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Messages - {AP}
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886
« on: November 06, 2008, 05:12:14 pm »
Yeah, I'm working on the graphical battle system next. The only thing that's slowing me down is my actual ability to draw on a calculator.
But, yeah... there will be a (probably randomized) background, sprite for each class and creature, animation for every attack, and prettier interface. Needless to say... this will be a HUGE improvement. Though, I fear that after awhile it will feel repetitive too... but I'll burn that bridge when I come to it.
Also, thanks for the thoughts guys! Yeah, I'll definitely need a boss.
Actually, I probably make like... a dungeon for every level (most likely ending at 20) and a few mini-bosses and a final boss at the end. Then, I'll have you unlock an area so you can continue leveling your character.
Oh, and I'll be adding a multiplayer feature! I'll let you battle friends to see who's stronger. =D
With all this covered... my next issue... is coming up with quests.
887
« on: November 06, 2008, 08:08:14 am »
True, true... I'll have to figure a good way to code the generator to account for that. Shouldn't be TOO hard, just a bit of brain power and testing. __________________________________________________________
Right now, I'm wondering if I should have an ending to the game. Originally, I was thinking of no level cap and just letting people play on until they get bored. My main issue with an ending though is where should it be?
Also, after awhile I'm sure dungeon crawling will get a bit tiresome... especially since I have to account for characters levels. I could just set all creatures to the level of the character at the time they meet. If not, I'd have to have a dungeon for each level they get to.
In either case, creating quests and/or bosses wil be a pain with this whole random generation thing too. Though, I'm just not sure which would be more fun. A fixed world with a fixed plot and a fixed ending. Or random world, no plot, and no ending.
In either case it'll be battling monster after monster to level up and become more powerful. Argh... my mind has WAY too many conflicts.
So, what are your thoughts, Omnimagans! (yes, I invented a word for members of Omnimaga) I'm off to school and will be reading and considering everything posted upon return. =D
888
« on: November 06, 2008, 07:50:43 am »
Well, I don't see how it's just going through the EXACT same code and the first time through there's an issue. All I'm doing is recalling a pic then it goes back to it's normal cycling through the movement/map updating routine. (I use a pic of the store right when you hit enter before the menu comes up. Then I recall it to get rid of the menu since [due to placement of the menu] it's be harder and take more code to draw over it.)
Here's another mystery. If I go to the Stats screen before going to the store, afterwards the store works like it's supposed to on the first visit. Though, I have to visit it each time I start the program up before I visit the store. This is even MORE strange due to the fact that the Stats screen is nothing but the Line( and Text( functions.
So, I have no idea what's going on.
(EDIT: Scrolling IS in fact much faster and it's just as easily doable. The reason? I don't use the scroll xLIB function. My movement system involves reloading the map and character repeatedly. Which, surprisingly, takes no time at all and is a much faster method. I'll post some xLIB code snippets and such in another topic later. I've come up with some cool things using xLIB. ;P)
889
« on: November 05, 2008, 11:06:21 pm »
Thanks for the encouragement! I'm having an issue... The first time I hit "Back" while in a shop... the screen is blank until I move. As you can see in the image. But after the first time, it works fine. I can't for the life of me see how it won't work right that first time. I'm thinking it's an xLIB glitch in the LCD thing... but I can't work around it for some reason. Also, as you can see, I've moved to an 8x8 windowed map that will have dynamic character information in that side box. It's going much faster now too because of it. =D (Excuse the seeming slowness in movement, I'm slow at clicking the arrows... @_@)
890
« on: November 05, 2008, 08:36:31 pm »
Well, currently... I can't think of a way to implement a seed "number" per se... My current idea is to have a list for each dungeon. In the random generation part, it's choose a number that defines the layout of the dungeon (first element of the list) then generates the rooms to be placed in the layout (next approx. 9 elements). That list will be that character's first floor of the dungeon.
The rooms that will be generated will be set based on a collection of interiors and the walls that contain the doors/pathways will be placed based on the layout. From a little more on the thought of the layout, here's my examples.
Let's take a (3 room)x(3 room) dungeon.
_ _ _ |_|_|_| |_|_|_| |_|_|_| Now, the layout will decide which rooms to use which will leave out about... 2-3 rooms. Not positive yet. A possible layout could look like so:
_ _ | | |_ |_ _ | |_ _| Of course, the possibilities are endless. (due to the rooms that can be taken out and the placement of doors/walkways) I'll probably only have 10-20 layouts to be randomly picked.
What's in each room will be randomly generated and I'll work on random encounters too. (generation of room contents was explained above)
Assuming anyone understood the above... do you think it's a good idea? Also, excuse my lame art above, I did it in a rush.
