[Staff][Beta] Pure TI-le
Moderator: MaxCoderz Staff
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!
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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