Search found 25 matches

by MilesAway1980
Wed Oct 08, 2008 3:26 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Thanks for the replies. As it sits right now, I haven't been working much on the map portion of it as it seems to be running really smooth and have been working on other portions of the project. As for 1/2 tiles, the downside to this is that it doesn't move 10 pixels every time, it moves 1 pixel eve...
by MilesAway1980
Thu Sep 25, 2008 2:16 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Using DS4QB and DirectQB at the same time.
Replies: 4
Views: 4855

No go. Tried rebuilding the library on several different occasions and still can't use CALL ABSOLUTE and the like. Not sure of too many different ways I can correctly build the library, especially since it has a built in library builder that takes care of everything for you. Is there a way to use bo...
by MilesAway1980
Fri Aug 22, 2008 2:47 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Hehe, thanks. :) Gets me curious though, who thought of the idea? I thought its what you meant in your post, and you didn't actually think of it until after I had already implemented it. Hrm... *scratches head* Either way, it works great, so I'm very pleased. I'll have to compile a demo of it so eve...
by MilesAway1980
Fri Aug 22, 2008 12:44 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

One more thing. If PUT works faster then DRAW for the background tile, perhaps you could use PUT for ALL tiles, including the background, and just use DRAW for all the edge tiles? Maybe you already have done this! I thought that's what you meant originally, so that's what I did. It worked great. :)...
by MilesAway1980
Fri Aug 22, 2008 11:27 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Hey, I'm just happy I could shed some light on your problem. Real glad you got it to work, even though it will require doublein of your tiele storage. Thanks for the help. Definitely. :) No biggie on the tile storage. The game's about 3mb, and the doubling the tiles added another 40kb, so I'm not w...
by MilesAway1980
Fri Aug 22, 2008 10:32 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

That works GREAT!

I love it. :)

The draw was pretty fast after I made that optimizing routine, but that really made it glide smoothly. Now I just need to make two versions of every tile, unless someone knows how to put a BSAVE and a DRAW statement in the same file.

Thanks! Clever thinking.
by MilesAway1980
Fri Aug 22, 2008 10:09 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

MilesAway1980: I remember you had a problem with tiles hitting theedges and creating errors. Have been thinking on that problem, and have a solution. Just use the DRAW statement for your tiles. For instance, in your snipet, the castle has no problem disappearing gently into the edges, nor does the ...
by MilesAway1980
Sun Aug 17, 2008 10:44 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Yeah, this is something I've noticed greatly. When the character is walking through grass and water tiles, which are probably 5 colors each, and then suddenly mountains come in to view, the scrolling noticeably slows down. (Grass tiles are around .5 kb whereas mountain tiles are probably 2.5kb) Need...
by MilesAway1980
Mon Aug 11, 2008 4:12 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

The way I learnt to do is it is simple and fast. (I you haven't already, I recommand btw using a assembly key handler, search for multikey if you don't know one) I make a lookuptable for the biggest axe of the map. So if the map is 25x20 and the tiles 64x64, I make 2 lookuptables of the size 64*25 ...
by MilesAway1980
Mon Aug 11, 2008 4:08 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

MilesAway1980: Say, I just had a thought! Maybe one way of taking care of those pesky border-intruding tiles is this: 1. Draw the 8-pixel-wide outside, all-around black border once only! 2. Early on, GET an 8x8 black sprite. 3. Whenever a tile of the map is to intrude, let it, followed by PUTing th...
by MilesAway1980
Wed Aug 06, 2008 5:47 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

I still have a question. Do you draw ALL the map every time, or just a part? For the whole map, I would think that the time element would make movement very slow... Oh, no. I definitely only draw what's on screen every time. I've worked extensively on that. :) The map is 600 x 500 elements, with ea...
by MilesAway1980
Wed Aug 06, 2008 5:34 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Yeah, those string commands are LONG. But they were the only way I could think of to draw fully detailed tiles to the screen and have the tiles be able to draw half on and half off the screen. I did try just putting each in a 20x20 array and PSETing each and every pixel to the screen (even with the ...
by MilesAway1980
Tue Aug 05, 2008 2:45 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

There is a problem using INP(&H60) with the Arrow keys. It seems that the arrow keys are designated as added keys and not only returns the correct scancode. but 224 also. Plus the numberlock mode may send back a 170 release code in either mode. The number lock keyboard arrows do not have this probl...
by MilesAway1980
Tue Aug 05, 2008 10:30 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

If your curious of an example map, and how the DRAW works, here's an example: Use the Arrow keys to move, and use the "+" and "-" keys to change the time of day. =================== DEFINT A-Z SCREEN 13 Info$="C2R4C100RC2R3C102RC2R4C103RC2R2C101RC103RC102RC2 DL2C101LC100LC2LC102LC2L2C101LC2LC102LC10...
by MilesAway1980
Tue Aug 05, 2008 10:14 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Hey everyone, Thanks for all the info. This is definitely not something that I just started up. I've been tinkering on the game for almost 8 years. If I still had Windows 98, I'd take some screen shots for you, but XP doesn't let you shrink the screen down the way it used to. Currently, the game is ...
by MilesAway1980
Mon Aug 04, 2008 5:00 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

Yeah, I tried that. Made two black tiles to lay over the top of the others. It was still pretty visibly flickery. And yeah, it's 160 tiles due to the entire map redrawing every time the character moves, (320x200, 20x20 tiles). It's necessary to redraw the whole map since the map moves, not the chara...
by MilesAway1980
Mon Aug 04, 2008 1:56 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Library
Replies: 3
Views: 4477

A library is a new set of commands that you can use. For example, some of them offer options of better graphics, sound, etc.

Most, if not all, of them are custom made.
by MilesAway1980
Mon Aug 04, 2008 12:48 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Using DS4QB and DirectQB at the same time.
Replies: 4
Views: 4855

DirectQB should be built with the default library, so all you would need to do is /l dqb on the command line and it should have ABSOLUTE included. That is, of course, if you built it correctly. All the /l switch does is say "hey, load a library". When you use /l by itself without parameters, you're...
by MilesAway1980
Mon Aug 04, 2008 11:10 am
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

MilesAway wrote: As for drawing them and then having a routine that draws over the top of them. I've tried that too. The downside is that you can see the tile for a flicker of a second while its being drawn to the screen, so there's always a flash of disappearing, reappearing tiles around the borde...
by MilesAway1980
Fri Aug 01, 2008 5:43 pm
Forum: QBASIC and QB64 Questions & Answers
Topic: Scrolling tile RPG
Replies: 45
Views: 39883

MilesAway: Please see my post in the thread, PAINT COMMAND. There, I show that you can use a very simplified method for any CHR$(N), for N = 32 up to 265. Well, 32 through 125 (the available characters on the keyboard). Maybe that can help you out. As o your desire to PAINT tiles off the screen...h...