I recently got into using ICE (kudos to PT_ for making it, and CalcMeister for shamelessly promoting it) and i have completed 1 game so far (
https://www.cemetech.net/programs/index.php?mode=file&path=/84pce/asm/games/MemoryCE.zip) and i am about halfway done with an ICE port of my Basic game Box Game SE (i'll link that one as well, once i find it)
I had the idea the other night to make a top-down rpg-type game inspired by Dragon Warrior (which is one of my all-time favorite NES games) I am planning on using sprites borrowed from that game
Edit: These images are from the NES game, not my version
Hopefully i will be able to
not fail horribly at this (i probably will though), because i would hate to disappoint anyone who would like this (
***Pieman7373 pokes Battlesquid)
I am hoping to maybe have a title screen (functioning or not) within the next few days
I believe in you Pieman! I would get a CE just for this
Best of luck to you on this!
Battlesquid wrote:
I believe in you Pieman! I would get a CE just for this
Best of luck to you on this!
Thanks Battlesquid! <3 Hopefully i will give you a decent reason to purchase a CE. Either way though, im definitely going to need all the luck i can get!
This looks very promising, and I hope you can finish it! Good luck
PT_ wrote:
This looks very promising, and I hope you can finish it! Good luck
Thank you! I will definitely give it my best shot!
I made the image for the opening screen of the program, but i haven't actually started writing any code yet. I have mostly been looking for, and editing, sprites
Edit:
I have an important question (anyone who has played this game will know what i am talking about)...
Should i keep the irritatingly painful system of menus that you have to navigate to do anything in original game, or should i try and streamline the GUI a bit?
In general, I prefer a nice GUI (don't say anything about ICE
), but I don't know what you mean by the menus etc, so probably someone who has played this game can tell more about that.
Yeah, just watch a video of someone play it and you will see what i mean, lol
The coder's fallacy: Creating tons of sprite data and text but then getting your panties in a wad when it comes to actually writing any code.
Good luck Danial!
I made some progress, and i am actually pretty optimistic about this project! I will post screenshots or whatever once i take some
(sorry if this sounds kinda stupid, but i am half asleep at a computer at lunch and my brain isnt really working all the way )
I finished with having it display the first portion of the first room, and ii have a sprite that looks different depending on the direction you are facing and i have the king and princess. I dont have any collision detection yet, but that is coming up soon.
Do you guys think i should make a legit To-do list?
Pieman7373 wrote:
Do you guys think i should make a legit To-do list?
Yes! To-Do lists are always awesome. Great work so far, can't wait to see the screenshots!
Indeed, you should definitely post your to-do list. Both for us, to know what you are working on and what to do, and of course for yourself, to keep it structured. Keep up the great work!
When I ported Dragon Warrior to TI-86, I made byte maps of all the maps in the world. You may find this useful so you don't have to do it by hand.
Look at dwmaps and dwmaps2.asm here:
http://www.ticalc.org/archives/files/fileinfo/223/22336.html
tswilliamson wrote:
I'm not sure if I'm going to do a full port yet, or just a game that looks like DW, because of the current limitations of ICE
Ok! In terms of menus, I would recommend mimicking the Game Boy Color version's menu system (from the combined DW1/DW2 cartridge), which is a mix of the original unwieldy one and something a bit more modern.
tswilliamson wrote:
Ok! In terms of menus, I would recommend mimicking the Game Boy Color version's menu system (from the combined DW1/DW2 cartridge), which is a mix of the original unwieldy one and something a bit more modern.
Okay, good, because i was NOT planning on doing the original painful menu system
Ill have to get that version of it so i can look at it
CalcMeister wrote:
The coder's fallacy: Creating tons of sprite data and text but then getting your panties in a wad when it comes to actually writing any code.
Good luck Danial!
I tend to be the opposite of this. I find writing code and debugging the program much more enjoyable than creating large amounts of maps and sprites, which just seems tedious and a huge inefficiency to me. This is why I almost always borrow images.
SCREENSHOT TIME!!!!!
As you can see, i have no collision detection yet, and only the first room, but i am pretty happy with myself
That looks amazing! Is this for the CSE?
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