/s/mzeaf1as8g92apf/MNYWBG.8xv?dl=0)

Any suggestions?

EDUT:It seems that it is displaying a (corrupted?) version of the walrii sprite, that is extremly small. The background is not appearing at all, soI think the problem is with the managepic commands that I used.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 01:55:31 PM
Seeing that the syntax of real(4,0 is real(4,0,X,Y,WIDTH,HEIGHT,XOFFSET,YOFFSET,TRANSINDEX,UPDATELCD,PICINDEXSTART,PICINDEX0,PICINDEX1...etc) , it seems that you are missing many arguments there. For Walrii, width and height is definitively 3, so I assume that's what your 3's are for. This then means that you forgot to specify X and Y at the start.

What is the 7 for in real(4, by the way? It seems like it would be to make the green color transparent, except that I recall the background being yellow in your pic (which would be 230 or 231). You also seem to be missing the pic index or something.


EDIT: Another but totally unrelated issue with your program: Since your program uses lowercase letters, it cannot be ran from the home screen, because the characters will change to prgmM!=>=DegreeSeqW?>.

EDIT 2: I can't seem to figure out the issues that prevents your background from being displayed, same for the sprite. However, there are typos in your program, such as MNYWBG and MNSPRT.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 04:56:02 PM
Oops. I had thrown that together really quick, I probably shoul have spent more time on it.
For the X and Y offsets, what are they? are they other coords fo the sprites?

Edit:So now the program displays a blue square about the size of the walrii sprite. I do not think Im loading the sprite data right,and the background still doesn't show even with the right string.:P
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 05, 2015, 05:58:02 PM
The x / y offset are probably the coord to start reading from the sprites from
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 06:00:05 PM
Ok, thanks for that clarification.

Now, I have the background done, and the sprite is next. Once I get those to things done, its pretty much simple from now on. :D
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 05, 2015, 06:01:04 PM
Oh cool. I hope you can share some screen soon :)
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 06:01:59 PM
Quote from: Cumred_Snektron on June 05, 2015, 06:01:04 PM
Oh cool. I hope you can share some screen soon :)
Yeah, I'll wait till the sprite works ;)
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 06:14:07 PM
Glad that the background was done. I don't get why the 32 color one wasn't working, though. Either Token fails to convert them right (my version even threw an error earlier when I tried) or Doors CSE 8.2 has a bug preventing them from working. But it seems to look nice with the pixelated one so it's OK.

As for the sprite, I don't get why it didn't work either. I only could manage to display one of the eye, Maybe you could try a different sprite routine such as DrawSpriteSequentialListA (where you only have to specify the first pic index)?
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 06:18:13 PM
Files if you want to take a look:
Sprites (https://www.dropbox.com/s/b3msnvnq9brxteq/MNSPRT.8xv?dl=0)
Background (https://www.dropbox.com/s/mzeaf1as8g92apf/MNYWBG.8xv?dl=0)
Program (https://www.dropbox.com/s/1kw4sexf1977ube/MNYWLRII.8xp?dl=0)

(https://usercontent.irccloud-cdn.com/file/YOvf5BVK/REAL%20PROGREAs.png)
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 08:39:43 PM
Ok so according to IRC it seems fixed now, right? I tend to be confused at xLIBC syntax because there are so many arguments >.<
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 08:41:06 PM
Yup, all fixed, and now time to move on to printing the coin. I think it shouldn't be too hard to do now. :D
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 08:49:51 PM
Also here is a properly converted Walrii:

(http://img.codewalr.us/walriiconversion.png)

The one to the left is the one you got, which seems to have been created from a 128x65 pic or something so it got resized.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 09:01:09 PM
Yeah, it had to be resized to work. and the white behind the wings is a cloud ;)
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 05, 2015, 09:24:40 PM
But why resizing it when it's already 24x24? ???
Title: Re: MoneyWalrii!
Post by: Unicorn on June 05, 2015, 10:09:25 PM
I used the .gif, which is 24x25.

Anyways, I think I'm pretty set, but, I still am having problems displaying the sprites, I can't seem to get the hang of pic indexing. I'll probably be able to understand better tomorrow when my brain is freshened up. ;)
Once I understand that, I should be able to finish this up fairly quickly.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 05, 2015, 10:20:52 PM
You should use Nearest neighbor scaling instead of linear when resizing pixel art btw :)
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 06, 2015, 01:41:30 AM
Quote from: Unicorn on June 05, 2015, 10:09:25 PM
I used the .gif, which is 24x25.

Anyways, I think I'm pretty set, but, I still am having problems displaying the sprites, I can't seem to get the hang of pic indexing. I'll probably be able to understand better tomorrow when my brain is freshened up. ;)
Once I understand that, I should be able to finish this up fairly quickly.
Didn't you get it fixed? Also remember the UpdateLCD argument: If it's set to zero, xLIBC will update the other half of the LCD and if it's set to 1, then xLIB will update it *and* switch view to the other half of the LCD. That's if you don't use that real(8,1 command, though. Basically, make sure that only the very last thing to be drawn on the screen has UpdateLCD set to 1. Everything else should be 0.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 06, 2015, 08:32:49 AM
Yeah, thats now fixed. So, time to set up the coin and get an idea for the player sprite. Any suggestions?
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 06, 2015, 09:40:28 AM
Another Walrii?
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 06, 2015, 04:08:56 PM
You could use just a mouse cursor? If 8x8 that would increase speed.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 06, 2015, 05:29:00 PM
Oo I like that. A purple mouse cursor. Yeah, I'll do that. SoI need to draw that sprite and then we have a player!  Also, how should the amount of money you make be displayed? Numbers on te side of the screen?
Title: Re: MoneyWalrii!
Post by: Unicorn on June 06, 2015, 11:41:57 PM
I guess a bump.

So, I got sprite erasing down, there's just a little flickering, and the rectangles I used to erase aren't tall enough. Easy enough to fix! Except the flickering, how would that be fixed? Any help there? Would I have to switch sides of the screen or something?

I haven't gotten around to drawing the player, so that's gonna happening tomorrow. If you don't' know yet, the player will be a purple mouse cursor. ;)

Anyways, screenshot!
(https://usercontent.irccloud-cdn.com/file/vS3d4l1j/Progreess%202.gif)

EDIT: So I got rid of all the display issues with the sprites except for the flickering. But, I was thinking, it kind of gives the illusion of flying/flapping.
Title: Re: MoneyWalrii!
Post by: alexgt on June 07, 2015, 04:41:02 AM
Quote from: Unicorn on June 06, 2015, 11:41:57 PM
EDIT: So I got rid of all the display issues with the sprites except for the flickering. But, I was thinking, it kind of gives the illusion of flying/flapping.
Yeah it kind of does look as if they are flapping, itf you could control the flickering somehow it could be more convincing?!
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 07, 2015, 09:08:43 AM
Yeah it looks a small bit weird, though that ould be the emulator. I like the art though :)
Title: Re: MoneyWalrii!
Post by: alexgt on June 07, 2015, 03:56:38 PM
They only flicker if they move right? if so then it would work for an animation without doing anything :)
Title: Re: MoneyWalrii!
Post by: Unicorn on June 08, 2015, 08:24:22 PM
Welp, I have the updated screenshot, but I kind of lost inspiration for today, making the walriis populate the screen much less. So, I'm gonna add the cursor to the spritesheet and code movement.

