Author Topic: Raylin's Rules for Making RPG's  (Read 80087 times)

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Offline skuller972

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Re: Raylin's Rules for Making RPG's
« Reply #15 on: August 03, 2010, 08:33:32 pm »
you shouldnt program a huge game until youve mastered most of the coding. if you cant code a little simon says game, you arent ready for rpgs
Then again, maybe not...
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Offline Raylin

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Re: Raylin's Rules for Making RPG's
« Reply #16 on: August 03, 2010, 09:13:55 pm »
Edited Rule 1, so people stop reiterating it.

Added Rule 16, the most useful rule ever.
« Last Edit: August 04, 2010, 12:27:50 am by Raylin »
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Re: Raylin's Rules for Making RPG's
« Reply #17 on: August 04, 2010, 07:26:20 am »
I disagree with MRide and Skuller972. I think it's a bit of a generalization actually. Of course it is not recommended to start with a large RPG project as your first ever program, but it doesn't mean you will fail. If you start small enough, you will succeed. It won't be the best RPG but you can still do something decent to practice. My first calculator project ever was a RPG and it succeeded. It was not that great, but the 3 other calc projects I had were RPGs too (Illusiat 1 through 3). I personally always found it harder to code anything else than RPGs because with RPGs, you don't have to worry as much about speed. In the walking engine, all that moves around is your character. Everything else is turn-based. If you do a real-time game as your first project, good luck getting a decent framerate. Besides me, I also know other people succeeded with RPG/adventure games as their very first project. Krid and tr1p1ea are examples and Krid did a much better job than me at a first BASIC RPG project.

What I would say is that a good RPG project takes a considerable amount of time to work on and lots of memory. So there, I redirect to rule #1
« Last Edit: August 04, 2010, 07:26:33 am by DJ Omnimaga »

Offline Raylin

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Re: Raylin's Rules for Making RPG's
« Reply #18 on: August 04, 2010, 07:51:43 am »
I agree with DJ. Small RPG's can succeed.
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Offline nemo

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Re: Raylin's Rules for Making RPG's
« Reply #19 on: August 04, 2010, 08:29:18 am »
i do #16 for almost every program i write that takes longer than 48 hours, or programs that have very few "global" variables. in my mind i call them important and unimportant. the tags global and local are more professional though. you also may want to add onto that to have a separate section of variables for subroutines. you don't want to have a subroutine storing values to X and Y and then have it call a subroutine which also stores values to X and Y, unless it's part of the code.


Offline Raylin

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Re: Raylin's Rules for Making RPG's
« Reply #20 on: August 04, 2010, 08:42:59 am »
Added a note saying that.
Good catch, nemo.
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Offline meishe91

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Re: Raylin's Rules for Making RPG's
« Reply #21 on: August 04, 2010, 10:29:45 am »
Also, in regards to Rule 16, if you run out of variables you always have the Finance variables to use, though they are two byte tokens (I believe).
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Offline Raylin

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Re: Raylin's Rules for Making RPG's
« Reply #22 on: August 04, 2010, 10:39:29 am »
Sorry, but the Finance variables to me seem like too much of a hassle for me to use regularly... :(
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Offline ztrumpet

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Re: Raylin's Rules for Making RPG's
« Reply #23 on: August 04, 2010, 10:43:41 am »
Also, in regards to Rule 16, if you run out of variables you always have the Finance variables to use, though they are two byte tokens (I believe).
Correct. :)
Sorry, but the Finance variables to me seem like too much of a hassle for me to use regularly... :(
I really like the finance Vars, because they are really fast, even faster than Ans. ;D

[Raylin] Rules edited in.
« Last Edit: August 04, 2010, 10:53:28 am by Raylin »

Offline nemo

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Re: Raylin's Rules for Making RPG's
« Reply #24 on: August 04, 2010, 10:45:57 am »
While we're on the topic of Vars, DO NOT use Y while working on the Graphscreen!

wait.. why not?


Offline FinaleTI

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Re: Raylin's Rules for Making RPG's
« Reply #25 on: August 04, 2010, 10:48:43 am »
Some drawing and graphing commands set it to zero.


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Offline TIfanx1999

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Re: Raylin's Rules for Making RPG's
« Reply #26 on: August 04, 2010, 10:49:08 am »
Graph screen functions actually use the Y variable.
*Edit* Ninja'd
« Last Edit: August 04, 2010, 10:49:49 am by Art_of_camelot »

Offline meishe91

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Re: Raylin's Rules for Making RPG's
« Reply #27 on: August 04, 2010, 10:49:50 am »
Because, if I remember this correctly, it is part of the OS's routine for graphing or something and can easily be overwritten by the OS. Or something along those lines.

Edit:
Double ninja'd.

Sorry, but the Finance variables to me seem like too much of a hassle for me to use regularly... :(

Ya, I know. I don't like using them either. I was just saying in case you run out of normal variables then you always have those as back up.
« Last Edit: August 04, 2010, 10:50:22 am by meishe91 »
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Offline ztrumpet

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Re: Raylin's Rules for Making RPG's
« Reply #28 on: August 04, 2010, 10:51:41 am »
Oh, yeah.  Another strike against finance Vars is that you can't DelVar them.
If you need yet another Var like A-Z and theta, go to the catalog, press N, and use the little recursive n.  I'm not sure if you can delvar it, though. :)

Offline FinaleTI

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Re: Raylin's Rules for Making RPG's
« Reply #29 on: August 04, 2010, 10:54:04 am »
Just tested, you can.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
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Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.