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Fallout 84+

b/Calculator Development Started by kegwaan, December 14, 2015, 10:26:33 PM

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u/kegwaan December 17, 2015, 01:21:01 AM
So I took some advice and I am starting to learn Axe. I've gotten simple grayscale sprites and the ability to move them around the screen:

(It looks better on calc, jsTIfied behaves a little weird. I also didn't know how fast I was moving the sprite because recording a GIF slows the emulator down)
I might stick with that sprite, based on this image:

however I might change my mind.

I also discovered that Fallout 1 had a demo (http://fallout.wikia.com/wiki/Fallout_Demo), that took place in only one town and had a shorter story line. I'm going to first recreate the demo, and maybe after that I will add to it. I've also seen that making a checklist helps a lot of people, so here we go:

       
  • Add map and tiles
  • Collision detection
  • Add other characters (with movement)
  • Dialogue
  • Combat system
  • S.P.E.C.I.A.L., traits, and skills
  • Title screen
That's kind of a long list, but I tried to organize it by importance.
If you see anything missing from that list, let me know. See you soon, hopefully with number 1 on the list close to finished. ;)
Last Edit: December 17, 2015, 02:14:52 PM by kegwaan
u/alexgt December 17, 2015, 02:55:32 AM
That seems like a great idea, glad you are learning Axe. Asm programs are much more enjoyable than BASIC since they are almost always faster ;).
And good luck as always.
u/Dream of Omnimaga December 17, 2015, 08:28:15 AM
Recreating the demo within the calculator limits would probably be a good idea. Also glad to see you are learning more :)
u/alexgt December 17, 2015, 02:05:12 PM
And once you have the engine down you can just add more to the game ;)
u/kegwaan December 17, 2015, 02:13:55 PM
Quote from: alexgt on December 17, 2015, 02:05:12 PM
And once you have the engine down you can just add more to the game ;)
Maybe I could include a program to make your own maps for the game  ;)
But before I get into the complicated stuff, I need to get the basics down first. So does anyone have some good tips and resources on how to tilemap in Axe? I haven't found any good resources on the tilemapping techniques.
u/alexgt December 17, 2015, 02:36:02 PM
Go here if you want to find out more of ask a question https://codewalr.us/index.php?topic=165.msg2970#msg2970
u/DarkestEx December 17, 2015, 03:27:52 PM
First, making your game for the 84+ in Axe using grayscale deserves a big thumbs up  :thumbsup:

Second, I used time maps in two step. It supports compression to save RAM, allows changing the current level in RAM and has some other important features such as portals. I am more than willing to give you my code.
Note that you can only use 16 different tiles when using compression. I also made a scriptable level editor for it (in axe too and right on calc). It uses a very fast way to translate tiles into sprites by using a lookup table to work with the tiles. Gray scale support can be added relatively easy.
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