Then we'll see how I can do this.
(http://i.imgur.com/43Mutot.gif)

EDIT: Updated Spritesheet! There's gonna be a little surprise in there...

(http://i.imgur.com/rKwL4jD.png)
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 08, 2015, 09:00:58 PM
is it a loomey? :P I like the mouse sprite btw :)
Title: Re: MoneyWalrii!
Post by: Unicorn on June 08, 2015, 09:15:41 PM
No, it is not luuuuumoey. Sadly. It is yourface.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 08, 2015, 09:20:28 PM
(http://i.imgur.com/OsX4T5w.png)
same thing :trollface:
Title: Re: MoneyWalrii!
Post by: Unicorn on June 08, 2015, 09:21:01 PM
I told you, it is yourface. Anyways, we must make that walrii.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 08, 2015, 09:22:25 PM
Isn't there already a loomeywalrii? :P
Title: Re: MoneyWalrii!
Post by: Unicorn on June 08, 2015, 09:22:56 PM
A snakeLuuumeyWalrii

Welp, there's a problem. How am I going to erase the player sprite? The background is, well, very colorful. I can't use real(7,9 either. What should I do? Create a sprite that uses the same patter as the background to erase the player sprite? So yeah, thats about it. :(
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 08, 2015, 10:30:22 PM
There is a command to redraw only parts of the background. It's DrawPicSectionA (TI-OS Values) real(5,3,X,Y,WIDTH,HEIGHT,BGSLOT,UPDATELCD): http://dcs.cemetech.net/index.php/DCSE:BasicLibs:ManagePic

Title: Re: MoneyWalrii!
Post by: Unicorn on June 08, 2015, 10:32:36 PM
Oh really? Well, that's awesome. I don't have to worry about sprites more much longer now. Whew (-_(//));

Also, it seems like I am doing something wrong with the pic index.


real(4,0,P,0,2,2,0,0,4,0,1,3,4,11,12

Does not display the cursor right. So what am I doing wrong? It seems to be 3,4,11,12.

Oh, and here is the spritesheet:

(http://i.imgur.com/ImWa41R.png)

Thats about it for today!
Title: Re: MoneyWalrii!
Post by: AssemblyBandit on June 09, 2015, 12:39:02 AM
I don't know anything about the library but maybe change the pic index to 0: real(4,0,P,0,2,2,0,0,4,0,0,3,4,11,12
Title: Re: MoneyWalrii!
Post by: Unicorn on June 09, 2015, 06:38:51 PM
Yup, that was the fix. Somehow I got the tile names messed up with the index the spritesheet was loaded to.
Title: Re: MoneyWalrii!
Post by: alexgt on June 09, 2015, 07:40:14 PM
Looks cool :), when will you release it?
Title: Re: MoneyWalrii!
Post by: Unicorn on June 09, 2015, 09:28:50 PM
Probably in 1-2 weeks, if I don't procrastinate :P
Title: Re: MoneyWalrii!
Post by: Unicorn on June 10, 2015, 11:13:30 PM
bump.

So I am needing help! I am using a VERY crude way to display and erase the walruses. I think it needs to be totally rewritten. I want it to display the walruses for 3-5 seconds each, and then erase. So any suggestions on how to optimize and change the code?


ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
Repeat K=45
getKey→K
randInt(1,5→A
If randInt(1,100=2:Then
real(7,9,123,0,29,26,93,0
real(4,0,125+A-2,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=3:Then
real(7,9,30,0,28,26,93,0
real(4,0,35-A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=5:Then
real(7,9,58,0,30,26,93,0
real(4,0,58+A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,100=4:Then
real(7,9,91,0,31,26,93,0
real(4,0,97-A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If randInt(1,20=7:Then
real(7,9,1,0,29,26,93,0
real(4,0,1+A,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
N+1→N
End
If K=24
P-16→P
If K=26
P+16→P
If K=24 or K=26:Then
"MNYWBG
real(5,1,0
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End


And I can't figure out how to use the draw background command, hence the blue after the mouse cursor.

(http://i.imgur.com/8KJ5P5z.gif)

Well thats weird. The blue doesn't show up after the mouse cursor, but it does that on my calc, and I think the versions are the same.

Thanks in advance!


SO HAAAAAAAAAALP!!!! Please.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 10, 2015, 11:51:15 PM
It's strange that it would work on the emulator but not the calc. Have you tried archiving your work then doing a RAM clear?

Also I would recommend only moving one walrus per frame (use an extra variable that loops between 1 and 5 to know which walrus in the list needs to be moved around). This should help with the slow cursor movement.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 10, 2015, 11:55:58 PM
Yeah, the cursor movement was especially slow. But whats really going to happen is 1 or 3 walriis will be on screen for about 2-3 seconds, and then disappear, only to make room for 1-3 more!

Also, what do you mean by your above suggestion? Have only one If Then setup? I can't really get it.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 11, 2015, 12:00:19 AM
For example, if you had the following code:

Loop
Erase image 1
Update image 1 coordinates
Draw image 1
Erase image 2
Update image 2 coordinates
Draw image 2
Erase image 3
Update image 3 coordinates
Draw image 3
Erase player
Update player coordinates
Draw player
End


You could instead do the following

A = 1
Loop
Erase image A
Update image A coordinates
Draw image A
Increment A by 1 (and reset it to 1 if it's higher than 3)
Update player coordinates
Draw player
End
Title: Re: MoneyWalrii!
Post by: Unicorn on June 11, 2015, 12:02:09 AM
Ah... I think I see it now, it was hard to imagine in my head

Yup, lets see how this works...

Title: Re: MoneyWalrii!
Post by: Snektron on June 11, 2015, 08:03:21 AM
Quote from: DJ Omnimaga on June 11, 2015, 12:00:19 AM
For example, if you had the following code:

Loop
Erase image 1
Update image 1 coordinates
Draw image 1
Erase image 2
Update image 2 coordinates
Draw image 2
Erase image 3
Update image 3 coordinates
Draw image 3
Erase player
Update player coordinates
Draw player
End


You could instead do the following

A = 1
Loop
Erase image A
Update image A coordinates
Draw image A
Increment A by 1 (and reset it to 1 if it's higher than 3)
Update player coordinates
Draw player
End

Theoretically the first is faster though ;) i noticed a huge speed difference when i unrolled some of my asm code O.O
Title: Re: MoneyWalrii!
Post by: Unicorn on June 12, 2015, 03:03:04 AM
(http://i.imgur.com/urMsldA.gif)

ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
Repeat K=45
getKey→K
If T≤10:Then
randInt(1,100→M
real(7,9,M,1,0,29,26,93,0
real(4,0,1,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
T+1→T
If T≥10:Then
DelVar T
real(7,9,M,1,0,29,26,93,0
End
If K=24
P-16→P
If K=26
P+16→P
If K=24 or K=26:Then
"MNYWBG
real(5,1,0
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End


So now There are random blue lines everywhere and walrii only displays once. O.O

Any suggestions for that? I haven't had much time to look at it, so please bear with me if its a silly mistake.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 12, 2015, 08:58:25 PM
Well, I dumped it on my calc, and boom! Fuzzy green screen of death. I didn't change a thing. O.O Help me please...
Title: Re: MoneyWalrii!
Post by: alexgt on June 12, 2015, 09:01:27 PM
Screenshot?

