[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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kalan_vod
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Post by kalan_vod »

Whether is should be featured is unimportant as he is staff and it should be in staff side projects at least!
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kv83
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Post by kv83 »

[quote="xlibman"][quote]#TCPA|T3h_Unc3ns0r3z
[INFO] Channel view for “#TCPA|T3h_Unc3ns0r3zâ€ÂÂ
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DJ_O
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Post by DJ_O »

yeah that was kinda aimed to DarkAuron actually
DarkAuron
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Post by DarkAuron »

Okay okay, I moved it. ;)
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tr1p1ea
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Post by tr1p1ea »

Hehehe subtle hint taken i gather :twisted:.

There are a lot more [Staff] projects than i ralised O_o.
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kalan_vod
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Post by kalan_vod »

Yeah almost as much as omnimaga XD.
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DJ_O
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Post by DJ_O »

We even had to move them in a sub section because we had so many that it took one minute to scroll the page :x (thats what happen with programming teams with 16 staff )
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kalan_vod
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Post by kalan_vod »

With 2-3 projects each :D, well some of us and some projects aren't even announced yet!
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DJ_O
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Post by DJ_O »

that makes about 25 I guess. Of course 4 of them arent for calcs tho ;)
DarkAuron
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Post by DarkAuron »

Well well well people.. I suppose you've been waiting for Pure TI-le to be updated, right? I've taken a break from programming for awhile, except for recent activities that have centered around Pure TI-le.

Current additions include full menu support, full item and equipment system, and actual recorded stats as well as a true player data file. Except, that's what about to be made, not currently finished. Also what will be done is a tutorial in the beginning to teach controls and basics of the game, as well as the layout of the menus for newcomers to the engine.

The menu system is built into a seperate program, making it far easier to implement and control the menus, as well as make changes or easily revamp the menus without messing with the rest of the engines.

As far as I know thus far, there'll be 4 database programs: events, text, equipment/items, and graphic data. Along with those are map lists, which are pseudocompressed by taking advantage of the 14 digit limit per element.

I moved up the map drawing area giving another line of text of space at the bottom, allowing more info to be displayed on the screen at once, and I modified how the tiles get drawn (better looking than just row drawing).

And finally, a 108x84 world map will be in the works, despite my previous statements that it wouldn't be feasible.. I'm trying to optimize the engine to make that possible without being too daunting.

Screenies and additional info coming soon!
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kalan_vod
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Post by kalan_vod »

I am so happy you decided to work on this again, and even more important that you are around still! The update is great, and I can't wait for the SS and possible demo/release in the future :P. Good luck, and I am sure it's optimized quite a bit >.>
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Post by Liazon »

so awesome!!! yay! I hope everything works out it's just amazing that it's in basic.
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tr1p1ea
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Post by tr1p1ea »

Whoa, such an in-depth engine design in the works ... this sounds great! Not to mention that a map of that size is just MASSIVE!
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DarkAuron
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Post by DarkAuron »

Wow, I completely miscalculated the map size.. *slams head on desk* I have my blonde moments that stick. Crap, it's actually a lot larger than I was hoping. *sigh* I'll find a way.
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Post by threefingeredguy »

It's still awesome.
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