Navigation

    Fuze Arena Logo
    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Help
    • Discord

    Game with text based graphics

    Work In Progress
    9
    44
    3434
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • ITzTravelInTime
      ITzTravelInTime F last edited by

      And now i am making a world map, I want this game to became some sort of rpg

      1 Reply Last reply Reply Quote 1
      • ITzTravelInTime
        ITzTravelInTime F last edited by

        So i added color and reworked the graphics because i wanted some more features, now instead of working with characters, it works withs tiles, and this allows me tio reuse characters for different things rather than purposing every character for a specific use, with that i also added colors, here is a quick look at it in handheld mode

        1 Reply Last reply Reply Quote 5
        • Jaywalker
          Jaywalker Donator last edited by

          Nice work!

          1 Reply Last reply Reply Quote 1
          • ITzTravelInTime
            ITzTravelInTime F last edited by

            Now i am about to add strctures made of multiple tiles, i have to figure it out a bit

            1 Reply Last reply Reply Quote 1
            • Dave
              Dave Fuze Team last edited by

              Dude this looks awesome... I can't wait to try it.

              "welcome to the text world" hahaha..

              Being there makes me feel... out of character...

              1 Reply Last reply Reply Quote 2
              • ITzTravelInTime
                ITzTravelInTime F last edited by

                i was experimenting with optimizing the text drawing and i saw that fps meter takes quite a lot of cpu time, the game is mutch soother when it's disabled.

                @dave any way simple way of calculating fps only or display it only in the debug info?

                M 1 Reply Last reply Reply Quote 1
                • M
                  MikeDX @ITzTravelInTime last edited by

                  @ITzTravelInTime i have an fps calculator function in pacman which i will share when I get home later.

                  i also have a profiler function which may be useful

                  ITzTravelInTime 1 Reply Last reply Reply Quote 1
                  • ITzTravelInTime
                    ITzTravelInTime F @MikeDX last edited by

                    @MikeDX Thank you, you can also add me as a friend my code is SW-6620-3252-4535

                    I will also share my work when it will reach the state of "complete enought to be a demo"

                    1 Reply Last reply Reply Quote 1
                    • ITzTravelInTime
                      ITzTravelInTime F last edited by

                      Making some prototpyes for the look of structures made of multiple tiles, here it is a house, for now i am using the text edit app on my mac with the menlo font, do you know which font is used by fuze in text mode?

                      1 Reply Last reply Reply Quote 5
                      • Dave
                        Dave Fuze Team last edited by

                        Beautiful house. This is so cool...

                        Now do a castle!!

                        1 Reply Last reply Reply Quote 1
                        • Jonboy
                          Jonboy Fuze Team last edited by

                          Ooh - a cathedral please, and an under water temple er.. and Norway, fjords and all.

                          1 Reply Last reply Reply Quote 2
                          • ITzTravelInTime
                            ITzTravelInTime F last edited by ITzTravelInTime

                            For now i am making a prototype map with a text based forest in which there are a river and a small village + some messanges inside the game world

                            1 Reply Last reply Reply Quote 0
                            • ITzTravelInTime
                              ITzTravelInTime F last edited by

                              I think i acidentally chopped all my trees

                              1 Reply Last reply Reply Quote 4
                              • ITzTravelInTime
                                ITzTravelInTime F last edited by

                                Today was spent on optimization, now the screen drawing work with an enless loop and the inputs are cheched using a timer scheduled regurally, all of this avoid the game being uplaybe if the framerate is too high or too low

                                N 1 Reply Last reply Reply Quote 0
                                • N
                                  Nisse5 F @ITzTravelInTime last edited by

                                  @ITzTravelInTime Why can't you just synch everything to Update()?

                                  ITzTravelInTime 1 Reply Last reply Reply Quote 0
                                  • ITzTravelInTime
                                    ITzTravelInTime F @Nisse5 last edited by

                                    @Nisse5 I am doing this because i want the game to run at the maximum framerate and the controls to be at the same speed reguardless of the framerate, and so keeping all this stuff into the game cycle will mean that the player moovement will depend on framerate and so it can suffer from speed or syncronization issues and in this way it will be also hard to time correctly, that's why i want with this route, it's simple to keep everything timed correctly while having the best performance

                                    1 Reply Last reply Reply Quote 0
                                    • ITzTravelInTime
                                      ITzTravelInTime F last edited by

                                      And i found a bug with timers, which causes FUZE to crash, i created a thread into the bug reports if you are interested

                                      https://fuzearena.com/forum/topic/165/timers-produce-wired-errors-and-also-some-fuze-crashes

                                      1 Reply Last reply Reply Quote 1
                                      • K
                                        KuraIthys last edited by

                                        Interesting.
                                        Regarding switching from 'char' to tiles, that fundamentally if you go far enough back in history, these are the same thing.

                                        Tile based graphics is an offshoot of text based stuff. The only thing that changed is that you can redefine the character set. (later a few other things showed up like parallax scrolling, but at heart it's still just a fancy text based mode.)

                                        If you were to look at something like the Atari 800 (or the more well known C64) you'd see that they talk about using 'character mode' displays, and by default these are the system's text modes.
                                        But in reality what's happening is this is a tile based graphics mode where the computer has a 'default' tileset that just so happens to be the letters that make up a text mode display.
                                        That's really all there is to it on the really old 8 and 16 bit systems.
                                        Tiles and text mode are the same thing! XD

                                        Still looks like a fun project though. Good luck with it.

                                        ITzTravelInTime 1 Reply Last reply Reply Quote 1
                                        • K
                                          KuraIthys last edited by

                                          This post is deleted!
                                          1 Reply Last reply Reply Quote 0
                                          • ITzTravelInTime
                                            ITzTravelInTime F @KuraIthys last edited by

                                            @KuraIthys Not so mutch, in fact more sophysticated systems allows for features like smooth scrolling for graphics tiles (like the nes and the snes) while making this not possible on character based modes even with redefined character sets. The tile based graphics modes are essentially heavily modded graphics modes on streosids if that's your point.

                                            Regurding my project i am coding it like i am doing for my other text based game for dos, so plotting characters at some coordinates of a characters grid on the screen.

                                            K 1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post