Author Topic: RPG Starter Kit  (Read 11934 times)

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Offline tifreak

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« on: December 31, 2005, 04:57:00 pm »
Just wanting to get some opinions on what people might like in the next version, whether it is in the readme, or actual program. Right now, I am writing a developers guide that will explain how to make random enemies and show how to access a battle system, will explain how to add characters for hit detection, etc.

Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

tenniskid493

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« Reply #1 on: December 31, 2005, 05:14:00 pm »
I haven't seen your old Readme so I don't know if you do this or not, but one thing I really like is examples.  Instead of just saying, this function is used to do hit-detection, say here is a sample program using simple hit-detection.  Then break the program down piece by piece and explain what each part is doing.

Offline tifreak

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« Reply #2 on: December 31, 2005, 05:16:00 pm »
The original does that, and I might add it to the developer's guide...  
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline rivereye

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« Reply #3 on: January 01, 2006, 07:43:00 am »
I thought about using this for my RPG, but I hate using things that I don't code, I have made mine work really well, maybe I realease my engines for other people
>(<')

tenniskid493

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« Reply #4 on: January 01, 2006, 07:45:00 am »
I thought about doing that with my engine, but I looked back at my engine and decided that I would have to change a lot of things to make them user friendly.  And a lot of my engine is very specific to the needs that I have so I figured it wouldn't make much sense to release it unless someone was going to make a very similar style game.

Offline Radical Pi

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« Reply #5 on: January 01, 2006, 10:09:00 am »
something about pause menus, saving your game, and maybe an actual dungeon or town as an example of how to code them
One of these days I'll get a sig I'm really proud of.

Liazon

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« Reply #6 on: January 01, 2006, 11:26:00 am »
How could you come up with original gameplay ideas then?

Offline Radical Pi

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« Reply #7 on: January 01, 2006, 12:20:00 pm »
It would be to show the newer programmers how to do anything.
One of these days I'll get a sig I'm really proud of.

Offline tifreak

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« Reply #8 on: January 01, 2006, 02:57:00 pm »
I am including things like that, but if they need help, I will point them to my forums and here. :)smile.gif

There is of course no way to cover every possibility the rpgsk is capable of handling...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #9 on: January 01, 2006, 03:42:00 pm »
does it sitll run as hardcore fast as the original RPG starter kit?

Offline tifreak

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« Reply #10 on: January 01, 2006, 03:50:00 pm »
I really don't notice much of a difference in speed...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Radical Pi

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« Reply #11 on: January 02, 2006, 11:33:00 am »
The RPGSK was the first homescreen RPG I downloaded, so I originally thought all RPGs were that fast.
Then I played Illusiat XII...big difference...

You should put in a worthless delay loop just so people like me don't assume all Basic games are fast.
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Offline DJ Omnimaga

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« Reply #12 on: January 02, 2006, 02:43:00 pm »
yeah I know Illusiat XII is slow my BASIC was quite crappy back in 2002  :oops:embarassed.gif

Offline tifreak

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« Reply #13 on: January 02, 2006, 02:55:00 pm »
lol, why would I want to slow it down? That means I am doin things right...

Anyways, work continues on the new development guide...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

dragon__lance

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« Reply #14 on: January 02, 2006, 03:30:00 pm »
sound good! never actually looked at ur rpg starter kit, is it more of a tutorial for new beginners?