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Messages - FinaleTI
Pages: 1 ... 64 65 [66] 67 68 ... 126
976
« on: November 30, 2010, 03:13:10 pm »
Sounds good, Finale. How's it progressing? I believe your time is halfway up.
Coding frenzy! Well, maybe not. But I am still plugging away at this. I have a good chunk of the battle system set up already. Unfortunately, the map engine I've been using flickers waaaaay to much when I tried to add collision detection (It jumps back to black and white for a noticeable amount of time whenever you move). So, I've decided to jump back to my trusty old 16x16 4 lvl grey scrolling map engine (the one I posted somewhere around here...). With the knowledge I gained from looking at DJ's 4lvl grey scrolling tilemap, I think I can make mine faster and perhaps reduce the amount of time the character vanishes between steps.
977
« on: November 30, 2010, 03:09:01 pm »
Nice. When I pick up Blur again, I may use this.
978
« on: November 30, 2010, 03:06:29 pm »
Ah right, I guess it's broken in Wabbit. X.x
In my case it just shows garbage.
Well, at least compiling it is. I think that transferring a working copy of the app to the computer than Wabbit worked before. I also wonder how grouping the source would affect it being sent to the computer. I'll have to try that soon.
979
« on: November 29, 2010, 04:47:09 pm »
It just doesn't want to work right in Wabbit for me...
When I get my laptop back in a few days (we took it in for servicing and I'm posting from my mom's laptop) I'll try it again, as the older build of Wabbit I have on my laptop generally works better for me.
980
« on: November 28, 2010, 05:24:04 pm »
For those of you wondering why my menu is so large, you can see for yourself.
981
« on: November 28, 2010, 05:21:44 pm »
Unless he's planning to have enemies become stronger as you progress but remain the same type?
^This. The enemies will grow stronger, but remain the same type. This is because: 1) I have to crank this out fast. 2) Much simpler to code and much less data.
982
« on: November 28, 2010, 04:52:33 pm »
59. You can cook 10 meals at the touch of a button, but they don't cook in parallel.
61. They could cook in parallel, but you have to change the settings every time you turn the microwave on, and they would cook much slower. 62. It would come pre-loaded with a bunch of useless functions that you would have to delete every time you turned the microwave on in order to cook a meal of any significant size.
983
« on: November 28, 2010, 04:22:28 pm »
That's probably larger than it needs to be. How about:
length(det(1,X))-inString(det(1,X),".
984
« on: November 28, 2010, 04:12:25 pm »
With Celtic III/DCS7, you could do: length(det(1,X))-1-length(det(1,1+int(abs(log(X
985
« on: November 28, 2010, 04:03:55 pm »
9999, nothing else.
Just kidding, it depends of the game. In early Illusiat games and ROL series it can be stuff such as CharLV^2/2+randInt(1,LV) or CharLV^3/EnemyLV+randInt(1,LV*2), since almost everything is dependent on your level. Then there can be things such as weapon/armor affecting your stats or magic. In that case a magic formula might also add damage multiplying and in case of elemental properties as well.
Illusiat 13 damage/healing formulas are the following:
Cure= int(20(MAG/9)(5*MLV ATK SPELL=int(50(MAG/9)(5*MLV))/DEF*ELEM REGULAR ATK=int((randint(0,9)=/=0)*ATK*LV/DEF
MLV is the level of that magic attack. It goes from 1 to 9. MAG power could go up to 1998.
Note that multiplication/division-based formulas can lead to extreme damage variations, though. This can pose problems in Axe RPGs, where damage is capped to 65536. For example, in Illusiat 13, a maxed out character regular attack power with an Atlas Ring equiped vs an enemy with 1 defense point would deal 509490 damage points. (Keep in mind that game had a damage cap of 99999, something that wouldn't be possible in Axe)
Cool. Would you mind if I used those formulas for Sky's Story? I'll credit you as necessary.
986
« on: November 28, 2010, 11:02:22 am »
^Numbering?
987
« on: November 28, 2010, 11:00:10 am »
930: You've posted on Omni from your DSi.
988
« on: November 28, 2010, 10:30:02 am »
From my understanding it will be posted when he gets his SilverLink cable. I wonder how long it will take before he gets it, though. If he ordered it from Ebay that's gonna take a few weeks at the very best, that's for sure. I also hope it actually works. X.x
I personally have much less troubles getting my 83+ to be detected with a SilverLink than a serial one (black), but I get errors more often. I also got a direct link, which sometimes give me errors as well.
As final resort, ASHBAD ALVIN will have to copy the entire source code (and images) by hand, which is long (I did that before with The Reign of Legends 1, but from computer to calc, not the opposite).
My doubt: Isn't Pyrixx an assembly game?, so why does he need to get it from calculator....
WAIT, he made it in calculator using Mimas?
It's an Axe game, if I'm not mistaken.
989
« on: November 27, 2010, 09:56:23 pm »
In Nostalgia, I use Chrono Trigger's damage formula, albeit slightly modified value-wise to work with Axe.
[offtopic] I'm posting from my DSi, and while it's still pretty weird, it's actually less painful than posting from my iPod. [/offtopic]
990
« on: November 27, 2010, 06:35:35 pm »
Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.
You may be right, menus with cursor can be very long and larg
Menus can become evilly large. My in-game menu for Nostalgia is about 9500 bytes and I still haven't implemented everything.
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