Author Topic: Anti-RPG RPG  (Read 60969 times)

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Offline Eeems

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Re: Anti-RPG RPG
« Reply #30 on: December 10, 2009, 10:58:33 pm »
Also a way of getting around the empty loop problem is to use a rand10 statement for a short pause and a randint(1,3,_whatever you need_ for longer pauses it shouldn't slow down as much as loops
/e

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #31 on: December 11, 2009, 06:48:08 am »
I'd recommend not using xLib also becaues people will expect amazing graphics with xLib. If you don't have any, they will not like your program. :(

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #32 on: December 11, 2009, 01:40:06 pm »
Well, if he decides to use most xLIB functions, even if he doesn't use the graphical stuff, I don't really see why it's such a problem to use it really. It's not how it's made that counts, it's what is made that does. If you only use a few functions (like unarchiving/inverted text color/contrast) I don't recommend it, though, since there are smaller libs out there, but in both cases, what if the person absolutely needs that 800 byte of RAM codex takes? I myself know in Illusiat 13 I had an hard time for a while having enough free RAM when certain programs are running. Had I used xLIB instead of Xcopy, that 184 bytes of additional RAM would have made a huge difference in how easy it would be to code the game. Instead, I had to change code from a 15 KB program to another and it took hours.

Offline jsj795

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Re: Anti-RPG RPG
« Reply #33 on: December 11, 2009, 01:43:18 pm »
Well, I think some people think it is nuisance to install APPS and uninstall them.
If they use some other APPS and need to uninstall them, install Xlib to play game, and uninstall Xlib when done and install what you originally had, it gets annoying, especially you play the game in short periods of time frequently (like during math class/science class). However using asm programs doesn't require installment, just to be in the RAM file to make it work.


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #34 on: December 11, 2009, 01:48:59 pm »
Yeah true, but even then I don't see how annoying and tedious it can be to do that. If you use Omnicalc for example it just takes 3 seconds to press APPS, xLIB, 1 then 3. Maybe 5 if your APPS menu is filled with stuff. For doing the opposite (installing Omnicalc), all you do is open Omnicalc, then install, it aks you to overwrite hooks, you choose yes then it's done. You exit and it just took about 6 seconds.

You people are just narrow-minded... I'm out of this discussion now.

Offline Insorak

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Re: Anti-RPG RPG
« Reply #35 on: December 11, 2009, 02:57:22 pm »
Wow. I really didn't intend to cause such an enormous debate about ASM in RAM or xlib. For me, it's just a matter of convenience and efficiency; if I use xlib, the contrast changing takes at most 7 bytes for real(5,0,39. If I use an ASM program, it might be more than that, depending on the syntax the ASM program takes. Other than that, I see no real benefit either way.

If you guys are so against my using xlib, I'll gladly switch it with a contrast-changing program and xcopy. I'm not that lazy. (Even if I have to redo all my For(X,0,600:End loops ;) ) I think the largest program I'll be using is about 10kb, and my core programs will probably be about 5kb, so I won't mind that ~1kb difference from xcopy and another ASM program.

Calm down please, guys. This isn't an American election. ;) We don't need to attack each other because we're expressing our opinions.

DJ, was that 15kb program you were referring to some code for shopping/inventory management? I remember reading how you said that that code was enormous and took forever to make properly.

--

Okay, after all that, time for some updates on the program. Instead of working on the fighting code, I actually decided to work on the skills menu instead (since I've never done anything like that and I thought it was less likely to be buggy, haha yeah right). So now that's done. And in the process of doing that, I've made up all twenty-four skills as well. I still haven't decided what level each skill should be obtained at. Most of the stunning skills, poison moves, and self-improvement skills as well as some others (e.g. Necromancer's Cripple), can only be used once per fight.

Defiler
Vicious Hit - Has a 50% chance of doing double damage and a 50% chance of bypassing monster defense completely. (Will probably be super overpowered against monsters with super defense but no health. :P)
Wound - Makes the monster bleed for some damage each turn, and reduces defense. After some skill level, the wound is infected and poisoned, so there is significantly more damage per turn as well as strength reduction.
Regenerate - regains some health.
Knockout - stuns the enemy for one or several turns.
Avenger - attacks enemy for some amount of damage based on how much health you lost. Quite situational, but it's also going to be quite powerful.
Berserk - you go berserk. Increases your stats to insane amounts. (once per fight, obviously.)

Necromancer
Corruption - using ordinary melee damage formula, but damage based on intelligence instead of strength. Bonus to damage depending on skill level.
Sleep - stuns the enemy.
Drain Life - relatively weak attack which also steals some health.
Nightmare - can only be used while enemy is asleep. Does massive amount of damage (and wakes him up). But due to the adrenaline coursing through his body, the enemy's strength is increased.
Cripple - reduce strength, defense, and speed
Touch of Decay - a super version of poison, takes away lots of health and stats per turn

Thief
Backstab - sneaky move which does many times normal damage. Once per fight.
Poison Blade - slashes enemy with a poisoned blade. Enemy loses strength and health every turn.
Regenerate - heals.
Disable - kinda like defiler's Knockout.
Ambush - sneaky move that does lots of damage, but less than backstab. But it can be used more than once per fight.
Bloodblade - like Avenger, but the less health your enemy has, the more damage you do.