That is not good O.O I hope that it works  soon :) As for help from me I don't know CSE Basic/ hybrib basic so no help there :(
Title: Re: MoneyWalrii!
Post by: Unicorn on June 13, 2015, 12:55:03 AM
Wel CSE basic is the same as 84+ basic, but yeah, hybrid seems tobe effecting it.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: Snektron on June 13, 2015, 10:15:27 AM
Is in only in your program or everywhere on the calc?

Maybe the fall scrabled your code :trollface:
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 13, 2015, 10:01:37 PM
Seems like you either tried drawing something that is a width or height of zero or tried drawing it outside the screen (although IIRC xLIBC supports clipping). I'M unsure what is causing the blue lines, but I didn't have time to try your code yet.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 13, 2015, 10:31:40 PM
Hmmm... I bettercheck my rectangles!  Yeah, the blue lines are quite the mystery...
Title: Re: MoneyWalrii!
Post by: Unicorn on June 16, 2015, 06:20:21 PM
bump, again

Just recently resent everything to my calc, without changing a thing, and there seems to be corruption. When displaying the sprites, the Walrus becomes white, and the mouse becomes green. I remade the spritesheets, but it still occurs, That led me to the conclusion that my code was the problem. But, I didn't change a think to do with displaying sprites! Any help here?




ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
19→T
Repeat K=15
real(2,0,0
Ans→K
T+1→T
If T=20:Then
randInt(1,130→M
real(4,0,M,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If T≥40 or U≥40 or V≥40:Then
DelVar TDelVar UDelVar V
real(7,9,M,1,29,26,93,0
real(7,9,M,1,29,26,93,0
real(7,9,M,1,29,26,93,0
End
If K=2
P-16→P
If K=3
P+16→P
If K=2 or K=3:Then
"MNYWBG
real(5,1,0
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End


File: zip (https://www.dropbox.com/s/qhdn7hgwn3hpwcx/Money%20Walruswalrii.zip?dl=0)

EDIT: All fixed! There was a problem with color offset, even though I didn't call it O.O
Title: Re: MoneyWalrii!
Post by: Unicorn on June 18, 2015, 10:47:48 PM
Bump.

Now, I think I'm gonna have troubles with sprite collision.

How would I check if sprite at A,B with a W/H of 16 meets another at D,C with a W/H of 16?

real(4,6,1,A,B,16,16,C,D,16,16 is what I get. Is that correct? If they do collide, they would return 1 to ans right? To check multiple sprites at once, would I need multiple real(4,6 commands?

Here's the code, if anyone wants to help.


ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
19→T
randInt(8,19→U
randInt(5,15→V
Repeat K=15
real(2,0,0
Ans→K
T+1→T
U+1→U
V+1→V
If T=20:Then
randInt(1,130→M
real(4,6,2,M,1,16,16,L,1,16,16,N,1,16,16 //HEre
If Ans=1
M+16→M
real(4,0,M,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If T≥40:Then
DelVar T
real(7,9,M,1,29,26,93,0
End
If U=20:Then
randInt(1,130→L
real(4,6,2,L,1,16,16,M,1,16,16,N,1,16,6 //Here
If Ans=1
L+16→L
real(4,0,L,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If U≥40:Then
DelVar U
real(7,9,L,1,29,26,93,0
End
If V=20:Then
randInt(1,130→N
real(4,6,2,N,1,16,16,M,1,16,16,L,1,16,16 //Here
If Ans=1
N+16→N
real(4,0,N,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If V≥40:Then
DelVar V
real(7,9,N,1,29,26,93,0
End
If K=2
P-25→P
If K=3
P+25→P
If K=2 or K=3:Then
"MNYWBG
real(5,1,0
real(5,3,P-25,104,16,16,0,0
real(5,3,P+25,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 18, 2015, 10:53:40 PM
Quote from: Unicorn on June 16, 2015, 06:20:21 PM
bump, again

Just recently resent everything to my calc, without changing a thing, and there seems to be corruption. When displaying the sprites, the Walrus becomes white, and the mouse becomes green. I remade the spritesheets, but it still occurs, That led me to the conclusion that my code was the problem. But, I didn't change a think to do with displaying sprites! Any help here?




ClrHome
real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
19→T
Repeat K=15
real(2,0,0
Ans→K
T+1→T
If T=20:Then
randInt(1,130→M
real(4,0,M,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If T≥40 or U≥40 or V≥40:Then
DelVar TDelVar UDelVar V
real(7,9,M,1,29,26,93,0
real(7,9,M,1,29,26,93,0
real(7,9,M,1,29,26,93,0
End
If K=2
P-16→P
If K=3
P+16→P
If K=2 or K=3:Then
"MNYWBG
real(5,1,0
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End


File: zip (https://www.dropbox.com/s/qhdn7hgwn3hpwcx/Money%20Walruswalrii.zip?dl=0)

EDIT: All fixed! There was a problem with color offset, even though I didn't call it O.O
That might explain some of the issues I sometimes had with First Fantasy development. I resorted to setting the color offset to zero manually at the game start.

As for your other issues, I can't really help now as I am too tired, but I'll check later I think. I am unsure how collision can be done with such layout, maybe using a matrix grid or something?
Title: Re: MoneyWalrii!
Post by: Unicorn on June 19, 2015, 09:51:07 PM
Hmm..

I was using the xlibc spite collision, real(4,6 and I think that will work for me, if I can figure out how to get it to work without nesting it in an If Then End loop.
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 20, 2015, 03:40:59 AM
Oh right, I forgot that xLIBC had sprite collision. I never got it to work before (which is why Reuben CSE died). Maybe @tr1p1ea could help since he wrote that part of DCSE but he isn't around often.
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: tr1p1ea on June 20, 2015, 02:06:51 PM
Brief explanation of sprite collision function, it tests for collisions between rectangular coordinates so if you have say a sprite that is:

X = 10
Y = 10
W = 8
H = 8

And you wanted to test if this 'rectangle' overlaps with an enemy sprite at:

X = 15
Y = 15
W = 8
H = 8

Like so:
(http://img.ourl.ca/c1.png)

Then you can use the function to check:

real(4,6,1,10,10,8,8,15,15,8,8

In which case they do collide so the result will be a list:

{1,1,0

{1 = collision found
  1 = number of collisions found
  0 = index of collision passed with real( statement

And since there was only 1 set of coordinates passed the first index that collided is 0 (the red square).

