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JRPG test and TileEditor

Moderator: nitrofurano

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rikokun

Posts: 13

Joined: Mon Apr 18, 2016 9:51 pm

Post Sun Nov 06, 2016 11:45 am

JRPG test and TileEditor

Hi there.

Haven't been here for a while, but this weekend i got back to do some coding. Spectrum Next is getting ever closer and i want to be ready ^_^
Anyhow, did a small test of possibility of making an JRPG game on speccy. Just one screen for now, no scrolling, just avatar walking about. But you can go to the roof ^_^
Use WASD to move

I did use PutTile library for drawing graphics, which are rather basic ATM. Nice pictures waren't priority.

Image

https://drive.google.com/open?id=0Bw3kIWn1nkEbdG9RdjJMX2Vic2s

I also made a tool for designing the tiles and to keep it in the spirit of things, it's a zx basic program as well ^_^

Image

https://drive.google.com/open?id=0Bw3kIWn1nkEbNEVhYXpIUHV5OUE

Use WASD to move the cursor, Space to place or remove pixel and I, P or B to set attributes.
Bu pressing C you can see the values you need to put into PutTile.
There may be some bugs.

Hope someone will find it interesting ^_^

See Ya
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rikokun

Posts: 13

Joined: Mon Apr 18, 2016 9:51 pm

Post Thu Nov 10, 2016 8:28 am

Re: JRPG test and TileEditor

So small progress, you can go to next screen to the right.
I hadvto rewrite half of the code, but it works now :)

https://drive.google.com/file/d/0Bw3kIWn1nkEbaVM3TkRUaE5NaUE/view?usp=drivesdk
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rikokun

Posts: 13

Joined: Mon Apr 18, 2016 9:51 pm

Post Thu Nov 10, 2016 5:37 pm

Re: JRPG test and TileEditor

And i just started working on some nicer graphics to look at :)

edit, uploaded new version, this is just a mockup ;)

Image
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rikokun

Posts: 13

Joined: Mon Apr 18, 2016 9:51 pm

Post Sun Nov 20, 2016 9:08 pm

Re: JRPG test and TileEditor

Ok, sorry for using the forums like my development blog ^_^
Anyway, new graphics took most of the time i have put in the new build, added some new screens and hero is facing the way he's moving now.
Will add some walking animation later, NPCs and battle system

What i fear at the moment is, i'll run out of memory quite soon. It's growing in size much quickly then i have anticipated...
Also, on some screens it's starting to get a bit sluggish. Not much, but i fear it will get worse over time so i'll have to look into that.

https://drive.google.com/open?id=0Bw3kIWn1nkEbODQxSTZkQXZ2MzQ

Image
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Mon Nov 28, 2016 2:24 pm

Re: JRPG test and TileEditor

Maybe you can use data compression? This can save a lot space. Also replacing PRINT command can save 1 KB of memory. My game "Yumiko in the haunted Mansion" used 31 kb of memory + 10 kb for music, and I used every trick to save memory, like decompressing the graphics of main character into a buffer, depending on facing direction. Of course also all the levels are compressed. Your game looks very good.
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rikokun

Posts: 13

Joined: Mon Apr 18, 2016 9:51 pm

Post Tue Nov 29, 2016 6:16 pm

Re: JRPG test and TileEditor

Hi LCD.

Glad you like if. Unfortunately i'm better artist then programmer :)
I dont use print much in the game, just for text messages. The game itself uses putTile library for tiles and sprites. I like it, its pretty fast :)
Problem is how i store maps. I have defb a map into memory and read with peeks. Twice, one for tiles and one for hight map. I figured like that i can load another set of maps from tap if i need it. But events are just series if if statements based on map player is on and his possition. Not only its slow, its big. Every new screen ads about 1k of data. Will have to work on it but i really dont know how :)
And everything is uncompressed of course. So far i wouldnt even know how to do that.
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Wed Nov 30, 2016 6:51 pm

Re: JRPG test and TileEditor

Hi rikokun,
In fact you can write a own text routine using PUTTILE library. The reason, why PRINT in ZXBC is so big, is its flexibility. It can output the font as Italic, bold and much more. If space is a question, it should be not used.
You can read Words insdtead of bytes, and then split them into tile data and height map. How I would make events? With tables instead of IF statements. Something like SELECT/CASE which is currently not supported yet, but can be simulated with some workarounds.
Currently BorIDE can use MegaLZ and other compressors to change DEFB's into compressed DEFB's and there is a decompressor library somewhere too.
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http://lcd-one.da.ru redirector is dead
Visit my http://members.inode.at/838331/index.html home page!
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boriel

Site Admin

Posts: 1463

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Mon Dec 12, 2016 4:12 pm

Re: JRPG test and TileEditor

rikokun wrote:Hi there.

Hope someone will find it interesting ^_^

See Ya

Me, definitely!!! Thanks! :roll: :roll:
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britlion

Posts: 766

Joined: Mon Apr 27, 2009 7:26 pm

Location: Slough, Berkshire, UK

Post Wed Mar 15, 2017 3:46 pm

Re: JRPG test and TileEditor

This is looking shiny.

And you have no idea how much it makes me squee when someone finds one of my library bits and pieces useful.

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