After Apocalypse RPG

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arti

After Apocalypse RPG

Post by arti »

After Apocalypse is my latest game project for the TI-89. It is a tile-map scrolling RPG, happening in modern times. So far I completed the engine, and made it easy to write separate chapters and maps for it, which are dynamically included inside the main program - basically I don't have to edit the engine anymore, as the game content was completely separated from it.

Nice features include real-time scrolling, dialog interaction with other persons or items, and 16*16 sprite graphics. The visible map is 5 by 4 tiles.

Being an RPG happening in modern times, you won't see Magic and Levels. Or will you? The main plot is based around WW3 and what will happen after (from a fictive point of view of course).

Here's a screenshot of the engine demo:

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Post by DarkerLine »

Looks cool, I like the way you use the top menu in your game. That portion of the screen has bugged me so much, I plan to have it play a vital role in my next game...
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Post by mnc2fan »

Yeah it does look nice! Does the top menu only have that text in it, or does it have a purposefull use for in game menus?

That would look really nice in gray!
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Post by arti »

I use the top Tabs just for game title. I put them in to take off the default Graph menu,, which would be completely irrelevant to the game.

The whole engine is Menu tag and Goto/Lbl free. It is all logical statements.

Yea, I wish I could make it in grayscale. I might look into Flib and see what I could do with it, but I'd very much like to keep AA 100% Basic.
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Post by DJ_O »

Wow look awesome! I didnt knew TI-89 BASIC had scrolling. I dont know why but I like the way you did the game interface (the square), maybe you should put all the text at the top of the screen in one menu label though :)
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Post by arti »

Thanks!

Unfortunately, there is a lenght limit to menu tabs, so I have to divide them in 2 or 3 tabs. :(

At first I had the game area larger, 9 by 4, but I had to reduce it to 5 by 4 because it took too long to load the scroll.
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Post by mnc2fan »

Whats the size of the game??
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Post by tr1p1ea »

Well, this is the first 89 game we have had here in a long time if not ever! And it certainly looks really nice, and plays at a decent speed too. Good work :).
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Post by arti »

Game engine is 2744 bytes.
Graphics are ~4000 bytes so far, but they're definitely going to go up to maybe 15000-20000 (large worlds).
Map matrix is 350 bytes, but it is only 10 by 8.
Game info is stored in separate programs, chapters. Their size is relative.

Yea, as for speed, it runs a bit faster on my 89T, but it is playable on the VTI as well :)
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Post by Madskillz »

wow...nice work arti! :wink: Like Tr1p said, we get a few 89 games once in a while, if at all. This is great to have an 89 game posted here and being showed off in such great splendor! It looks awesome, and rather fast. Keep us posted.
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Post by arti »

Thanks!

However, the more I thought about it the slower it seemed. And it flickered a bit when the new map segment was loaded. Therefore, I stopped working on it, and began porting it to C (TIGCC), with grayscale.

I hope to have screenshots by next week :)
arti

Post by arti »

I switched over from TI-BASIC to C/TIGCC. What this means is super-fast-loading maps, larger game areas, detailed grayscale graphics, and smaller size with more features.

After Apocalypse will be a series of RPG's, each released as a standalone game.

Today I wrote the basic plot for the first AA chapter, "After Apocalypse: Eye of the Hurricane".

I hope that during this week I will have some nice screenshots for you.
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Post by DJ_O »

Sweet, cant wait to se them,! :D
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Post by arti »

This is weak, I know, but it's better than nothing (remember, I'm a total noob at C/TIGCC)

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Read a bit more about it here:
http://artraid.com/ti/index.php/2005/05 ... pocalypse/
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Post by tr1p1ea »

Awesome arti! This will indeed be a very stylish game :).
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