Another case:

Rectangles at:

X = 10
Y = 10
W = 8
H = 8

Tested against others where:

X = 15
Y = 15
W = 8
H = 8

X = 48
Y = 32
W = 16
H = 16

X = 8
Y = 0
W = 64
H = 16

Like so:
(http://img.ourl.ca/c2-1.png)

The call would be: real(4,6,3,10,10,8,8,15,15,8,8,48,32,16,16,8,0,64,16

And the result would be:

{1,2,0,2

{1 = collision found (would be 0 if no collisions occured)
  2 = number of collisions found (green and red)
  0 = collision with index 0 (red)
  2 = collision with index 2 (green)

Index 1 is the orange square for which there was no collision.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 20, 2015, 09:32:50 PM
Thanks for that info tr1p1ea! I think that may just make this whole thing work :D
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on June 25, 2015, 12:40:16 AM
Ooh nice tutorial tr1p1ea. I think it should be on the DCS wiki somewhere. :) And glad to hear Unicorn.
Title: Re: MoneyWalrii!
Post by: Unicorn on June 25, 2015, 11:44:08 AM
Yup! I just need to spend time testing and confirming that collision works, then its on to throwing the money :D
Title: Re: MoneyWalrii!
Post by: alexgt on June 25, 2015, 02:42:00 PM
Quote from: Unicorn on June 25, 2015, 11:44:08 AM
Yup! I just need to spend time testing and confirming that collision works, then its on to throwing the money :D
And on to convincing my friend to let me borrow his CSE :P
Title: Re: MoneyWalrii!
Post by: Unicorn on July 03, 2015, 03:05:16 AM
lol, well sprite collisions not working. So I think I'm not checking the list right, so I'm gonna try to fix that soon. Any good suggestions for commands that check lists? (I always have problems with them) :/
Title: Re: MoneyWalrii!
Post by: Dream of Omnimaga on July 08, 2015, 03:29:09 AM
I can't help unfortunately, since I myself had to quit Reuben CSE due to issues with collision D:. Maybe you could ask on Cemetech? Or maybe @tr1p1ea could help. You should post the code, though.
Title: Re: MoneyWalrii!
Post by: Unicorn on July 08, 2015, 12:49:10 PM
I'll try to post the code, but its a pain typing it all out :(

EDIT: Current Code, @tr1p1ea can you give me an idea of what I'm doing wrong with sprite collision?


real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
19→T
randInt(8,19→U
randInt(5,15→V
Repeat K=15
real(2,0,0
Ans→K
T+1→T
U+1→U
V+1→V
If T=20:Then
Lbl 1
randInt(1,130→M
real(4,6,2,M,1,16,16,L,1,16,16,N,1,16,16 //HEre
max(|LXL
IF Ans=2
M+24->M
If Ans=1
Goto 1
real(4,0,M,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If T≥40:Then
DelVar T
real(7,9,M,1,29,26,93,0
End
If U=20:Then
Lbl 2
randInt(1,130→L
real(4,6,2,L,1,16,16,M,1,16,16,N,1,16,6 //Here
max(|LXL
IF Ans=2
L+24->L
If Ans=2
Goto 2
real(4,0,L,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If U≥40:Then
DelVar U
real(7,9,L,1,29,26,93,0
End
If V=20:Then
Lbl 3
randInt(1,130→N
real(4,6,2,N,1,16,16,M,1,16,16,L,1,16,16 //Here
max(|LXL
IF Ans=2
N+24->N
If Ans=1
Goto 3
real(4,0,N,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If V≥40:Then
DelVar V
real(7,9,N,1,29,26,93,0
End
If K=2
P-25→P
If K=3
P+25→P
If K=2 or K=3:Then
"MNYWBG
real(5,1,0
real(5,3,P-25,104,16,16,0,0
real(5,3,P+25,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: tr1p1ea on July 14, 2015, 04:43:24 AM
Im looking into the issue, just wondering what the expected behaviour is?
Title: Re: MoneyWalrii!
Post by: Unicorn on July 14, 2015, 01:27:32 PM
The sprite x coord (L,M, and N) gets changed up 16 pixels when the collision is found
Title: Re: MoneyWalrii! [CSE] [xlibC]
Post by: tr1p1ea on July 16, 2015, 01:08:31 AM
So this will be between the sprites on the top row?
Title: Re: MoneyWalrii!
Post by: Unicorn on July 16, 2015, 01:19:16 AM
Yeah, I made a few changes, so there's new code. It still didn't fix it though :( Thanks for looking at it.

real(0,1,1
real(8,1,0
"MNYWBG
real(5,2,0
"MNSPRT
real(5,0,0
DelVar NDelVar BDelVar K
19→T
randInt(8,19→U
randInt(5,15→V
Repeat K=15
real(2,0,0
Ans→K
T+1→T
U+1→U
V+1→V
If T=20:Then
Lbl 1
randInt(1,130→M
real(4,6,2,M,1,16,16,L,1,16,16,N,1,16,16 //HEre
If max(|LXL=2 or max(|LXL=1
Goto 1
real(4,0,M,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If T≥40:Then
DelVar T
real(7,9,M,1,29,26,93,0
End
If U=20:Then
Lbl 2
randInt(1,130→L
real(4,6,2,L,1,16,16,M,1,16,16,N,1,16,6 //Here
If max(|LXL=2 or max(|LXL=1
Goto 2
real(4,0,L,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If U≥40:Then
DelVar U
real(7,9,L,1,29,26,93,0
End
If V=20:Then
Lbl 3
randInt(1,130→N
real(4,6,2,N,1,16,16,M,1,16,16,L,1,16,16 //Here
If max(|LXL=2 or max(|LXL=1
Goto 3
real(4,0,N,1,3,3,0,0,4,0,0,0,1,2,8,9,10,16,17,18
End
If V≥40:Then
DelVar V
real(7,9,N,1,29,26,93,0
End
If K=2
P-25→P
If K=3
P+25→P
If K=2 or K=3:Then
"MNYWBG
real(5,1,0
real(5,3,P-25,104,16,16,0,0
real(5,3,P+25,104,16,16,0,0
End
real(4,0,P,104,2,2,0,0,4,0,0,3,4,11,12
End
Title: Re: MoneyWalrus!
Post by: Unicorn on August 10, 2015, 06:00:45 PM
BIG changes. So I've decided to revamp the game, making it into a kind of gathering game, with occasional enemies and a shop. So sort of like an RPG, but a bit different. ;)

