**New Release** REALMS OF QUEST 3 (available for order!)
Moderator: Moderators
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- Omega Star Commander
- Posts: 1371
- Joined: Thu Jan 31, 2008 2:12 pm
- Website: https://robert.hurst-ri.us
- Location: Providence, RI
- Occupation: Tech & Innovation
Thanks! I'll check out your sprite program. Just to let you know, I'm very grateful with your helping me out setting up the ca65 and da65 dev environment on my computer.rhurst wrote:I really like what you are doing, good luck!
Perhaps when my software sprite project matures more, it may be worth integrating in your RPG for some animated effects, i.e., casting magic, throws, death sequence, etc. It is designed to be somewhat transparent for VIC and program code/data.
An explanation of the previous screen shot: the bottom 2/3 of the screen will be used to display scrolling text, the top left will be for the map, dungeon and monster graphics during battles and the top right gives a listing of the 6 player characters.
1800 bytes in and 14+ hours of straight coding now. I just finished programming the magic items. Here's a teaser of the special items that appear in the game:
Code: Select all
;BYTE 123456789012345678901
.byte 0 ;blank
.byte "BOOTS OF ELVENKIND",0
.byte "CROWN OF MIGHT",0 ;(F)
.byte "GAUNTLET OF THIEVING",0 ;(T)
.byte "RING INVISIBILITY",0
.byte "RING PROTECTION",0
.byte "RING REGENARATION",0
.byte "BOOK OF WIZARDRY",0 ;(W)
.byte "ROD OF RESURRECT.",0 ;(P)
.byte "WAND OF FIRE",0 ;(W)
.byte "WAND OF LIGHTNING",0 ;(W)
"A slave is one who waits for someone to come and free him." -- Ezra Pound
Last edited by Ghislain on Sat Jan 09, 2010 7:57 am, edited 1 time in total.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
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- Omega Star Commander
- Posts: 1371
- Joined: Thu Jan 31, 2008 2:12 pm
- Website: https://robert.hurst-ri.us
- Location: Providence, RI
- Occupation: Tech & Innovation
I don't think so! You are obviously showing us excellent progress. I enjoy watching the seeds grow into something, and hopefully, it blooms at the end! Keep up the excellent work.I think I respond way to often to my own thread...
I wrote an RPG MUD and have ported from Apple ][ BASIC to DOS to Amiga C and finally to Linux. I would be very interested in how you implement your battle system and experience/level tables.
- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
So now I'm at a point where I have to draw the graphics. Drawing the Ultima-style graphics for landscape and monsters in 8x8 should be easy enough, I've done it before.
However, I have enough room to create about 34 small bit-mapped graphics. These will be 40x40 pixels each. Remember games like Pool of Radiance and Bard's Tale that would show a preview of the monster that you were about to fight? I'd like to do something like that--I need to draw 24 monsters plus other "in-context" graphics (such as The Inn at the start of the game, shop keeper, special events etc).
Now, I could design my own program that lets me draw a 40x40 pixel image. But what I'd like to do is speed up this process--say if I take a drawing I did or even an image from the web, and then I manipulate it a bit, convert it to monochrome and then into 40x40.
How do I turn this image into a Commodore bitmap graphics Specifically something like this:
; image of goblin
.byte %00100000,%00001000,%11100000,....
...you get the idea. (it could be decimal or hex, it doesn't matter... as long as I have something numerical--I can always "massage" the raw data and make it "Commodore-friendly")
Now, I could just go ahead and continue to write the program and "worry about this later" but I'm a stickler of being able to see what my game looks like as I keep working.
Thanks for everyone's positive comments and encouragement so far.
However, I have enough room to create about 34 small bit-mapped graphics. These will be 40x40 pixels each. Remember games like Pool of Radiance and Bard's Tale that would show a preview of the monster that you were about to fight? I'd like to do something like that--I need to draw 24 monsters plus other "in-context" graphics (such as The Inn at the start of the game, shop keeper, special events etc).
Now, I could design my own program that lets me draw a 40x40 pixel image. But what I'd like to do is speed up this process--say if I take a drawing I did or even an image from the web, and then I manipulate it a bit, convert it to monochrome and then into 40x40.
How do I turn this image into a Commodore bitmap graphics Specifically something like this:
; image of goblin
.byte %00100000,%00001000,%11100000,....
...you get the idea. (it could be decimal or hex, it doesn't matter... as long as I have something numerical--I can always "massage" the raw data and make it "Commodore-friendly")
Now, I could just go ahead and continue to write the program and "worry about this later" but I'm a stickler of being able to see what my game looks like as I keep working.
Thanks for everyone's positive comments and encouragement so far.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
Single colour graphics should be easy; any image processing software that lets you crop and resize an image to 40x40 pixels and then output some format of your liking. Multi colour will be harder, as those are made up of two bit patterns. Probably there is something (ConGo? Albert's Vic-Pic?) out there, otherwise you'll have to write your own converter.
Anders Carlsson