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Dragon Warrior (-ish thing) CE

Started by Pieman7373, April 27, 2017, 07:39:07 am

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DJ Omnimaga

That makes me wish I did not quit calc programming. I did tilemapping before so maybe I could have found workarounds. But having to check 800 boundaries must cause massive slowdowns O.O


No, because it's programmed in ICE ;) :trollface:

DJ Omnimaga

That's still 400+ If blocks, though O.O


May 30, 2017, 06:24:35 pm #48 Last Edit: May 30, 2017, 07:01:41 pm by Pieman7373

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:

DJ Omnimaga

Awesome! I was a bit worried that collision detection was impossible due to various ICE limitations, which kinda scared me cuz most tilemap games need it. Glad it was solved. Also screenshots look amazing as always.


Yes, I was very excited about It as well!
And thank you!  :w00t: <3


I havent worked on this much, the only thing i have done is add a saving indicator that lets you know that the game actually saved

I also added a cursor in the beginning instead of having to press a number

sorry that the gif is soooo unnecessarily long

DJ Omnimaga

Good to see thisis still alive. I was abit worried when you switched to 68K programming lol


Quote from: xlibman on June 17, 2017, 05:17:18 pm
Good to see thisis still alive. I was abit worried when you switched to 68K programming lol

Oh yeah, I wouldn't give up in this! 😂  I was just trying out 68k basic because I got an 89T :ninja:

DJ Omnimaga

You could do a (less smooth) 68K port eventually, once you master Basic on the TI-89 :P


"Once you master basic on the TI-89" means never, because I am mediocre at best with z80 Basic, and I suck at everything else that I know (basically ICE and CSE  hybrid basic)


Nice :thumbsup:
what are you using to program it  ???
The maker of Xenon.


It looks really good so far! The graphics are very medieval-looking!


Quote from: Alvajoy123 on June 22, 2017, 09:10:53 pm
Nice :thumbsup:
what are you using to program it  ???

He is using ICE, as stated several times in the thread ;)
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June 24, 2017, 06:28:11 am #59 Last Edit: June 24, 2017, 06:31:29 am by Alvajoy123
Can I please take a look at the code  (-_(//));
The maker of Xenon.

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