The original game idea seemed a bit boring, hence the change. And I'm going to change sprite sizes, or maybe have the game be full screen, but probably not.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 10, 2015, 07:26:43 PM
Intersting. I guess an RPG or resources manager game would be cool. I wondered if this game was still alive.
Title: Re: MoneyWalrus!
Post by: Unicorn on August 10, 2015, 07:27:36 PM
Yeah, I kinda had gotten stuck on sprite collision, then decided that this game wouldn't be as fun as it could have. ;)
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 11, 2015, 02:27:06 AM
It would still have been interesting, but perhaps more appropriate for the HP Prime due to its touchscreen. ANd yeah sprite collision in xLIBC can be a nightmare. >.< (I tried) But again I am so used to taking the pxl-test route :P
Title: Re: MoneyWalrus!
Post by: Unicorn on August 11, 2015, 02:56:23 AM
Yeah, the lists were to much for me :P

Anyways, I never thought about using a touchscreen for this....
Title: Re: MoneyWalrus!
Post by: Unicorn on August 14, 2015, 09:04:45 PM
So, I decided to go with a 32 color BG pic as my background. I have that in, along with my walrus sprite. But, I can no longer erase the way I used to. I used to use the DrawPicSection command to erase the sprite, and I want to do the same here, but it appears that it doesn't work. When running the code, it displays some weird static-like images where the background would be, and all movement becomes slowed. The getkey updates very slowly.
I have checked that the appvar names are the same, but it still happens. O.O

real(0,1,1
real(8,1,0
"MNYBG
real(5,7,0
"MNYSPRT
real(5,0,0
DelVar K
Repeat K=15
real(2,0,0)->K
If K=2
P-16->P
If K=3
P+16->P
"MNYBG
real(5,6
real(5,3,P-16,104,16,16,0,0
real(5,3,P+16,104,16,16,0,0
real(4,0,P,104,2,2,0,0,4,0,0,0,1,8,9
End


Any suggestions @tr1p1ea ?
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 15, 2015, 12:16:41 AM
Sadly I don't think DrawPicSection will work with 32 colors backgrounds. You absolutely have to use the 80x60 ones IIRC.

You should instead take your background, split it into 8x8 tiles, store those tiles into a tilesheet then reconstruct that background with a 20x15 tilemap. That might take a while but it would allow you to only draw parts of the background at once and it would be 160x120.
Title: Re: MoneyWalrus!
Post by: Unicorn on August 15, 2015, 01:43:08 AM
ugh. If there is no other way, I think I'm going to have to use a regular bg. :(
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 15, 2015, 01:49:32 AM
It might sadly be the best option. A tilemap would also work, although it takes much more work.
Title: Re: MoneyWalrus!
Post by: Unicorn on August 15, 2015, 07:06:41 AM
Ok, so I converted over to a regular BG, and I now have the walrus sprite displaying and moving around, and it simuates changing rooms. I think I'm going to use  a matrix to map out the rooms and things, so thats circling in my head right now. Screenshots coming!

here's a Screenshot! The bottom black box will be for stats, and I need to add some sort of animation for entering rooms...

(https://usercontent.irccloud-cdn.com/file/JZ55UDFN/1439628719.gif)
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 15, 2015, 07:11:35 PM
This looks kinda cool so far. You should make the bottom box a different color than green, though, unless it's an energy bar, else it kinda looks a bit strange with the grass being green. Also it reminds me of Intellivision games for some reasons :P
Title: Re: MoneyWalrus!
Post by: Unicorn on August 15, 2015, 07:20:55 PM
Good idea, should I make the box purple?

EDIT: I also need a way of transitioning form room to room. How should I do that?
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 18, 2015, 04:01:02 PM
I was thinking about dark purple for the inside and white for the border.

As for room transitions you need to display the picture of both rooms at once, but only display parts of each, depending of which direction you scroll in.
Title: Re: MoneyWalrus!
Post by: Unicorn on August 25, 2015, 03:53:54 AM
I'll add the information changes, and I am using a screen invert to change rooms, it looks good enough :)
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on August 26, 2015, 06:07:57 AM
Do you mean the screen colors are just inverted while the other map is loading? That might make people think they are taking damage. :P
Title: Re: MoneyWalrus!
Post by: Unicorn on August 27, 2015, 05:09:09 AM
Naa... and that reminds me, I promised some screenshots today. They ARE coming.

(http://i.imgur.com/buBRuXo.gif)
Title: Re: MoneyWalrus!
Post by: Unicorn on September 30, 2015, 04:13:06 AM
bump:

Well, I have the fighting engine just about done! :w00t:

Anyways, just a quick question: Does the delay and graphics suffice for each person, you and enemy? Tell me what you think! (I want ideas :) )

(https://usercontent.irccloud-cdn.com/file/VHaNLiIz/1443550015.gif)

And I really need to make a bug report for those display issues.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on September 30, 2015, 04:19:26 AM
THis looks good so far and I'm glad that you have made progress. My suggestions:

If you add a background to battles, instead of making the enemy/walrii sprites blink inside an inverted square, you should just change COLOUR_OFFSET with real(0,3,5,VALUE then redraw the sprite, then change COLOUR_OFFSET back to zero then redraw the sprite again and so on. If the offset is 255 it will make the sprite outline become white and setting it lower might change some other colors. This would create a nice effect like in some SNES RPGs when enemies attack and Reuben Quest series used a similar effect too.

During battles you should keep the energy UI intact (the purple box should remain) for the sake of consistency.

Maybe make the purple box border white instead of black? And perhaps make it with a gradient (eg the inside of the border could be gray and the outside white)
Title: Re: MoneyWalrus! [CSE] [xlibC]
Post by: tr1p1ea on September 30, 2015, 04:20:15 AM
Looks great! Glad that you are working out the functions - everything seems to be coming together nicely :).
Title: Re: MoneyWalrus!
Post by: Unicorn on September 30, 2015, 04:24:29 AM
Hmm, yeah, I should put the status bar on the bottom in the fighting program. I'm not sure what you mean about the offset, I guess I'll have to take a look at that. I don't really want to make another background AppVar, so is there some other animation you could suggest for an attack?

Thanks at ton for the suggestions! :)

And thanks, tr1p :D
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on September 30, 2015, 05:21:00 PM
For the battle background you could just make some sort of gradient with rectangle commands. I am not sure for attacks. Also by color offset you would need to check xLLIBC wiki. Basically, it makes the sprite colors rotate around the xLIB color spectrum (eg with an offset of 255, black becomes white)
Title: Re: MoneyWalrus!
Post by: novenary on October 01, 2015, 12:29:48 PM
Looking good so far, I see you used Chibii. :P
Title: Re: MoneyWalrus!
Post by: Unicorn on October 03, 2015, 02:35:16 AM
Quote from: Streetwalrus on October 01, 2015, 12:29:48 PM
Looking good so far, I see you used Chibii. :P
Chibii? Do you mean the icon?


