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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.
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.
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.