Search found 25 matches
- Wed Oct 08, 2008 3:26 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- 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: 7173
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...
- Fri Aug 22, 2008 2:47 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Fri Aug 22, 2008 12:44 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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. :)...
- Fri Aug 22, 2008 11:27 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Fri Aug 22, 2008 10:32 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
- Fri Aug 22, 2008 10:09 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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 ...
- Sun Aug 17, 2008 10:44 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Mon Aug 11, 2008 4:12 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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 ...
- Mon Aug 11, 2008 4:08 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Wed Aug 06, 2008 5:47 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Wed Aug 06, 2008 5:34 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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 ...
- Tue Aug 05, 2008 2:45 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
- Tue Aug 05, 2008 10:30 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
- Tue Aug 05, 2008 10:14 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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 ...
- Mon Aug 04, 2008 5:00 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Mon Aug 04, 2008 1:56 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Library
- Replies: 3
- Views: 7115
- 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: 7173
- Mon Aug 04, 2008 11:10 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...
- Fri Aug 01, 2008 5:43 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Scrolling tile RPG
- Replies: 45
- Views: 98113
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...