DJ: I guess I may do then when the game is finished, for know I just want it done.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 03, 2015, 03:51:05 AM
Chibii is the name of the 16x16 :walrii:

Good luck Unicorn :)
Title: Re: MoneyWalrus!
Post by: Unicorn on October 03, 2015, 05:01:14 AM
Quote from: DJ Omnimaga on October 03, 2015, 03:51:05 AM
Chibii is the name of the 16x16 :walrii:
Ah, didn't know.

Anyways, I should hopefully get a good amount done tonight
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 03, 2015, 05:05:55 AM
Cool to hear. Do you still have a crapload of stuff to add yet besides maps?
Title: Re: MoneyWalrus!
Post by: Unicorn on October 03, 2015, 05:12:42 AM
Quote from: DJ Omnimaga on October 03, 2015, 05:05:55 AM
Cool to hear. Do you still have a crapload of stuff to add yet besides maps?
Well, I need to figure out how to make the map have borders, or maybe I shouldn't.... Anyhow, I need to figure that out, along with leveling up health and stuff. I'm thinking that when you beat a boss you get a token that you can use to upgrade health or attack.

And actually this is probably going to be called WalrusAdventure now.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 04, 2015, 08:34:00 PM
For borders you could draw the map as it is in screenshots above, but for maps with exits, you could just draw a plain rectangle on the appropriate side to create an exit. That rectangle would be brown like the floor, of course. You would also need to add a green grass border at the bottom above the HUD, though. As for the token thing, I like the idea. You could get money when defeating enemies to buy items, and bosses would allow you to upgrade 1 specific stat or something. Some bosses could be secret so you would need to find them.
Title: Re: MoneyWalrus!
Post by: Unicorn on October 06, 2015, 04:03:05 AM
To prevent confusion, I have a list of what is going to happen.

MAP
~ It will be an infinite map, with 1 room you can go through at a time.

ENEMIES
~ Whenever you move, there is a random chance that you will find an enemy.
~ The enemies any level, between 1 and 6
~ Bosses are level 7
~ Your damage is changeable, by buying attack upgrades, using coins you get from beating enemies.
~ You damage dealt will be maxed out, depending on your level, which at that point, you can either fight the boss, to upgrade 2 levels, or get enough coins to upgrade
~ If you beat a boss, you get to level up to an even number.  If you level up by buying, you increase by one level.
~ So far, you can only go up to about level 7, which is when you try to beat the final boss, bringing peace to WalriiLand, or wherever.

HELP
~ I would like to see more suggestions for battle animations.
~ Please also suggest ideas you have, like more walruses, boss types, and such.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 06, 2015, 05:25:03 AM
How will you find bosses, by the way? Will there be a specific pattern or set of objectives to follow to spice the game up and not make it too repetitive?
Title: Re: MoneyWalrus!
Post by: Unicorn on October 07, 2015, 02:58:30 AM
Quote from: DJ Omnimaga on October 06, 2015, 05:25:03 AM
How will you find bosses, by the way? Will there be a specific pattern or set of objectives to follow to spice the game up and not make it too repetitive?
That is something I haven't gotten to yet. What do you suggest? I'm thinking that when you get to a certain level, the boss starts appearing in fights.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 07, 2015, 03:09:06 AM
That could work, but the probleem is that it would kinda make the game too simple and render any story obsolete, since all you would do is move in random directions and fight anything on your path with no goal.

I prefer games with objectives, so the boss, for example, would need to be located in a specific location (or randomized at the game start?) or perhaps you could make Walrii find crystals, which would each hide one of the bosses but in order to summon said boss, you would need to find a special item for each crystal?

You wouldn't really need a tilemap I think. Just a list and two variables that gets incremented or decremented as you move from a map to another. It would scan through the list on screen loading to check if one of the boss matches your location, and pxl-test would check if you are trying to walk on the crystal.
Title: Re: MoneyWalrus!
Post by: Unicorn on October 07, 2015, 03:29:52 AM
Quote from: DJ Omnimaga on October 07, 2015, 03:09:06 AM
That could work, but the probleem is that it would kinda make the game too simple and render any story obsolete, since all you would do is move in random directions and fight anything on your path with no goal.

I prefer games with objectives, so the boss, for example, would need to be located in a specific location (or randomized at the game start?) or perhaps you could make Walrii find crystals, which would each hide one of the bosses but in order to summon said boss, you would need to find a special item for each crystal?

You wouldn't really need a tilemap I think. Just a list and two variables that gets incremented or decremented as you move from a map to another. It would scan through the list on screen loading to check if one of the boss matches your location, and pxl-test would check if you are trying to walk on the crystal.
Hmmm... Maybe, I just have a menu, or a certain place where you find the boss, like just south of spawn. You would be able to teleport to spawn, if you need to, though it would cost coins.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 07, 2015, 03:37:14 AM
That could work, so we don't get stuck and stuff. Also, I wonder if xLIBC supports color hue change for background pictures? Because when you progress past a certain point on the map you could change the hue of the map to make it look like you are in a new area.
Title: Re: MoneyWalrus!
Post by: Unicorn on October 07, 2015, 03:39:36 AM
I would have to create a whole new map, I think.
Is there any way to do this, @tr1p1ea  ?
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 07, 2015, 03:48:23 AM
Try running real(0,3,5,25 before displaying your map to see what happens. Does it look any different? (Don't forget to run real(0,3,5,0 afterwards, though. If my guesses are right, then it should look like this:

(http://img.codewalr.us/test2.png)

It's also possible to draw parts of a picture, so you could draw the map and HUD separately so the HUD wouldn't have the color hue change.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 10, 2015, 07:08:25 PM
@Unicorn , have you gotten the chance to try my suggestion above to see if it works?
Title: Re: MoneyWalrus!
Post by: Unicorn on October 10, 2015, 07:25:17 PM
Quote from: DJ Omnimaga on October 10, 2015, 07:08:25 PM
@Unicorn , have you gotten the chance to try my suggestion above to see if it works?
Sorry I didn't see your post. It does work, in a way, it on does weird things to the walrii sprite, not to the background.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 10, 2015, 08:48:08 PM
Strange, I guess @tr1p1ea didn't had color hue changes to bgpics.

An idea could be to add extra graphics in each map corner using sprites. An idea I have in mind are castle pilllars to make it looks like you are navigating through ruins and stuff. Those could have different colors in different areas, maybe?
Title: Re: MoneyWalrus! [CSE] [xlibC]
Post by: tr1p1ea on October 11, 2015, 11:11:40 PM
Yeah I don't think that feature was added, I'll have to look into the possibility of adding it if there are any future releases.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 12, 2015, 01:04:44 AM
That would be cool, although I guess it's not 100% necessary. If @Unicorn wanted to, then he could just convert his picture into a tilepic, get rid of duplicates then make a tilemap out of it. Then he can take advantage of color hue changes. Since his map is so simple I bet that the result would end up being smaller.
Title: Re: MoneyWalrus!
Post by: Unicorn on October 12, 2015, 06:50:35 AM
Would it be worth the time to set the map into a tilemap? Should I just leave it as a bg?

