Author Topic: Pokemon Purple  (Read 138001 times)

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Offline tifreak

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Re: Pokemon Purple
« Reply #345 on: December 05, 2009, 02:48:06 pm »
Well, it would be *somewhat* easy to implement.

1) You would need a list, 2 elements for each NPC on the map. As each NPC starts in the same place each time you enter a map, then that would make it easy to create a list for the starting point, NPC type, and the way they are looking.

2) Would need to have some form of counter, say to 20 or 30, and when it reaches this amount, it moves a random NPC.

I would need to set up a way for the string to be edited, but that shouldn't be too terribly hard, its not like I would be deleting and inserting, would just be over writing with a space and the appropriate character for the direction they are facing.
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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Re: Pokemon Purple
« Reply #346 on: December 05, 2009, 03:13:45 pm »
Would it slow down the game a lot, especially if your maps are larger than the screen? Or could you have a way to make sure only the NPCs inside the screen are moving and that to detect if they're in the screen, it won't take too much time?

Offline tifreak

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Re: Pokemon Purple
« Reply #347 on: December 05, 2009, 03:44:18 pm »
That is the thing, I really have no basis to give an estimate on this for.

I could definitely make sure it would only refresh the screen when one moves on the screen and not bother with it if the NPC is off screen. I shouldn't have to worry about display problems, as it would only display the string var anyways, so that problem wouldn't exist.

Have you had time to try the beta and see what you thought of speed and things?
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #348 on: December 05, 2009, 03:54:37 pm »
That sounds nice. I tried the beta, and I liked it.  It's speed wasn't too bad.

As for deleting and inserting:
(psudeo code as to how I'd do it)
Replace old NCP spot in string with " ".
Change spot of NCP.
Replace new NCP spot in string with NCP char.

I don't know if this will help you or not. You probably know what you're doing. :)
« Last Edit: December 05, 2009, 03:55:11 pm by ztrumpet »

Offline tifreak

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Re: Pokemon Purple
« Reply #349 on: December 05, 2009, 04:01:48 pm »
That is pretty much what I would do. The idea would be to do a sub(+" "+sub( to change the strings. piece of cake.

I am just concerned with the speed of implementation. =/
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #350 on: December 05, 2009, 06:12:12 pm »
I am just concerned with the speed of implementation. =/
True, the speed could go down. Myself, I'd do it only if there was only a little decrease in speed.

Offline tifreak

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Re: Pokemon Purple
« Reply #351 on: December 05, 2009, 06:17:40 pm »
Well.. I will attempt to make some modifications to the code, see if it works out like I hope it does. Then go from there =]
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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Re: Pokemon Purple
« Reply #352 on: December 06, 2009, 12:34:09 am »
idk how to increase speed really, since my own attempts at scrolling with strings resulted in 0.5 fps at the bottom of large maps and I never attempted moving NPCs before. In general, either I don't have any and to talk to them you enter buildings like in Ys I and II, or they just stand still

Offline tifreak

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Re: Pokemon Purple
« Reply #353 on: December 06, 2009, 09:15:02 am »
Well, I plan on trying at any rate, see if I can't get the ball rolling and make it happen. Will see if I lose anything speed wise. =]
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline ztrumpet

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Re: Pokemon Purple
« Reply #354 on: December 06, 2009, 09:44:30 am »
Cool. It's great to see people making a great game even better.

Offline Builderboy

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Re: Pokemon Purple
« Reply #355 on: December 06, 2009, 04:24:01 pm »
Hehe, replacing things inside of strings is harder than it should be :( Hopefully you can do it in good time.  Progress is going great though!

Offline tifreak

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Re: Pokemon Purple
« Reply #356 on: December 06, 2009, 05:51:26 pm »
actually, it really wouldn't be that hard. o.o I am not sure how it would be as all you have to do is make appropriate calculations to where you want to change things.

and thanks, I am trying to keep the ball rolling
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Geekboy1011

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Re: Pokemon Purple
« Reply #357 on: December 06, 2009, 11:04:55 pm »
wow editing the internals of strings reminds me of the first battle engine i worked on for my project but it was ssadly really slow and did not work out in the end :(

looking greart though XD

Offline tifreak

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Re: Pokemon Purple
« Reply #358 on: December 13, 2009, 09:38:33 pm »
Did some testing. Basically took a variable and counted to 30 and refreshed the screen. The only change is the character itself 'flashes' because it is displayed after the map is refreshed. Otherwise, there is no flash at all.

Next is to reset the map data a little bit, so it knows there are NPCs on the map, and that they need to move.

Will let you know how that goes along.

Wondering, should I make them look like the player's character, to show direction? This way people can sort of see where they are looking. Or I can just stick with using the pi symbol and not require me to do any editing XD
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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Re: Pokemon Purple
« Reply #359 on: December 13, 2009, 11:11:49 pm »
I am unsure really. If the speed loss is bearable (if any), I guess go for 4 directional NPCs