Omnipotens Molior: The Almighty Construct

Got a brilliant program idea? Let us know!

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Should it be done? (Read post below.)

Of course we should! MaxCoderz rule!
11
92%
No way! It couldn't be done!
1
8%
 
Total votes: 12

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ProphetsDementia
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Omnipotens Molior: The Almighty Construct

Post by ProphetsDementia »

:arrow: I was just thinking, it would be nice if the entire MaxCoderz community came together and helped program this giant APP called 'The Dungeon' or something akin to that.

It has the basic concepts of both 'Pokemon Mystery Dungeon" and 'FATE from WildGames' put together into one big game on a calculator.

Infinite levels of the dungeon (Level 304 for example), lots of items, a few NPC's with 4 dialogues each, RPG all the way. Then we can post it on ticalc.org and say something to provoke the other groups. :twisted:

EDIT: 7/24/07 Here's the roster.


Variable Roster

A-
B-
C-
D-
E-
F-
G-
H-
I-
J-
K-
L-
M-
N-
O-
P-
Q-
R-
S-
T-
U-
V-
W-
X-
Y-
Z-

Variable List Roster


[VARI1] - dim: 26

Additional Lists
[VARI2] - dim: 26
[VARI3] - dim: 26

Name Roster

User-inputted These are only possibilities. The Forum will vote on the name later.

Main Character:
Spero Insurge (Delnar_Ersike)

Main Partner:
Fidel Decus (Delnar_Ersike)

Teh Evil:
Vox Empire/Republic/Federation/Kingdom (Delnar_Ersike)

The Team Name:
Torduos (Delnar_Ersike)

Town Name:
Arch (Delnar_Ersike)

Fixed Names

Shop Keeper: Felicia
Bar Keeper: Max
Inn Keepers: Anna & William
Wizard/ Magic Goods: Bremilin
Healer/ Storage Chest: Deidre
Loan Shark: Benny
Casino Owner: Jeff

Routine Roster
NOTE: PM me the name of the routine you want me to write before you incorporate it into the game. When I approve you or you see it written on the roster, you can code. This will save people from changing their code because of a name mistake they made.

(There are currently no shared routines.)
Last edited by ProphetsDementia on Tue 24 Jul, 2007 1:15 pm, edited 3 times in total.
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"Quite correct. Strange; that was quicker than the others."
"Others?"

"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
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Post by King Harold »

There's no way you can get everyone to join, but you can try ;)

I'm in but yea my programming 'skills' aren't exactly legendary..
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Post by threefingeredguy »

Fate was awesome.
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Post by Halifax »

:( Sorry I really don't think this is realistic, but I mean people have different coding styles, it isn't always optimized, and people don't always share the same dreams. Overall I think you would need a moniter that optimizes all the code and that blends all the coding styles together although that is a big job.
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ProphetsDementia
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Post by ProphetsDementia »

I am the demi-god of this thread! I banish all non-believers!
"Choice. The problem is choice."
"Quite correct. Strange; that was quicker than the others."
"Others?"

"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
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Post by Halifax »

I never said I don't believe. This would be a great feat!
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Delnar_Ersike
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Post by Delnar_Ersike »

Yeah, it would be great. However, I never really was a fan of Hack-'n'-Slash RPG's like FATE (I was always more interested in games with cool storylines like Planescape: Torment, Deus Ex, and Halo). But I think calculators really need an assembly hack-'n'-slash, especially since the current ones all use the really sucky ARPG construction set (except Desolate of course; it was a great game, but it was kind of short and it didn't focus on combat at all). However, many of the people on this forum aren't just affiliated to it; we also have accounts on UTI, RevSoft, Cemetech, Omnimaga, TI-Freakware, Deattached Solutions, and many others I forgot about.

Oh, and what other groups have tried making giant projects before? I think UTI made Contra 83, but I'm not sure...
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Post by Floodkiller »

I like this idea, but I have a suggestion...

Instead of everyone trying to program in all their own neat stuff, one person should be picked to build an engine for it (kinda like RPG Maker). Then everyone else can craft their levels and NPC's and stuff. That way you don't have conflicting code and people trying to force everyone else into one specific format for coding.
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Post by tr1p1ea »

Yes, it should be done ... a pokemon game MUST be made or the destrction of the universe will occur!
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Post by driesguldolf »

It is possible and I'd like to help but...
It's gonna be very hard because (as posted before) the different styles, thus a solution would be to have 1 program leader who puts all the code together.
You will also need to be organized, to start with you need a flexible 'basic engine': the outline or structure of the program for example:

Code: Select all

mainloop:
   call checkkeys
   call enemyai
   call applyphysics
   call drawall
   call copyerase ;copies the buffer to the screen and erases it at the same time btw
   ;do vsync here
   jp mainloop
everyone could then choose a 'subject' he (or she) wants to program for
Note: none of these routines have register inputs or outputs, this should reduce incompatibility to zero
Note: these routines can have sub subjects to reduce errors even more

the next thing you need to think about are the data formats wich is conected by blood to what game you are making, what is possible and what is not, do we want to support multilang, ... and so on.

and ofcourse you need data itself. storyline makers, graphical drawers, menu designers....

this really requires a program leader, someone who delegates the tasks, who puts the code together (someone with time...)

