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Omnimaga
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Pokémon Purple
(Moderator:
tifreak
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Pokémon Purple
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Topic: Pokémon Purple (Read 69582 times)
0 Members and 1 Guest are viewing this topic.
currahee
Guest
Pokémon Purple
«
Reply #90 on:
December 10, 2005, 11:54:00 am »
Nice ASCII version of Pallet town.
This is gonna turn out really well, since you don't even need ASCII for Pokemon, or most of them really. Keep it up!
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #91 on:
December 12, 2005, 01:30:00 am »
Thanks, hopefully I find a good, fast solution to the hit detection...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Pokémon Purple
«
Reply #92 on:
December 12, 2005, 02:01:00 am »
Sounds like some good progress is being made.
You are making me curious.
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #93 on:
December 12, 2005, 02:27:00 am »
lol, well good.
I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
MathStuf
Guest
Pokémon Purple
«
Reply #94 on:
December 12, 2005, 11:40:00 am »
I'll post my movement code in my forum. You can get a feel on how to add more stuff that way.
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tifreak
Project Author
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #95 on:
December 12, 2005, 11:56:00 am »
Ok, my main problem is detecting all the different characters for each direction...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon Purple
«
Reply #96 on:
December 12, 2005, 12:26:00 pm »
maybe you should one if statements for all walk onable tiles or one if for all solid tiles
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tifreak
Project Author
LV11
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Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #97 on:
December 13, 2005, 03:26:00 am »
See, the problem is I also have tiles that will be walkable, like the signs, little . for gravel, * for grass... I don't know, it might actually be faster to check for those though...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
necro
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+3 vaporal mustache
Pokémon Purple
«
Reply #98 on:
December 13, 2005, 05:03:00 am »
Did you post the engine code? I can help you only if I know what your doing, though you might want to try the code I posted in the chosen one.
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #99 on:
December 13, 2005, 05:08:00 am »
I haven't posted it yet, I might do so here later...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
axcho
Guest
Pokémon Purple
«
Reply #100 on:
December 13, 2005, 10:17:00 am »
QUOTE
I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
Can't you just use sub() and inString() if your map is stored as a String?
c1
-->
CODE
ec1inString(" .*",sub(Str1,X,1c2
ec2Where " .*" are the walkable tiles, and Str1 is the map, and X is the player's position.
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tifreak
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Pokémon Purple
«
Reply #101 on:
December 14, 2005, 05:31:00 am »
Hmm, I might look at that, though right now I am sick, so there won't be a whole lot of coding done right now...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Pokémon Purple
«
Reply #102 on:
December 14, 2005, 05:48:00 am »
I hope you will do well
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MathStuf
Guest
Pokémon Purple
«
Reply #103 on:
December 14, 2005, 02:30:00 pm »
Yes, what axcho said would be one of the fastest way to do it. It's what I do (although I use much more complicated stuff because people can also move, and that causes lots of problems, not to mention force tiles and effects).
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necro
LV9
Veteran (Next: 1337)
Posts: 1295
Rating: +17/-2
+3 vaporal mustache
Pokémon Purple
«
Reply #104 on:
December 14, 2005, 05:42:00 pm »
Hmm...I think matrice based maps are easier to deal with...but then again, that's me
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
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Omnimaga
»
Forum
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Calculator Community
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Pokémon Purple
(Moderator:
tifreak
) »
Pokémon Purple