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Messages - Ranman
Pages: 1 ... 38 39 [40] 41 42 ... 92
586
« on: October 24, 2007, 10:59:00 am »
THE POST 13489051 QuoteBegin-Liazon+24 Oct, 2007, 16:44 --> QUOTE (Liazon @ 24 Oct, 2007, 16:44) | so close!!!
how many items again? |
587
« on: October 23, 2007, 07:17:00 pm »
THE POST 13487995 After the kill, there is a chance that some enemy/monsters may leave some booty (treasure) behind -- this feature is now working. The booty can be almost any type of item such as: gold, food, torches, keys, gems, weapons, armor, shields, helmets, amulets, rings, potions, and scrolls.
Also, not every enemy leaves a corpse after it is killed such as the insect swarm -- this feature is now working.
588
« on: October 23, 2007, 05:16:00 pm »
I really like Sudoku! This game is laid out very nicely! Awesome job! :thumbup:
589
« on: October 23, 2007, 02:24:00 pm »
THE POST 13487677 QuoteBegin-Halifax+23 Oct, 2007, 20:20 --> QUOTE (Halifax @ 23 Oct, 2007, 20:20) | So basically this is Oblivion for the calc! o.o |
I've never played Oblivion -- but I want to!
590
« on: October 23, 2007, 01:33:00 pm »
THE POST 13487595 QuoteBegin-Liazon+23 Oct, 2007, 17:51 --> QUOTE (Liazon @ 23 Oct, 2007, 17:51) | fleeing enemies?? what's next!!! this is pretty amazing.
591
« on: October 23, 2007, 05:59:00 am »
THE POST 13486927 QuoteBegin-DJ Omnimaga+23 Oct, 2007, 11:42 --> QUOTE (DJ Omnimaga @ 23 Oct, 2007, 11:42) | I thought that because it would be funny to see for example the final boss start being like "AAAH!!!" running away lol :wacko: |
:haha: :haha: :haha: There is no "final boss" per se in Ultima V. Yeah... you will have to find a way to defeat all 3 of the Shadow Lords, but they are invincible in standard combat. My advice to you is to run far and fast when you see them (until you figure out what to do). However, there are increasingly difficult enemies as the game progresses.
592
« on: October 23, 2007, 04:33:00 am »
THE POST 13486835 QuoteBegin-DJ Omnimaga+23 Oct, 2007, 9:56 --> QUOTE (DJ Omnimaga @ 23 Oct, 2007, 9:56) | Interesting, I assume it will be mostly humans and not so bad guys who will leave, not all enemies, right? |
Good question. I believe that there are some "evil" creatures that will never flee -- they will fight to the death.
Ranman adds that to the "to do" list
593
« on: October 23, 2007, 02:47:00 am »
THE POST 13486693 Enemy fleeing is now working. If the enemy's hitpoints reach a certain percentage, the enemy's "flee" flag is set. The enemy will cease to fight and start to run away. If you let him escape, you will not get his booty (treasure). But remember, if non-evil enemies attempt to flee, you must allow them to escape -- tis good for your virtue. You cannot win Ultima V without an acceptable virtue level.
I think I have settled on the combat algorithms. The hit detection algorithm is based on a few things: - Bludgeon weapons based upon strength - Other weapons are based upon dexterity - Spells are based upon intelligence
Once a hit is detected, a different algorithm is used to calculate damage - All weapons based on attacker's strength, weight, & weapon attack value, and the defender's defense value. - All spells are based upon intelligence
594
« on: October 20, 2007, 01:34:00 pm »
THE POST 13482870 QuoteBegin-Liazon+20 Oct, 2007, 18:54 --> QUOTE (Liazon @ 20 Oct, 2007, 18:54) | ya, like in Joltima and old FF style rpgs where you go to a separate screen with a couple rows of sprites in the top row to represent background/horizon, the party sprites, and then half the screen is covered by a menu.
i generally think it's cooler when battle looks like it's taking place in the same general area as where it was initiated.
conjured?
595
« on: October 20, 2007, 03:35:00 am »
Happy B-day Netham45 and Stephen_D!
596
« on: October 20, 2007, 02:30:00 am »
THE POST 13482012 QuoteBegin-Liazon+20 Oct, 2007, 6:53 --> QUOTE (Liazon @ 20 Oct, 2007, 6:53) | I'm still amazed at how battles can just happen randomly on the overworld w/o going to another battle screen. |
Actually... Combat is on a "combat" map. All combat maps are 11x11 tiles. There are 128 combat maps. The combat map is determined by the type of terrain tile you're on or the dungeon room you're in.
In combat there is a maximum of 22 combat participants -- that includes 6 party members and 16 enemies. However, I think I need to increase this number to 24 to account for conjured participants.
This post has been edited by Ranman on 20 Oct, 2007, 8:31
597
« on: October 19, 2007, 01:49:00 pm »
THE POST 13481228 Well... Here it is... A screenie of Ultima V combat. B) It is still in the early stages, but here are a few things that are working: - AI for both enemies and charmed & confused players - Selecting target opponents - Projectile trajectory and hit detection - Rudimentary algorithms for calculating damage - Readying items for combat such as weapons and rings of invisibility. - Displaying appropriate character sprites for death (a corpse) and invisibility. Notice that Iolo is a little drunk (or confused). You cannot control a drunk person; he will just walk around and attack randomly -- including your own party! Back to work!
598
« on: October 16, 2007, 12:55:00 am »
And as of this post... 573 people have downloaded it. o.o 79 bytes seems too small for a RPG. The smallest game I ever wrote was a Scorched Earth type program in BASIC in 393 bytes -- complete with wind, mountain, multiple ground levela, but no AI of course.
599
« on: October 15, 2007, 03:47:00 pm »
Yep... Without built-in 3D support, you need raw CPU horsepower along with as many "shortcuts" (aka look up tables and fixed point arithmetic) as you can muster.
600
« on: October 15, 2007, 03:39:00 pm »
THE POST 13473983 QuoteBegin-art_of_camelot+15 Oct, 2007, 21:36 --> QUOTE (art_of_camelot @ 15 Oct, 2007, 21:36) | Sure hope the source is commented... |
Comments... What are those? :haha: All joking aside... I have been trying to comment as I go, but I could always do a better job. This post has been edited by Ranman on 15 Oct, 2007, 21:40
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