[Staff][Beta] Pure TI-le

Here you can find side projects of the staff and great projects which we think should get extra support. (Note that featured projects are not projects by staff members of MaxCoderz)

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threefingeredguy
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Post by threefingeredguy »

I love the stairs and the floor tiles (they look like old brick). I also like that little guy from the first screenshot. Good program.
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DarkAuron
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Post by DarkAuron »

I'll probably be making a lot more tiles soon, I just need to work on the menu system and text events now.
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tr1p1ea
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Post by tr1p1ea »

This is crazy .. pure BASIC tilemappers that arent insanely slow? What is the world coming to!? :).

DA was posting some of the code on IRC ... pretty crazy stuff :).
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kalan_vod
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Post by kalan_vod »

Yes this is really good, but I have come to expect the best from DA.
DarkAuron
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Post by DarkAuron »

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That most likely will be the menu for doing things (very akin to Dragon Warrior 1), but the enemies in battle will hopefully be rogue-like instead of having a seperate turn-based screen. Also shown is the area where the engine will display text for dialogue and combat information, and to have the room I had to move the map up a row.

Then theres tentative monster sprites, the slime one being shown in that screenshot.
Last edited by DarkAuron on Sun 19 Aug, 2007 3:04 am, edited 1 time in total.
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kalan_vod
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Post by kalan_vod »

:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: NICE!
So why is there an option for doors and stairs?
DarkAuron
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Post by DarkAuron »

Well there isn't really a plausible way to do events for every step on such a slow language. If I have 100 maps and 3 events per map, I'd have at least 300 checks every time the character moves. Which would be reallllly slow. So I'm going to make it so it only checks upon user request (talk, door, or stairs). Very little modification to the engine will be required, so don't worry about that.

Edit: Oh and by the way, the isometric tilemapper that I made in pure ti-basic is about the same speed as this engine.
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kalan_vod
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Post by kalan_vod »

Ok, that sounds great.
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Post by Spengo »

Hey, that is a pretty good idea. :) Making all the events and stuff be check on request. That should speed it up a lot. 8)
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kalan_vod
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Post by kalan_vod »

For my minesweeper clone (xLIB Deminuer) I thought of doing that, but I found a way around that (also in basic Deminuer).
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Post by necro »

Doesn't it collision check already? If so, when it walked into an event couldn't it ask you if youd like to whatever?
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Post by lloydkirk1989 »

Its amazing what people have been able to do with pure basic lately. :)
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DJ_O
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Post by DJ_O »

HOLY F****** S***, that's getting better layed out than my old BASIC RPGs O.O
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dysfunction
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Post by dysfunction »

And it's almost as fast even though they were in ASCII :shock:
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DarkAuron
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Post by DarkAuron »

necro wrote:Doesn't it collision check already? If so, when it walked into an event couldn't it ask you if youd like to whatever?
Collision check != event. Collision check is just a tile check in the map, but an event checks ALL of the maps in TILEEVTS. I'd still have to do numerous checks or jumps to determine where the event data is for that particular map if I split it up, and if I made a lookup list I'd end up taking up a lot more space, so using the menu to do events is probably the most efficient way.

As for the layout, I suppose it's okay :P
[Gridwars Score] - E: 1860037 M: 716641 H: 261194
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