In any case, I'm going to restructure enemy fights and leveling. Then, I guess I'll do the hard stuff in the map.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 12, 2015, 06:58:18 AM
I think you should make it a tilemap, but first of all, could you post a PNG of your background picture and your sprite sheet as PNG? I might have a tool that can separate big pictures into 8x8 chunks.

Question, how will enemy stats and levels work? That is stuff that you should maybe consider writing down in Notepad. Planning is better for such project and you should also write down each variable you use and what they are used for.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 13, 2015, 02:51:28 AM
@Unicorn now that I got your PNGs I have converted them into a sprite sheet them appended the result to your existing sprite sheet. Sorry, but the tiles are scrambled so to form your map you'll have to do some puzzle-solving or make a map editor :P

(http://img.codewalr.us/MnyWlriiSpritesheet.png)

But at least your sprite sheet will remain the same file size, while you'll save memory on a background picture.
Title: Re: MoneyWalrus!
Post by: Unicorn on October 15, 2015, 07:14:12 AM
You know what, I just need to work on re balancing fighting and leveling up, then I'll work on this, hand in hand with boss fights. I'm thinking that if I need to, I'll just create an extra background. This is an RPG after all, 3 AppVars won't be TOO much of a big deal.
Title: Re: MoneyWalrus!
Post by: Dream of Omnimaga on October 17, 2015, 10:46:29 PM
Do you mean background scene for boss fights? ALso what do you plan the experience/level up curve to be, such as how much experience is needed per level, HP, MP and attack power per level?
Title: Re: MoneyWalrus! [CSE] [xlibC]
Post by: 123outerme on October 24, 2015, 12:20:50 AM
This is looking pretty good! I'm excited to see how it'll turn out. Even though it seems we are both working with the same basic ideas, our products are vastly different.
Title: Re: AdventureWalrus!
Post by: Unicorn on November 19, 2015, 11:49:09 PM
So an updated list of info. Kinda a way to help me remember what the heck I'm doing with my leveling and attacking engine. :P

MAP
~ It will be an infinite map, with 1 room you can go through at a time.

ENEMIES
~ Whenever you move, there is a random chance that you will find an enemy.
~ The enemies are set to a level, between 1 and 6 depending on your level
~ Bosses are level 7
~ To get to bosses, you have to pay between 10 and 30 XP in the menu to get to the boss fight.
~ Your attack will get better as you level up
~ You can buy Potions with your XP
~ If you beat a boss, you get between 40 and 80 XP
~ So far, you can only go up to about level 7, which is when you try to beat the final boss, bringing peace to WalriiLand, or wherever.
Title: Re: AdventureWalrus!
Post by: alexgt on November 20, 2015, 03:54:18 AM
Wait, did this turn into an RPG when I was away O.O?! sorry a little late <_<
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 20, 2015, 06:15:46 AM
How will the enemies and bosses look like? Will they be different monsters or will they be some of the walruses?
Title: Re: AdventureWalrus!
Post by: Unicorn on November 21, 2015, 08:45:45 AM
Essentially, the monsters are multicolored circles, and the bosses are a black red squarish face.

In terms of progress, I need to change attacks as you level up, and get boss sprites working. That is most iminent, then I will add the leveling engine.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 22, 2015, 08:03:51 AM
I have an idea: What about having bosses so that when you defeat them, they turn into a walrus? Then it would say that you have managed to free one more walrus, X more to go.
Title: Re: AdventureWalrus!
Post by: Unicorn on November 23, 2015, 05:29:00 AM
Quote from: DJ Omnimaga on November 22, 2015, 08:03:51 AM
I have an idea: What about having bosses so that when you defeat them, they turn into a walrus? Then it would say that you have managed to free one more walrus, X more to go.
Yes! Great idea, that'll help me build a small storyline to go with it. Should they turn into a regular :walrii: or a random one?

Ok, so I've pretty much got the levels and enemies all balanced out, now for the bosses. After that I'll set up leveling and xp, and I may release a download!

Storyline Idea:
      A shape plauge has spread through WalrusLand, making the people into monsterous circles and the walruses into black, hideous sqares. You are the last, and first walrus. So, travel the lands and battle the circles and squares to save WalrusLand, in WalrusAdventure!


Suggestions?
Title: Re: AdventureWalrus!
Post by: Unicorn on November 23, 2015, 11:37:16 PM
bump
[spoiler=Another Updated List:]

MAP
~ It will be an infinite map, with 1 room you can go through at a time.

ENEMIES
~ Whenever you move, there is a random chance that you will find an enemy.
~ The enemies are set to a level, between 1 and 6 depending on your level
~ Bosses are level 7
~ To get to bosses, you have to pay between 10 and 30 XP in the menu to get to the boss fight.
~ Your attack will get better as you level up
~ You can buy Potions with your XP
~ If you beat a boss, you get between 40 and 80 XP
~ So far, you can only go up to about level 7, which is when you try to beat the final boss, bringing peace to WalriiLand, or wherever.

HEALTH
~ Max health every level:
   0 = 100
   1 = 105
   2 = 110
   3 = 115
   4 = 125
   5 = 160
   6 = 180
[/spoiler]

So, I need to now implement leveling and XP, along with the savefiles, then I will release a file.

Screenshot!

(https://usercontent.irccloud-cdn.com/file/8OwOSKfW/1448322129.gif)

Max level enemy and max player.

Boss fights haven't been implemented yet.

[spoiler=Storyline Idea:]
      A shape plague has spread through WalrusLand, making the people into monstrous circles and the walruses into black, hideous sqares. You are the last, and first walrus. So, travel the lands and battle the circles and squares to save WalrusLand, in WalrusAdventure!
[spoiler]

Suggestions?

Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 23, 2015, 11:47:14 PM
You could make them turn into a regular Walrii for now, and if you end up with extra sprite space then you could use a pink one instead.

As for the story, something to keep in mind is that in Super Walrii Land, humans had been gone for several thousand of years by the time walruses mutated into their various forms (due to nuclear fallout). But I guess it could work if only two kind of walruses (eg the pink and gray ones) existed. :P

Other suggestions:
-Make sure to keep the random encounter rate from being annoying. Running into an enemy every step can get annoying.
-Make sure that the difficulty increases over time, to avoid making the game repetitive.
-Since you can buy potions, maybe XP should be renamed to points or skills points? (SP) It would be more realistic.
Title: Re: AdventureWalrus!
Post by: Unicorn on November 24, 2015, 06:38:19 AM
I think they will turn into a pink or some other colored one, and they are like your offspring. 

I also am thinking about adding a stun ability, called walrus breath. Not exactly sure where I coud implement that, maybe at level three and you have to spend xp to use it.

As for the random encounter rate, it shouldn't be to bad, and I'll have people testing for that, hopefully.

