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Messages - {AP}
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751
« on: February 06, 2009, 11:47:49 pm »
No problem. =D The system is free for anyone to use. (to whomever might be reading and like the idea) The best thing about it, I think, is that you can sort it with SortD(L1). (Descending because 0 is the empty slot and you usually have empty slots at the bottom. ;P)
752
« on: February 06, 2009, 11:34:48 pm »
Well, the the lower the better. _____________________________________________________
Explanation of 'Item Index' System (If you want to do it from here, cool. Or if you like the idea and don't wanna code it or just want to see an example I can code it for you)
The system is based off of the way mine is, sorta. Each item is identified by a number. (e.g. 1=Map, 2=Potion, etc.) Your inventory will be a list containing the item's ID and, in your case, the names of all items in the game will all be stored in a string. (e.g "________MAP_____POTION__"=Str1 [8 spaces, MAP+5 spaces, POTION+2 spaces])
Example (using only the string above and 6 for simplicity) Inventory: {2,2,1,0,0,0}=L1 (2 potions, 1 map, 3 empty slots) Grabbing Name: sub(Str1,8*L1(x)+1,8 (So, 0=________; 1=MAP_____; 2=POTION__;)
Displaying 6 items at a time is just L1(x) through L1(x+5). _____________________________________________________
That's the best I can explain it. As said before, if you want I can try and get a working test up. The 'Item Index' system is nice for managing names and makes using items easier, IMO.
753
« on: February 06, 2009, 11:07:37 pm »
I have an idea on a good way to do this. But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.
I have a routine idea that works off of 10 character long names. But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
754
« on: February 06, 2009, 09:09:05 pm »
I could always use more excuses... =P
Seriously though, I can always help out with optimization. (We could use that EtherPad site for it too. Collaborative fix. =D)
755
« on: February 06, 2009, 06:58:20 pm »
We have GHWT tournament at school soon. It's a fund raiser with an entrance fee.
I just learned about it today, so I've been playing nothing but expert non-stop. (Hands are KILLING me.) I'm playing Mr. Crowley on practice to help with finger speed. God... that song is one BIG solo. >_< But it's the best for the kinda practice I need.
Wish me luck! (First prize is a $50 gift card to GameCrazy with a $4 entrance fee.)
756
« on: February 05, 2009, 10:33:47 pm »
I don't like the recorder built into WabbitEmu but... Inventory system currently. You can move around with the arrows, press [MODE] to view item description, currently 35 slots (no stacks), and auto-sorts the items. It's not plugged into the game... but it's ready to be. Currently only 5 items (all shown). Portal and the 4 healers (called Neurolinks, distinguished by a symbol as a suffix and addition to the icon). I have the weapons drawn out and am working on more items soon.
757
« on: February 05, 2009, 05:03:37 pm »
Well, I've had a bit of progress... I've temporarily stopped working on the new system for abilities/classes/stats/etc. and started in on the new items and inventory system. Everything is fine so far... just need to try and make it a little prettier (still not sure how to go about this... the minimum is taking up a good deal of space) and finish adding in a couple of more unique features.
Afterwords... I'll be back to working on the core system mentioned earlier. I'll also be changing the menu system fairly dramatically to make room for the content the new system will require.
758
« on: February 03, 2009, 08:27:45 pm »
I do enjoy the title sequence and graphical representation of the stats. In fact, the thought on the stats screen impressed me more than anything else there.
It's just... visually appealing. Good work so far. ^_~
759
« on: February 03, 2009, 07:52:34 am »
760
« on: February 01, 2009, 09:23:55 pm »
Thanks Drak and trev. =D
Unfortunately... no animations at the moment. Not even any actual spells at all. Currently rewriting the system completely. Changing from a generic class system to a more free, customizable, and unique one.
Also... being distracted... very distracted. Real life is harsh. >_< (Yes, it's getting worse than my problems from the 'Life's a Bitch' topic. Well... adding to those problems anyway.)
761
« on: February 01, 2009, 08:48:29 pm »
Minor problem. Look below... it shows it. (only hitting the arrows... the error happens on pressing up/down on the 2nd space) This is just a direct copy of your code above.
I was testing it before I play with the optimizing... and that happened. Can't find the issue... (maybe just too tired...)
762
« on: January 31, 2009, 05:17:18 pm »
Wabbit is fine for PQ 1. Already tested it out.
(EDIT: Wow, got the conversation out of context. Wabbit emu with PQ1 is fine, but as Omnimaga said... contrast changes and such are bugged so it wouldn't be the best for PQ 2.)
763
« on: January 29, 2009, 05:47:28 pm »
Wow... I'm beyond impressed with the animations in both games. I can't even begin to think how to do anything like it even. >.< Makes me feel highly inferior...
In any case, amazing work... I'm going to have to pull some miracles out of my *** to even stack up to that. That's assuming my new system works out fine too.
764
« on: January 26, 2009, 05:40:04 pm »
Sweet! See you guys in 16 years. ^_~
765
« on: January 25, 2009, 08:20:35 pm »
Okay, I'm working on the new system. New/different stats, abilities, formulas, spells, classes, etc. Most likely taking out races in favor of classes or just to simplify things.
In any case, this will be a new game when I'm through with it. It was too generic anyway... now that I've gotten just about the entire core engine done and have tested out a lot... I feel like I can more easily make the changes I've proposed above. So, time to make this game unique.
Wish me luck. ^_~
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