It is possible but it will require organization


EDIT: some very, very, very funny typos...
driesguldolf wrote:...this should reduce compatibility to zero...
...none of these routines have inputs or outputs...
Last edited by driesguldolf on Sun 15 Jul, 2007 2:40 pm, edited 2 times in total.
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Post by King Harold »

he (or she)
Have you ever seen a girl here?

good idea, but, we're still only talking about how we might eventually so something.. So, since you came with this idea - you get to implement it?
All those subroutines will have to agree on where to store their data though - otherwise you will be stuck at the start screen (since 'drawall' doesn't know what key is pressed), so someone will have to manage variables.. which is a pain..

Does anyone have any code already?
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ZOMG

Post by ProphetsDementia »

What is this strange writing I see? :twisted:

Code: Select all

//prgmENGINE
:"OPTIONS
:real(10,0,1
:"ENGINE"->Str0
:41:Asm(prgmOPTIONS  //turn off the ON-key
:Asm(prgmTITLE //This should include the options: 'Exit', 'Options', 'Play', and 'Load': If you do 'Exit', make sure to re-enable the ON-key. The syntax is '42:Asm(prgmOPTIONS'
:Repeat 0
:real(0,1
:real(7,0 
SetUpEditor LTILES
:8->dim(LTILES //This is the list of ID's for the unpassable/move-hindering tiles
:1->LTILES(1) //Water
:2->LTILES(2) //Sand
:3->LTILES(3) //Stone walls 
:4->LTILES(4) //Grass
:5->LTILES(5) //Lava (damages you if you don't have the AirStep Shoes)
:6->LTILES(6) //Brick walls
:7->LTILES(7) //The stairway to the dungeon
://add'l tiles can be added
:Asm(prgmTOWN
:Asm(prgmDISPSPRT
:If J = 7: Then 
:SetUpEditor LSAVE
:10->dim(LSAVE  // P1 HP, P2 HP, MP, EXP, X and Y Coords. for P1, X and Y Coords. for P2, T. ID's for P1 and P2
:LSAVE(1)->A
:LSAVE(2)->B
:LSAVE(3)->C
:LSAVE(4)->D
:LSAVE(5)->E
:LSAVE(6)->F
:LSAVE(7)->G
:LSAVE(8)->H
:LSAVE(9)->J
:LSAVE(10)->L
:DelVar I // this is the boolean for whether or not you completed the mission
:Repeat A <= 0 or B <= 0 or I = 1  //Actual Gameplay loop
:Asm(prgmDISPSPRT //These could be ASM programs.
:Asm(prgmENEMYMOV
:DelVar K
:Repeat K
:getKey->K
:End
:If max(K={24,25,26,34:Asm(prgmCOORDCHG:Asm(prgmPHYSICS //incorperate the LTILES and T. ID's
:If K = 21:Asm(prgmATTACK
:If K = 31:Asm(prgmMENU
:If K = 15:Asm(prgmSAVE
:If A <= 0 or B <= 0:Asm(prgmGAMEOVER
:If I = 1:Asm(prgmVICTORY
:End
:End
:End

That's all I got for now.

"Choice. The problem is choice."
"Quite correct. Strange; that was quicker than the others."
"Others?"

"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
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Post by driesguldolf »

@King Harold: I wish there were girls here... and yes i forgot the variable explanations... :oops:

the system I described above is the way Puzzle Action deals with it btw,
for the variables I have a place (+100 bytes) for system vars and lib temp vars, another place (+10 bytes) for variables for the menu, and textshadow (128 bytes) to store game variables (not data) (this area is shared for all the games) and last I have 768 bytes at appbackupscreen for the game data (levels and stuff) (also shared for all the games)

but much easier would be to simply use some of brass' features (define var locations) so there shouldn't be any conflict at all

@ProphetsDementia: And euh... is this gonna be asm or basic game? because I saw the words 'Huge app' I assumed full assembly...?

EDIT: aaaaaaaaaaaaaah I see, sorry if I confused anyone with 'basic engine', I meant the base layout for the (ofcourse) full assembly game
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Post by King Harold »

but much easier would be to simply use some of brass' features (define var locations) so there shouldn't be any conflict at all
There is a tiny little problem though.. How do I know what names you use?
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Post by driesguldolf »

you can define some variables global (normal declaration) and inside specific code blocks you could force them local (with modules and .local), anyway you need a place to come together, maybe some place online where you can put your code.
And because everyone is dedictated to a specific task, you get small groups (1-3 persons), so making agreements on variable names shouldn't be that hard...
But before anything is gonna happen, someone should take lead and make the basic layout...

Maybe we should make a tutorial or something, because you can find guides about how to program but not how to make games...
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