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#41 betoe

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Posted 11 November 2003 - 03:15 AM

@Crimsoncasio: Thats good that you respect your promise with casio of dont share or have in your site for download the new version of the manager.

But its a bad thing of casio that they dont give to all the CP users the new releases of the manager. Also i dont like the idea of 180 days of use limit of the manager, thats really sucks :profanity: .

#42 CrimsonCasio

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Posted 11 November 2003 - 03:38 AM

I think they intend to start putting it out with new classpads, I dont know about getting it to others who already have a classpad.

#43 casiokingdom

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Posted 11 November 2003 - 07:55 AM

lol, guys if Crimson releases the CP manager illegally, then he won't get to be the ambassador for classpad anymore. He will suffer. Is it Crimson's loyalty to Casio or his fear of losing his position, that is preventing him from putting the manager on kazaa?? hehe :D

#44 CrimsonCasio

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Posted 11 November 2003 - 11:09 AM

quick answer: both. plus, I like the people I talk to at casio, I wouldn't want to betray them. and theirs the whole morality thing...

#45 casiokingdom

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Posted 11 November 2003 - 11:16 AM

and plus, the casio guys even come to read some UCF posts.

Anyway, Crimson being trustworthy and loyal is what makes people good admins......well in my opinion :D

#46 CrimsonCasio

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Posted 11 November 2003 - 11:23 AM

I thought it was having an iron fist and sociopathic tendancies... oops, nevermind, I got us confused with dictators again :rolleyes: and you all know we're not dictators dont you? ( :knife: )

#47 CrimsonCasio

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Posted 11 November 2003 - 12:41 PM

back on topic:
help me out with something here, I need some ideas I havent thought of before, or at least a fresh perspective on things... what does my RPG need? what kind of battle system should I use? is complexity better than simplicity? freedom or restriction of plot? what is absoultley required for you to enjoy this kind of game? any of your ideas or thoughts would be appreciated, I'm trying to kick start my brain with new ideas (I'm too stuck on the lydonia mechanics).

I've found a way to slightly increase the speed and I'd like to use the stylus for battles (not required but its been drifting arround in my head for a while).

any ideas or comments are welcome. (even from you ppl that cant play it)

#48 XF007

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Posted 11 November 2003 - 01:57 PM

i think that for battle you should not do like zelda but like Final Fantasy and Mistic Quest (and Pokemon :P)

With weapon , magic , item :D

The battle should be in the graph screen

And monsters can be pictures :) (1 picture for Full Hp and one other for Low HP )

And for big monster 3 or 4 pictures :D

(but with that you can't do a lot of monster because we have only 512 ko :( CASIO LET US STOCK IN THE ROOOOOMMM PLEAAAASSSSE )

#49 CrimsonCasio

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Posted 11 November 2003 - 03:10 PM

I like the picture idea... but I may need help with that as I'm a horrible artist. I can use the CGF to store lots of pictures in a small area. I am concerned about having each battle take to long to start however, so the monsters would need to be fairly small (except for bosses). also, what about having more than one monster in a battle? I think the story will require at least 2 party members (besides yourself).

#50 CrimsonCasio

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Posted 11 November 2003 - 03:38 PM

hear are some of my plans (some are done):
  • descriptions of everthing on the map
  • interactive conversations
  • story triggers
  • map triggers (look at, walk on, touch)
  • inside/outside maps (I can actually generate new maps on the fly, might be good for multi story buildings)
  • motion for NPCs and map features (when triggered)
  • an inovative battle system (must require skill, not just luck or repetition)
  • a unique magic system (I have some good ideas for this)
  • I'd like to have a multiplayer feature, mabey you could import another persons save file and battle them...
  • I have an idea to have "leveled" weapons, I want their to be a penallty for getting a new weapon (so that even if its potentially more powerfull you have to work with it to get it to full strength)
the magic system will be based arround the three primary colors of light (Red, Green, and Blue), and color will play an important part of the game. you will have to select your color alignment at some point, though you wont be restricted to magic of that color it will be your primary type. (probably you will have to buy spells of other colors, and not simply learn them, the bought spells will also be less powerfull). I may also allow for midway colors.