Psion
Psi Bolt - similar to corruption.
Blindness - reduces enemy's defense and makes him miss some percentage of the time (based on skill level). Lasts the whole fight.
Seal Wounds - heals.
Mind Crush - does some damage and reduces enemy's defense slightly. However, can be re-used.
Accelerate - augments your (dismal, as a Psion) speed greatly.
Mindflay - you suck your enemys' brains/lifeforce/whatever, doing large amounts of damage and healing yourself. (Anyone remember mindflayers from DnD? Anyone?)

I plan for speed to have a significantly greater influence on battles than in Illusiat. Here, you're going to get hit two or three times in a row quite often, and if your speed is high (or you're a thief) you can probably hit two or three times in a row quite often. Your melee attacks have a base accuracy of 95%, modified by your speed vs. the monster's.

Phew, that was a lot. Now to get to actually coding it... *wince* :P
« Last Edit: December 11, 2009, 03:01:43 pm by Insorak »
(re)working on Anti-RPG: 3% completion

Offline DJ Omnimaga

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Re: Anti-RPG RPG
« Reply #36 on: December 11, 2009, 03:28:09 pm »
I just get kinda irritated when people start bashing games just because they are made in a certain way. This kinda stopped here but now I wonder if it isn't starting again. I hope not, because it can drive people away from programming, especially if they alerady released games. These people are the reason why I got my ticalc.org profile taken down (altough there was another big reason too) and why I no longer post about my projects anywhere else since about 3 years.

Anyway, for the 15 KB program, I am referring to the event programs in Illusiat 13. There are 3 of them, which are 15 KB each, approximately. That is because there are so many events and some conversations between NPCs, but I still tried to keep them in as less sub programs as possible

I like your class idea btw

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #37 on: December 11, 2009, 05:32:20 pm »
Sorry, DJ. I didn't mean to be so narrow minded, but I think I was. :(
xLib = good. :) I just don't see the purpose in using it when there are smaller programs (xLib is 16,000+ bytes) out there.  However in low RAM situations I would agree that xLib is better to use.
(ztrumpet is done with this now too)

------

Those are really, really nice classes/skills!
Good luck, and have fun with the coding of it.  Let us know how many " if "s you use. :D

Offline Insorak

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Re: Anti-RPG RPG
« Reply #38 on: December 11, 2009, 06:24:18 pm »
I currently have a section of code that's just like End:End:End:End:End.

I think I might actually have to rewrite it. I made a critical flaw in logic (can't re-spec with zero skill points remaining, that was supremely stupid). Aargh.
(re)working on Anti-RPG: 3% completion

Offline Insorak

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Re: Anti-RPG RPG
« Reply #39 on: December 11, 2009, 07:40:25 pm »
Epiphany!

I managed to make it non-buggy, relatively fast, and awesome, while using only 1/3 the code I used before. (seq( and augment( commands abound, as well as some complicated boolean thingies.) Second time's the charm. :D
« Last Edit: December 11, 2009, 07:41:21 pm by Insorak »
(re)working on Anti-RPG: 3% completion

Offline ztrumpet

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Re: Anti-RPG RPG
« Reply #40 on: December 11, 2009, 07:54:42 pm »
Nice! Congratz.

Offline Eeems

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Re: Anti-RPG RPG
« Reply #41 on: December 11, 2009, 08:00:41 pm »
Yay! That's awesome!
(try to keep from doubleposting btw)
/e

Offline Insorak

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Re: Anti-RPG RPG
« Reply #42 on: December 11, 2009, 08:18:07 pm »
(try to keep from doubleposting btw)
Sorry. I got excited. *blush* TI's default list commands that no ordinary calculator user would ever dare to look at are actually really useful here. This also provides the advantage that anyone looking at the code wouldn't dare press anything remotely close to the clear button - after writing it, even I have no idea what half of it does lol.

Code: [Select]
:Augment(seq(L3(X),X,3,15,2),{-.5,1})>=augment(20seq(L3(X),X,2,14,2)^2,{-L1(5)>=(10L1(6)^2)),1 --> LT2That was the worst of it. I basically tried to minimize the amount that would be executed in the Repeat:getKey loop. I wrote it so that it would generate three temporary lists, T1, T2, and T3, full of 0s and 1s, and in the Repeat:getKey loop, it would look at the inputs and decide if one of the buttons were pressed and the conditions were met. (The code there looks something like Repeat sum(Ans:getKey:Ans={92,93,94,82,83,84,72,45,31} and LT1 and not(LT2) and LT3:End.)

I have a concert tomorrow. I'll call it a day. :)
« Last Edit: December 11, 2009, 08:22:30 pm by Insorak »
(re)working on Anti-RPG: 3% completion

Offline Builderboy

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Re: Anti-RPG RPG
« Reply #43 on: December 11, 2009, 08:35:23 pm »
This is coming along really nice!  All the code/concepts are looking nice and the concept is awesome! :) Keep up the good work!

Offline Eeems

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Re: Anti-RPG RPG
« Reply #44 on: December 11, 2009, 10:10:17 pm »
Wow, that's confusing....I don't think I'll ever be able to figure that out on my own....good thing I know what I know about coding or else I'd feel like such a newb right now
/e