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Messages - {AP}
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766
« on: January 25, 2009, 02:29:25 pm »
I sometimes feel like it's the former. I guess I just feel like there's a LOT better things to do than play my calculator game. >_<
Maybe it's the lack of support at school... eh. Thanks for letting me know though. Makes me feel better. =D
767
« on: January 25, 2009, 02:17:39 pm »
Hopefully... >.< The more I've been thinking about the direction of this game... The more I have NO idea where I'm going with this.
It started out as a battle system with a lot of character customization... Now it's that plus graphics and a few maps. (several surprisingly empty... due to lack of imagination and rush [rushing myself that is])
I'll even be completely redesigning the battle and customization system due to some new ideas and the monotony of the current system. Which is rapidly press enter until the damn thing is dead. So, I'm thinking of what to do there now. Gotta get spells and abilities ready for sure. (Mages are currently weak Knights) Plus... gotta code the signs in. (signs tell you a bit about the map you're in) From there... once I get ALL of that set up... gotta get quests set up. Not to mention the caves and forest area done.
All of that is to have stuff to do from levels 1-5. Well, okay... most of it stays useful throughout the whole game. From there... just need more maps and quests to support levels higher than about 6.
Okay, so that was a long ramble... but hopefully you, being whomever the reader is, understand where I'm going here. A lot is to be done... so maybe not THIS week. My apologies. >_<
768
« on: January 25, 2009, 11:51:50 am »
Well, fixed a LOT of bugs I had. Mostly just conflicting variables... and a few memory optimizations. Cut the main program down to 907 bytes now. I'm pretty sure Nyaar, as a whole, can run off of about 5500 bytes or less now. I've been wrong though... I think it's about (estimated) 900x2 + 2300 + 767 + about 500 for miscellaneous variables/lists That's anytime while in battle. (which I'm pretty sure is when the most space is taken up) ... I'd make sure you have at least 10k available before installing... O.o Your mileage may vary.
In any case... still a few more things to do before it's ready for another beta release. Just thought I'd let you know there's progress.
769
« on: January 25, 2009, 09:33:18 am »
My god man... if I had epilepsy... you'd be a murderer right now. O.o I like the music and flashiness though. =D
770
« on: January 24, 2009, 10:44:24 pm »
With your system, (I found 50 too high though and lowered it slightly) I now have a working set-up. I lack a good recorder though. I lost my old program with my new computer... and WabbitEmu isn't doing very well.
So, I'll see what I can do about that... I'd release it for download, but there's a few features I want to add before I do this.
771
« on: January 24, 2009, 05:12:48 pm »
Yeah, I need 8x8 so it wouldn't help much.
It's not too bad now... I was just complaining. Anyway, I have a working version that can explore the first zone now, but... I'm thinking of a way to handle random encounters. Or creature encounters in general. I could just have randomly generated creatures spawn upon loading the map. Then you could either skip them, or battle them. Or come up with a good way of handling random encounters. I have a feeling I'll either have them pop up every step... or not nearly often enough. Or something else that evades my imagination...
772
« on: January 23, 2009, 11:16:29 pm »
So, this means that staff isn't a part of this, possibly, new section? Oh well, I feel privileged enough. =D
We each already have a forum for ourselves, so I think an extra one would be redundant
But mine's getting lost in the long list... D= (J/K, it's not that big of a deal) Speaking of that list, a lot of those projects haven't been posted in in ages. O.o Do we know what's going on with them? I mean, sure... it's been awhile since Nyaar's posts (and that's been fixed now) but we at least knew where I was.
773
« on: January 23, 2009, 11:07:12 pm »
Haha, no biggie.
So, this means that staff isn't a part of this, possibly, new section? Oh well, I feel privileged enough. =D
774
« on: January 23, 2009, 11:02:40 pm »
Isn't DOA a first-person shooter? I hardly consider that an RPG. O.o
775
« on: January 23, 2009, 07:11:52 pm »
I've been really sick all day... but I got something done so far. All 12 maps (for the first zone outside, there will be more for caves and such) is now stored in a program. It sucks typing out multiple 8x8 matrices... >_< I'll do what I can to get a version up that can explore the new areas tonight. I don't know if I'll be done enough by my standards though.
We'll see... if not tonight then definitely tomorrow.
776
« on: January 22, 2009, 07:42:58 pm »
THAT'S the function I couldn't remember the name of! Thanks, that ought to fix it. LINEREPLACE and LINEWRITE have always had glitches for me... this will do a lot better.
777
« on: January 22, 2009, 06:29:32 pm »
Not ENTIRELY sure. I was using Celtic III to test rendering the maps from another program.
Program: TEST (replace-line version) -------------- 1->X Repeat X=0 ClrHome Input "MAP? ",X If X!=0 Then det(5,"MAP",X det(8,"TEST",Ans,9
Ans->[A] real(2,0,0,0,8,8,0,8,0,8,1,0,8,1 Pause End End ______________ Program: MAP --------------- [[MAP INFO HERE]] ...etc
All it was supposed to do is read the specified line (which was a written out matrix), then write to (or replace) a certain (empty to start out) line below the where it says to write (or replace) it. Then it stores the answer there to the A matrix. Afterwards, it uses xlib's tilemap function (from Celtic III) to display it.
In any case, the first time is an error, second-fifth time was fine, then that 6th time cleared my RAM. (no, I didn't try reading empty lines or matrixes that weren't 8x8... I'd checked multiple times. Not sure why it PMS'd that time.)
778
« on: January 22, 2009, 04:57:15 pm »
Thanks, mate.
In any case... I was greeted with a "RAM Cleared" screen today. It didn't kill EVERYTHING, but it's slowed me down... Mostly having to redraw the new sprites onto the sprite sheet. (I forgot to StorePic the time I redid it today) ... Otherwise, I'm having slight issues with the LINEREPLACE and LINEWRITE functions on Celtic III... so I'm having to rethink how I get the maps from String to Matrix. Otherwise, I'd be done with the majority of the world map calculator-side.
779
« on: January 21, 2009, 07:38:28 pm »
It's on paper... so... not yet. I haven't gotten to making the programs to handle maps yet.
780
« on: January 21, 2009, 06:45:50 pm »
Heh... well, I finally dusted off this project again. With school easing up a little bit, my graphic artist for Eternity out-of-commission for now, and the need to get my mind off of my recent break-up... I decided I'd start working again.
The only progress I've made is fixing the 'LOAD' function that I didn't notice was not working and getting more of the world map sketched out. Though... I've had to re-familiarize myself with the game's code so that took a bit of time.
In any case... Nyaar's not DEAD. Just... I've had WAY too much going on with life. Hopefully, REAL progress is on way now though.
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