#51 XF007

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Posted 11 November 2003 - 04:59 PM

:thumbsup: :clap:

#52 CrimsonCasio

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Posted 11 November 2003 - 08:11 PM

I'm making my own little stdlib for this program, I now have printf, printl, Wait2, and debug:

printf(string): prints a formatted string with escape characters, _ causes a line break and P (paragraph sign) causes it to wait for a key to be pressed before continuing (and clears screen).

printl({list},start,finish,type): prints a list using printf, start is the cell to begin at and finish is the cell it ends at, if it goes past the end of the list "" will be printed. type=1 causes it to display the count in "#)" form before the text (even if past end of list)

Wait2(string): waits for a key to be pressed and stores the value of the press in the variable in "string".

debug(): allows you to edit the contents of any variable durring program run time (if you know how you can change what people say in the RPG).

after I finish this game I'll put together all these functions and more and release them as an open source library everyone can add to (and include in their programs).

#53 CrimsonCasio

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Posted 11 November 2003 - 10:20 PM

hmm... I just got a reply from Casio, they said that both the limited and full version should be able to open the .mcs files, now I'm trying to find out if there is a "extra-limited" version that you guys have.

#54 Andy.Davies

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Posted 11 November 2003 - 10:31 PM

lol, cheers crimson, what would we do without u?

#55 CrimsonCasio

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Posted 11 November 2003 - 10:42 PM

:rolleyes: wallow in your own ingnorace probably :P
:plol: :roflol: :roflol: :roflol: :roflol: :roflol: :plol:

:lol: frankley, you'd have bitwise doing the same stuff.

#56 Andy.Davies

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Posted 11 November 2003 - 10:53 PM

lol, kinda an in-your-face post but, yes i am glad, and im sure every1 else isthat you can help us with _all_ of our casio related problems, and some of our non casio related ones.

heres for crimson B)

:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:

PS, did i get carried away with a claping smiley?

#57 CrimsonCasio

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Posted 11 November 2003 - 11:06 PM

dang, your army of smilies has scared away my army of bats (the ones I sent to pillage your site)...

btw: I was just joking about the "wallow in your own ingnorace" :rolleyes:

#58 betoe

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Posted 11 November 2003 - 11:11 PM

Crimson i want this, i dunno if its possible or if you have do this:

A function like C "kbhit". By example, in a C game, for test the state of a key i dont call the bios function (in the calc. the getkey), only when any key was pressed.

This is a example code:
#include <stdio.h>
#include<conio.h>
#include<bios.h>
int key=0;

void main()
{clrscr();
while(1)
{gotoxy(1,1), printf("No key pressed");
if (kbhit())
 {key=bioskey(0);
 //if (key==19094 etc....
 gotoxy(1,1), printf ("              ");
 gotoxy(1,2), printf("key pressed");
 break;
 }
}
getch();
}

How can i do something like this in the calculator??

#59 CrimsonCasio

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Posted 11 November 2003 - 11:15 PM

you may want the Wait function, it waits for a key to be pressed or for the pen to be tapped. if thats not what you mean then in the RPG folder of your ClassPad I left one of my "tools", just select ktst, hit play, then press a key (hold it for a sec). if you want to loop it go ahead, but you could just run it several times. it prints out the value of a key, if no key is pressed (it somehow misses it) it prints 0.

is that what your looking for?

#60 betoe

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Posted 12 November 2003 - 01:47 AM

I want that a program be cycling (doing some things etc...) and when a key is pressed the program get the value of the pressed key. Then compare that value with some if or switch-case sentence (if (key==19094 etc...) and do a subroutine if the value of the key is in one of the comparations.

This would make faster programs, because the getkey sentence will be into the pressed key subroutine (no checking the pressed key in every loop).

#61 CrimsonCasio

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Posted 12 November 2003 - 03:29 AM

i agree, and I've talked to brian about having the getkey work faster, it has a built in pause right now (which makes no sence because Wait does the same thing).

#62 betoe

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Posted 12 November 2003 - 03:44 AM

Right crimson, we need that when the keyboard buffer is different to 0 (a key is pressed), then the getkey gets activated and return to us the code of the pushed key. In ASM its so fast and easy.