891
« on: November 05, 2008, 06:44:24 pm »
I get what you're saying. I was thinking of something close to that.
My main problem is thinking of a way to have it randomly generate the matrix which defines the map. I was thinking of a room style where I have a set of rooms that that are randomly picked then put them together into the matrix. ...
Okay, ignore most of what was said above. You're some kind of genius, but I didn't read correctly the first time around. This kind of goes with my room styled idea, except that with your method it's a series of maps that make the dungeon rather than one huge map.
Oh, the possibilities! I'll have to change a lot of code to get it to properly change through randomly generated maps. Though... then again... as I type, more ideas are flying through my head. I'm pretty sure I have this figured out too now.
Thanks much, Iambian! You got my brain going!
892
« on: November 05, 2008, 08:04:00 am »
I can't be sure, but from the looks of it I wouldn't have to reprogram anything by using Celtic III. If so, then as soon as it's finished up a bit more, I don't see any reason to not use it. Also, I know how string tilemaps work... just no idea how they'd work with sprites. =P _____________________________________________________________________________
With all of that covered... I'm on to needing a bit of help on one issue.
I can't decide wether I have it kind of Diablo-esque with one town and a randomly generated dungeon thing going on... or to try making a world map of sorts.
This would probably go along better with a story... the problem is... a full RPG story would take up WAY too much space. Not to mention that with the state of my system, it'd be hard to manage.
Yet, I'm still going to add quests in. Most likely in a randomly generated format.
...You know, I think this game is run, like, 75% on random generation when it comes down to it. That could have something to do with a story of some sort. The random creatures and even that random name it's got.
Well, what do you guys think? I'm listening. =D
893
« on: November 04, 2008, 10:46:21 pm »
Haha, thanks guys! I didn't think my membership would be much of a big deal at all... O.o
Though, it HAS been awhile since Omnimaga has added staff.
894
« on: November 04, 2008, 10:24:34 pm »
That is a shame to hear. You were my only competition in the calc-RPG field here. It was looking nice too.
Good luck with your band though. Sounds like a much more worth-while endeavor. ;P
895
« on: November 04, 2008, 10:07:45 pm »
Thanks everyone! Sorry for the long wait in updates on my progress... I have a lot going on in life at the moment. I have a bit of progress so far. I'm optimizing the HUD for the game. (making it prettier and faster) I plan on making a more fancy menu than the Menu( function too... I decided that I don't care about the space difference on that part. Also, designing maps and getting my battle system ready for a major graphical upgrade. You can also help out by checking the Ideas and Help topic. I'll be posting some more things I could use your opinion on there.
896
« on: November 04, 2008, 08:45:31 pm »
Hm... Celtic III doesn't interfere with xLIB at all, does it? I doubt I can use the hidden program thing, but the list -> string -> appvar thing sounds really useful.
Don't understand the matrices part exactly though...
897
« on: November 04, 2008, 07:46:35 pm »
Well, they're currently: 5k, 4k, 2.5k In space. The other 2 are undetermined... but they'll probably be bigger due to the massive use of matrices. (lots of maps)
Maybe I'm worrying too much... I use xLIB so I always only have one or two programs in RAM at a time.
898
« on: November 04, 2008, 07:35:59 pm »
Ew... that doesn't sound fun. Oh well, I guess people will have to deal then. It looks like there will only be about 5 programs in all anyway. (after checking things out again)
899
« on: November 04, 2008, 06:24:17 pm »
Alright, here I hope to discuss some ideas on the game and get a little help.
Currently, I'm mostly curious of two things. One, is there a way to hide archived programs from the program list? I don't think anyone wants to see several programs with stars beside them in their list. I use so many because these calculators lack a function and I'll save a LOT of space this way. Right now, I just have the main system, battle system, and shop system in separate programs. Next one being worked on is either a world map system or random dungeon system. (I'll bring this up again later)
Next is character data storage. Currently, I'm using lists... and well... I'm wondering if there's a way that takes up less space. Especially with 6 save slots. There's also the fact that people can EASILY cheat that way... but I see no alternative.
Any feedback is welcome. I need some help here. =P
900
« on: November 04, 2008, 07:57:31 am »
@AP actually for space xLIB allow you to copy archived programs directly into RAM (then delete the copies when no longer needed), which allow you to run larger games. Metroid II is an example of game using this process
Yeah, but I'm actually getting worried about ARCHIVE space too... O.o I'm not sure I want it to where people can ONLY have my game on their calculator at one time... though I'm having a hard time optimizing it enough. (actually, after following through with several optimizing tutorials, I don't think it can be any more... which mean that already, this thing is huge...) Argh, here... I'll PM you. We can get this discussion in the proper place. =P
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