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Messages - Ranman

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586
TI 68K / Ultima V: General Discussion
« on: October 24, 2007, 10:59:00 am »

 THE POST 13489051
QuoteBegin-Liazon+24 Oct, 2007, 16:44
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QUOTE (Liazon @ 24 Oct, 2007, 16:44)
so close!!!

how many items again?  

 Yep... It's getting there! ;)wink.gif

There are about 185 unique items in Ultima V.  :gah:fou.gif

There are about 400 scattered around the world, in the towns, & in the dungeons that you can find by using the "Search" & "Get" commands. Most of the items can be purchased from the merchant NPCs (shop owner) with the "Talk" command. Still other items may be given to you by non-merchant NPCS by asking the right question to the right NPC using the "Talk" comand. :)smile.gif

So much fun! :Dbiggrin.gif


587
TI 68K / Ultima V: General Discussion
« 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
TI Z80 / Patz Calculator Sudoku
« on: October 23, 2007, 05:16:00 pm »
I really like Sudoku!

This game is laid out very nicely! Awesome job! :thumbup:google.gif

589
TI 68K / Ultima V: General Discussion
« on: October 23, 2007, 02:24:00 pm »

 THE POST 13487677
QuoteBegin-Halifax+23 Oct, 2007, 20:20
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QUOTE (Halifax @ 23 Oct, 2007, 20:20)
So basically this is Oblivion for the calc! o.oblink.gif

 I've never played Oblivion -- but I want to! :)smile.gif


590
TI 68K / Ultima V: General Discussion
« on: October 23, 2007, 01:33:00 pm »

 THE POST 13487595
QuoteBegin-Liazon+23 Oct, 2007, 17:51
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QUOTE (Liazon @ 23 Oct, 2007, 17:51)
fleeing enemies?? what's next!!! this is pretty amazing.
591
TI 68K / Ultima V: General Discussion
« on: October 23, 2007, 05:59:00 am »

 THE POST 13486927
QuoteBegin-DJ Omnimaga+23 Oct, 2007, 11:42
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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:triso2.gif

:haha:laugh.gif:haha:laugh.gif:haha:laugh.gif

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
TI 68K / Ultima V: General Discussion
« on: October 23, 2007, 04:33:00 am »

 THE POST 13486835
QuoteBegin-DJ Omnimaga+23 Oct, 2007, 9:56
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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
TI 68K / Ultima V: General Discussion
« 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
TI 68K / Ultima V: General Discussion
« on: October 20, 2007, 01:34:00 pm »

 THE POST 13482870
QuoteBegin-Liazon+20 Oct, 2007, 18:54
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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
Miscellaneous / The Happy Birthday Thread
« on: October 20, 2007, 03:35:00 am »
Happy B-day Netham45 and Stephen_D!

596
TI 68K / Ultima V: General Discussion
« on: October 20, 2007, 02:30:00 am »

 THE POST 13482012
QuoteBegin-Liazon+20 Oct, 2007, 6:53
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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
TI 68K / Ultima V: General Discussion
« on: October 19, 2007, 01:49:00 pm »

 THE POST 13481228
Well... Here it is... A screenie of Ultima V combat.  B)cool.gif

user posted image

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
Other Calculators / 79 byte ASM RPG
« on: October 16, 2007, 12:55:00 am »
And as of this post... 573 people have downloaded it. o.oblink.gif

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. :)smile.gif

599
TI 68K / NBA 68K
« 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
TI 68K / Ultima V: General Discussion
« on: October 15, 2007, 03:39:00 pm »

 THE POST 13473983
QuoteBegin-art_of_camelot+15 Oct, 2007, 21:36
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QUOTE (art_of_camelot @ 15 Oct, 2007, 21:36)
Sure hope the source is commented...

Comments... What are those?  :haha:laugh.gif


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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