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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 20 Feb 2006 03:32:28 pm    Post subject:

Update 20 February 2006

Items added
+Have temporary engine working to see game on fake maps
+Main menu done
+Most of pause menu in game done

Still needed
+All maps
+Battle engine
+Lot of random typing to input all weapons and upgrade levels

I decided to dump my RPG I was making b/c of a lack of storyline and pick up this game because I have a similar engine already written. I will probably rewrite the engine now, but I need some help from others. I have located online all the maps and stats for weapons/armor/shields/enemies. I need to know how their battle system worked. I have a map that shows where each enemy is likely to appear on the overworld map, but nothing of this sort for caves. Any info from you will be appreciated.

This is a screeny from my old game. Just though people like eyecandy.
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 20 Feb 2006 03:57:30 pm    Post subject:

SciCode did a remake of it... You might look at theirs for some ideas...
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 20 Feb 2006 04:22:49 pm    Post subject:

old game?
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 20 Feb 2006 09:35:33 pm    Post subject:

Yes, it is very old. It came out in 1988 for the NES which is the version I want to remake. I want to plan it out in its entirety before I start programming. I looked at my old code and it is so hard to understand that I'm just going to remake it all.

Here is an attempt at a list of all the sprites I need for a tile map.

brick road - walkable
bridge - walkable
grass - walkable
forest - walkable (more monsters)
small hill - walkable (slow you down, more monsters)
mountain - impassable
water - impassable
desert - walkable (? on special)
swamp - walkable (deals damage)
rock wall - impassable
door - impassible (key opens)
store opening - impassible (opens to store)
up stairs - walkable (click on stairs to go up/down)
down stairs - walkable (click on stairs to go up/down)
chest - impassable (opening removes)
cave floor - walkable
king - impassable (talkable)
random people - impassable (talkable)
city and castle - walkable (brings you into city/castle)

If I'm missing any please write them down so I can get a tileset drawn up. Also if you want to try your hand at drawing some 8 by 8 people for the map, that fit with the Dragon Warrior theme I would be much obliged.


Last edited by Guest on 21 Feb 2006 03:50:37 pm; edited 1 time in total
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threefingeredguy


Advanced Member


Joined: 01 Sep 2005
Posts: 479

Posted: 20 Feb 2006 10:41:55 pm    Post subject:

One of the easy things about remaking this game is that, since it was early NES, it was pretty low-quality. Don't get me wrong, I love it. Another easy thing is stairs. You had to pull up the menu to go up stairs. I hope you finish it.

Swamp is the ground that hurts you? If it isn't, make sure to add that in. Also, besides a mountain, I think you need a 2x2 mountain and a tower, but that is based on fuzzy memories.
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 21 Feb 2006 03:46:52 pm    Post subject:

I don't remember any 2 tall mountains, but you did remind me that I need a village graphic and a castle graphic.
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 22 Feb 2006 10:23:04 am    Post subject:

sound like a nioce project, I saw that bandit game last summer and I was amazed, with the new xlib it will be even more faster Smile

Last edited by Guest on 22 Feb 2006 10:24:21 am; edited 1 time in total
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 22 Feb 2006 05:18:28 pm    Post subject:

Update 22 February 2006

Items added
+Have put a lot of information into a notebook that I am using for this game
+Located list of all enemies and their stats
+Have an Idea for battle engine Smile
+Inputted data for items onto calc

Still needed
+All maps
+Battle engine
+Lot of random typing to input all weapons and upgrade levels
+All coding Sad


If someone could take this and turn it into the top half of the screen for the menu I would enjoy it because this is the real title screen.



Just the top half with the stripes around it.
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 23 Feb 2006 02:27:35 am    Post subject:

I remember this game... I can still hear the town music all the way through in my head!
Here's an assortment of images I've thrown together. They won't fit on the calculator's
screen, but I'm sure someone with better pixel art capabilities than I can make it fit. ;)




Last edited by Guest on 24 Feb 2006 05:50:02 pm; edited 1 time in total
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kalan_vod


Advanced Member


Joined: 04 Sep 2005
Posts: 446

Posted: 24 Feb 2006 12:44:19 pm    Post subject:

Dwedit (Dan) was working on this game in Asm, but he killed it. He has some sprites you could ask for (theey might be gs though).
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 24 Feb 2006 04:31:48 pm    Post subject:

I'm mediocre at drawing sprites and will have to have others do most of the work for drawing them, but first I want to get the engines up and running. Does anyone have an idea for how I can get the engine to recognize that a chest has been opened. I can think of ways that use lots of space like having a list for each chest, but is there a simpler way?
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threefingeredguy


Advanced Member


Joined: 01 Sep 2005
Posts: 479

Posted: 24 Feb 2006 11:55:41 pm    Post subject:

Nope, that's the problem with basic, you can't change whether you've opened a chest or not without storing in a giant list. No self modifying code. That's why I don't write basic games.
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alexrudd
pm me if you read this


Bandwidth Hog


Joined: 06 Oct 2004
Posts: 2335

Posted: 25 Feb 2006 12:09:10 am    Post subject:

If you did the sprites just right, you could probably use pxl-test(
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 25 Feb 2006 12:19:34 am    Post subject:

If you have a string variable available, you could just use it...

Last edited by Guest on 25 Feb 2006 12:20:40 am; edited 1 time in total
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 25 Feb 2006 09:14:12 am    Post subject:

threefingeredguy wrote:
Nope, that's the problem with basic, you can't change whether you've opened a chest or not without storing in a giant list. No self modifying code. That's why I don't write basic games.
[post="70692"]<{POST_SNAPBACK}>[/post]
Why on earth wouldn't it be possible without a giant list?

It all depends on how you store world data.

It can be a boolean state, only needing a single digit difference, it could store the whole contents in various way only needing two digits per items stored in it. Maybe 20 digits, how huge is that?
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 25 Feb 2006 10:07:05 am    Post subject:

I'm most likely going to use xLib for the mapping sequence and that uses matrices.

In Dragon Warrior when you open a chest it dissappears for the rest of the game, except for a couple that come back when you leave the area. So would it be the shortest to have a part of the list for every chest and in the subprogram containing the map overwrite the corresponding location in the matrix?

small update
I developed the routine for displaying text, I don't have a screenshot of it, but it also includes the command window and the status popup window. I can fit all of them on the screen at the same time and in similar locations as in the actual game.
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 04 Mar 2006 11:26:00 am    Post subject:

Update 4 March 2006

It's still going for those of you that were worried. If there is anyone worried?

Items added

+ decided on the final tilemap and draw preliminary sprites for each element
+ began work on walking engine

Still needed

Toooooo much

Is there a way to compress tile maps in basic. Otherwise It may blow the memory capabilities of the regular 83+ and I want to make it so people want it even if they don't have a SE.
I could possible make the engine use a pixel text and do a really small map size like a previously attempted Dragon Warrior remake and have the overworld map be 9 PICS and all the caves be one each and use xLibs 255 pic capabilities.
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 21 Mar 2006 07:14:08 pm    Post subject:

Game currently on hold while I finish up my UTI contest game.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 21 Mar 2006 07:30:34 pm    Post subject:

Oh man, I remember this game on the NES, I cant believe I missed this topic before!? I cant wait to see something...anything really. :biggrin:

Do you still need a titlescreen made/converted, I will work on one if need be.
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 21 Mar 2006 07:56:34 pm    Post subject:

A metal slime draws near!

I've never played this game, only seen a speedrun. It looks awesome, though. The speedrun probably skips all the cool stuff.
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