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Author Topic: Curse of the Minotaur  (Read 7178 times)

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Offline Art_of_camelot

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Curse of the Minotaur
« on: August 02, 2015, 01:23:57 am »
Cross-posted from Omnimaga:

As some of you might have noticed, I've been busy posting in the Game mock-ups thread. I've decided to turn these mockups into something more and actually make them into a fully fledged game! In case you haven't seen, here are the mockups and test tiles so far:







The game is currently planned to be done in pure BASIC, but I may end up resorting to some ASM/ASM libs to read from archive if things get to big. Stay tuned for more!
« Last Edit: August 23, 2015, 04:57:20 pm by Art_of_camelot »



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Re: Unnamed RPG
« Reply #1 on: August 02, 2015, 06:13:22 am »
Wait, how do you get the sprites working in basic? Text sprites? Anyways, sounds good!
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Offline Art_of_camelot

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Re: Unnamed RPG
« Reply #2 on: August 02, 2015, 01:44:57 pm »
Yep, I'm using text sprites.

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Re: Unnamed RPG
« Reply #3 on: August 02, 2015, 04:51:45 pm »
Wow I am curious about how text sprites will turn out for such complex game. Will you use large fonts or small ones? Hopefully you can get a decent speed. Good luck and nice to see you're still into calcs :)
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Offline Art_of_camelot

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Re: Unnamed RPG
« Reply #4 on: August 02, 2015, 04:57:10 pm »
I'm using small fonts. I'm thinking speed will be ok, but it depends on how complex the tile mapper ends up being. I want to have foreground an background tiles. I have rough ideas for how to do it, but I'm unsure how it will turn out speed wise once I actually write the code.

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Re: Unnamed RPG
« Reply #5 on: August 02, 2015, 05:00:50 pm »
If you do end up using asm for something I'd definitely say that its worth it to do the drawing rather than the other stuff as that tends to make what would be a great game only an OK game.
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Re: Unnamed RPG
« Reply #6 on: August 02, 2015, 05:09:42 pm »
There aren't nearly enough pure BASIC games recently, and that's one of the reasons I want to do this in BASIC. I want to show of that BASIC can still do really cool (and pretty games). However; this is subject to change, and I may end up going a different direction if I feel it's needed.

Offline xlibman

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Re: Unnamed RPG
« Reply #7 on: August 02, 2015, 05:18:28 pm »
I have one that used dual-layer ASCII but it hasn't been worked on in a long while. My goal with it was to have a small RPG that is still somewhat long to beat, but I was mostly into color models lately.

Also I think Art's goal is to make the game in pure basic to show what the language is capable of in terms of graphics. While I tend to prefer dual-layer ASCII due to its much faster speed, text sprites offers more possibilities. If speed is a concern, you could store the displayed map into a picture so that when you enter the menu then exit, the screen is redrawn instantly.
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Offline Art_of_camelot

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Re: Unnamed RPG
« Reply #8 on: August 02, 2015, 05:22:40 pm »
Yea, this aims to be on the smallish side, and not super huge. Also, Pics will definitely be used for quick recall as you say. I'm still amazed that Joltima manage to fit in RAM. I know it's an ASM rpg, but it's still an impressive feat.

Offline CKH4

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Re: Unnamed RPG
« Reply #9 on: August 02, 2015, 05:41:55 pm »
Oh yeah I completely get the trying to see more ti basic games.

Also @DJ Omnimaga was the karma change an accident?
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Re: Unnamed RPG
« Reply #10 on: August 02, 2015, 05:45:26 pm »
Yeah, especially considering it was made 17 years ago with minimal documentation. ASM code sometimes ends up getting larger or as large as BASIC because it's compiled instead of interpreted. With BASIC all you need to clear the screen is 1 byte of RAM (ClrHome). It's data that becomes horribly large in BASIC.

@CKH4 it was due to the fact it is frowned upon over here to tell a project author to switch to a different language when the author states that he intends to use a specific one for this project. We also tend to discourage singling out people's work solely based on used language/platform/OS/etc. In summary, BASIC vs ASM discussion should stay in different topics.
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Offline CKH4

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Re: Unnamed RPG
« Reply #11 on: August 02, 2015, 05:58:03 pm »
Ah, I did not mean it like that.

Art it wasnt meant as a you should change but if you do decide to move something to asm like you mentioned in the original post I was suggesting the display routines. I went back and read it and I didn't realize that you had said archive related stuff. Sorry.
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Re: Unnamed RPG
« Reply #12 on: August 02, 2015, 06:55:16 pm »
Actually, now that you mention archive, I missed the part of his post about how he might need archiving libs. I guess that would be fine considering the limited calc RAM. Illusiat 13 is entirely pure BASIC except the archiving/unarchiving part of the game.
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Re: Unnamed RPG
« Reply #13 on: August 02, 2015, 08:51:18 pm »
@CKH4: It's fine, I didn't take it that way. As I said, this project may change direction anyway depending on the needs of the program. Using ASM to do the graphics could be a possibility at some point, but the initial direction is more or less pure BASIC.

@DJ Omnimaga : I agree, trying to keep the data small is what will prove challenging. It's going to be an interesting experience to say the least. The amount of space text alone will take is a scary prospect. x.x

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Re: Unnamed RPG
« Reply #14 on: August 02, 2015, 10:33:33 pm »
so if need be, you will switch to some lib like xlib?
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