#63 casiokingdom

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Posted 12 November 2003 - 09:15 AM

Crimson, this might help you solve the why the CP manager, that I and Andy have, can't load your game.

Version: 1.0
Copyright 2003

Also, i don't think we can save programs. Andy can you??

#64 Bob Vila

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Posted 12 November 2003 - 02:38 PM

i have the same one and i cant do it either <_<

#65 Andy.Davies

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Posted 12 November 2003 - 07:52 PM

no i cant <_<

#66 CrimsonCasio

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Posted 13 November 2003 - 03:55 AM

I've just uploaded the newest update, not much new to see except the debuger. lots of stuff is there but not used yet.

http://www.crimsonca...d/Games/RPG.zip

#67 CrimsonCasio

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Posted 14 November 2003 - 12:45 AM

ok, I have a delima... the problem is that I can either sacrifice speed for size or the other way arround, so what do you think... it would be a fairly big diffrence either way.

#68 maurice1979

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Posted 14 November 2003 - 11:36 PM

hear are some of my plans (some are done):

  • descriptions of everthing on the map




  • interactive conversations




  • story triggers




  • map triggers (look at, walk on, touch)




  • inside/outside maps (I can actually generate new maps on the fly, might be good for multi story buildings)




  • motion for NPCs and map features (when triggered)




  • an inovative battle system (must require skill, not just luck or repetition)




  • a unique magic system (I have some good ideas for this)




  • I'd like to have a multiplayer feature, mabey you could import another persons save file and battle them...




  • I have an idea to have "leveled" weapons, I want their to be a penallty for getting a new weapon (so that even if its potentially more powerfull you have to work with it to get it to full strength)

the magic system will be based arround the three primary colors of light (Red, Green, and Blue), and color will play an important part of the game. you will have to select your color alignment at some point, though you wont be restricted to magic of that color it will be your primary type. (probably you will have to buy spells of other colors, and not simply learn them, the bought spells will also be less powerfull).  I may also allow for midway colors.

what's the game-story about?
how about multiple endings??
I read is looks a bit like zelda, so I can asume is won't be turn based.

You say that color is an important part of the game, how will the magic system be in the cp300 version?

maybe I should go test it first and come back with more questions and/or suggestions.

#69 CrimsonCasio

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Posted 15 November 2003 - 01:16 AM

:D I dont think I've ever made game without multiple endings.

I'm not revealing the story just yet (mostly because it developes in the game).

the colors will simply be stated, not actually displayed on the screen, the colors will represent good, evil, and life (red, green, blue) and all I can tell you is that it will matter to the plot.

the main game will not be turn based, but so far I cant think of a good battle system that isn't... so the battles will probably will be (though I'm open to suggestions). trust me when I say its going to require skill though, I cant stand the simple (pokemon) games with I hit you, you hit me action.

give it a play and tell me what you think.

#70 Andy.Davies

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Posted 15 November 2003 - 11:19 AM

I WANT TO PLAY IT!!! bu i need a classpad manager, that alows me to use the image....

#71 Overlord

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Posted 15 November 2003 - 12:32 PM

Crimson ? there is no 'neutral' ????????? (lol)

(basic square :
red - chaotic
blue - law
green - neutral
yellow - life)

#72 Andy.Davies

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Posted 15 November 2003 - 12:37 PM

good point, tho i dont think neutral charicatars have as much fun...

#73 CrimsonCasio

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Posted 15 November 2003 - 02:08 PM

no neutral, you have to take action in this game.

#74 XF007

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Posted 16 November 2003 - 07:51 PM

please give us screens :lol:

#75 CrimsonCasio

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Posted 16 November 2003 - 07:54 PM

what do you mean by screens?

#76 XF007

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Posted 16 November 2003 - 07:57 PM

screens of the RPG :) and of new features =)

#77 CrimsonCasio

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Posted 16 November 2003 - 07:58 PM

ok, but i havent done much new cause nobody answered my question...

#78 XF007

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Posted 16 November 2003 - 08:14 PM

i don't answer because i don't understand :roflol:

#79 Bob Vila

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Posted 16 November 2003 - 08:15 PM

which question?

#80 CrimsonCasio

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Posted 16 November 2003 - 08:20 PM

I need to know which matters more, speed or size?




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