Same thing with difficulty, I think I may implement a random map to the dungeon, to remove repetition once the game is ready.

About the XP, I think it'll stay xp, unless someone has a better name for a leveling count/currency.

List components:
Health
Level
XP
Dungeon Location X
Dungeon Location Y
Potion count
Player location X (To be implemented with random dungeons)
Player location Y (To be implemented with random du geons)

Am I missing anything?
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 24, 2015, 06:59:46 AM
What you could do is make the color walrus appear on a plain color background, then draw a 24x24 square, then paste a walrus with its inner color set as transparent there, so you could change the color to anything, but then you would lose the shading.

As for currency I just thought it was weird that experience is used as money, but it's your call. HP, LV, XP, dungeon location X, Y, potion count seems fine, but will there be a variable for dungeon ID or will it be one large dungeon? Also, you need a X/Y for Walrii.
Title: Re: AdventureWalrus!
Post by: Unicorn on November 24, 2015, 07:07:20 AM
I'm thinking one dungeon that changes with your level so I can save a variable.

I can reverse the walrus process you described there for when you free the walruses from shapness.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 24, 2015, 05:07:44 PM
By the way, have you converted the background into a tilesheet yet?
Title: Re: AdventureWalrus!
Post by: Unicorn on November 25, 2015, 05:04:18 AM
Nope. I'm gonna put a green part of the background into my spritesheet, and display that for dungeon changes.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on November 25, 2015, 07:51:03 AM
I see then. Just make sure that the game doesn't look too redundant/repetitive/bland.
Title: Re: AdventureWalrus!
Post by: Unicorn on January 26, 2016, 08:16:57 PM
I've had some idea, as well as some changes.

Your health will be capped when you reach a certain level, and to level up you need to get xp from defeating monsters. When you level up, you get points that you can spend of your attack or health pots.
The map will be a tilemap when I figure out how to make one. I think I might release a beta soon, as battling is balanced, and health pots are pretty much done. It doesn't save to a list yet, and probably won't until I get a storyline going.

For now, I need to finish health pots and implement xp.

So yeah, in the future, if someone wants to test out the battling and make sure it isn't broken, PM me please ;)
Title: Re: AdventureWalrus!
Post by: alexgt on January 26, 2016, 09:15:48 PM
sounds Awesome!!!
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on January 27, 2016, 05:30:14 AM
Feel free to ask help in a different topic if you need tilemapping help. :) Also I like the level up points. :)
Title: Re: AdventureWalrus!
Post by: Unicorn on January 27, 2016, 05:44:28 AM
Quote from: alexgt on January 26, 2016, 09:15:48 PM
sounds Awesome!!!
Quote from: DJ Omnimaga on January 27, 2016, 05:30:14 AM
Feel free to ask help in a different topic if you need tilemapping help. :) Also I like the level up points. :)

Thanks!
I don't think I will need tilemapping help (thanks to a tutorial by PT_, but I will ask if I need it!
Title: Re: AdventureWalrus!
Post by: Unicorn on January 31, 2016, 07:42:08 PM
The menus are all done, I just need to implement points to attack and points to health points. Then comes xp and leveling, and after that I may release a alpha/beta version for someone to test outt the battleing and leveling system.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on February 01, 2016, 01:12:28 AM
Glad to see updates. Do you have screenshots?
Title: Re: AdventureWalrus!
Post by: Unicorn on February 01, 2016, 05:33:02 AM
no... I will make some when I get xp and points working.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on February 24, 2016, 02:21:02 AM
Have you gotten any luck finding more time to work on this Unicorn?
Title: Re: AdventureWalrus!
Post by: Unicorn on February 24, 2016, 05:06:05 AM
Not really... I've been busy getting distracted with arduino things as well as getting a little bit bored of working on this. I probably will get to working on it periodically.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on March 01, 2016, 06:00:04 AM
Aah ok. Feel free to share your Arduino stuff in the hardware section, by the way. I hope AdventureWalrus doesn't die, though. Maybe once you finish your FloodIt game you could attempt making a TI-84+CE C version of Adventure Walrus?
Title: Re: AdventureWalrus!
Post by: Unicorn on March 01, 2016, 06:01:43 AM
Quote from: DJ Omnimaga on March 01, 2016, 06:00:04 AM
Maybe once you finish your FloodIt game you could attempt making a TI-84+CE C version of Adventure Walrus?
That is quite ambitious, I don't think it needs the speed boost, though. I'll just make sure its xLIBCE  compatible ;)
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on March 01, 2016, 06:04:47 AM
Yeah true. I just thought about it if the game remains simple, since it could be a nice learning project since you got into C :)

And it will work on xLIBCE if you don't use Celtic commands like I do in First Fantasy and that you make sure to stick to 160x120 mode.
Title: Re: AdventureWalrus!
Post by: Unicorn on June 20, 2016, 02:56:49 PM
So I've been doing somethig to ths program, ad I have a question. How do the uservars work in terms of stroage? Are they like regular ti variabes that are protected from ram clears? If someone else uses thesame number uservar will it change my data? Ishoud use lists, anyway, right?
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on June 20, 2016, 06:42:58 PM
Hm good question actually. I always thought that they were stored in some SafeRAM area that is erased on RAM clears or when exiting an xLIBC program.
Title: Re: AdventureWalrus!
Post by: Unicorn on June 20, 2016, 09:01:47 PM
They didn't seem to change when the ram was cleared, but maybe they do. Anyways, will store the values to a list.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on June 20, 2016, 10:09:57 PM
Oh, then if they don't change it's actually nice. Maybe @tr1p1ea could provide more info about this? I wonder if this could be used for some BASIC tricks such as shells or other things...
Title: Re: AdventureWalrus! [CSE] [xlibC]
Post by: tr1p1ea on June 20, 2016, 10:19:42 PM
USERVARS are only really temporary storage to be used at runtime. I do suggest lists etc for more permanent storage.

Other users can indeed overwrite your data if they use the same USERVAR number, RAM clears i'm not completely sure about however other libs/shells/programs etc can overwrite the data as well.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on June 20, 2016, 11:01:12 PM
Yeah I guess if another xLIBC game is ran after this one then this could definitively be an issue. It would definitively have been interesting if someone could have made some sort of BASIC file manager or something for practice that managed to keep its folder structure saved inside uservars and preserved after a RAM clear. I generally prefer lists anyway, although I guess on the CSE RAM is more limited.
Title: Re: AdventureWalrus!
Post by: Unicorn on June 21, 2016, 08:47:49 PM
Awesome, thanks for clarifying. I've  made a mistake in this programming progress, I haven't marked down all my variables. :$

Guess when I have time ill drop in in sourcecoder and look at all the variables.
Title: Re: AdventureWalrus!
Post by: Dream of Omnimaga on June 22, 2016, 07:28:54 AM
Ouch. I tend to do that sometimes, but only for very small games that don't use many or if I am sure I'll finish the game in just a few weeks.