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Messages - jsj795
Pages: 1 ... 68 69 [70] 71 72 ... 76
1036
« on: October 29, 2009, 11:45:08 pm »
Somehow, I seem to have a little problem playing the custom level... I know what the error is, it's that the saved list is L1, but when trying to play the custom, if the input does not contain "L" (The little tiny one that indicates it's list) it automatically puts in the L for you. So when the game tries to process the edited list, it gives Syntax error,since you are putting LL1, not L1... So... I kinda edited your codings and made it so that you have 8 saved files, saved as SHIF1, SHIF2, ... SHIF8, and archives them... You can choose which one to save into when saving the game. Well, this is until you upload your updated game. And I will try to make fun levels ^^
1037
« on: October 28, 2009, 02:08:50 pm »
Just posting to tell you guys that it's not dead... I am still trying to implement the random position of monsters on the map... I am trying to find a balance between speed and memory and it's really hard Otherwise, I'm still brainstorming on different aspects, like battle system (I thought about multiple enemies) dialogue system, inventory, skills, etc...
1038
« on: October 28, 2009, 02:04:41 pm »
I will try, but can't guarantee too good levels
1039
« on: October 23, 2009, 01:44:53 pm »
If you decompile a project, they don't contain the comments, right? I don't know, since I never touched assembly program and morever decompiling
1040
« on: October 23, 2009, 01:38:38 pm »
same here. Especially, pressing up button and immediately pressing left/right button is hard, because you have to move your right finger fast, and you might press wrong button, which will lead to death easier...
1041
« on: October 23, 2009, 10:15:05 am »
I fourth it too... It'll help me make TLM Xlib version... lol i must finish the basic version first
1042
« on: October 22, 2009, 02:17:47 pm »
This seems interesting... Do you by any chance know how far he went to? Like, was it 80% complete... etc?
1043
« on: October 20, 2009, 11:29:07 pm »
and whats more amazing, this is ur first RPG right? i find that fantastical =D.
Nope, this is not my first RPG, although others were more experimental/ never showed up in the net, and got deleted like a year ago or so. I made 2 working RPGs, one menu based, one semi-graphical. I didn't know how to unarchive the prgm through asm program before, and was limited by the ram memory restriction... Oh, btw, I also tried Xlib RPG, which was okay, except I make crappy sprites. So yeah. Anyway, I have life in my way, which is making this coding very slow (at least in my point of view) and ETA will be like... summer of next year? I'll try to get beta in before March 12, my birthday Edit: I forgot to tell you guys about the battle system... As DJ suggested, I will make the monsters move around in the map, probably not more than 4~5, and they will move regardless whether you move or not. The speed of the monster will depend on what kind of monster it is. If monster gets you first, it gets first strike. If you run into them, you get the first strike. Then I'll try to make the battle so that it is based on the speed with turn gauge. It will all be determined through balancing/memory consumption/speed requirement. So yeah...
1044
« on: October 20, 2009, 04:22:39 pm »
yeah i do keep the string, and load the screen with the screen, so the loading of the map is pretty much instant. Also, the matrix will only contain like 3 numbers, 0=can move 1=cannot move 2=person/door/other events.
I still have to experiment with the monsters though, and if they don't work out, i guess i have to just make the monster encounter randomly. On the side note, I changed the main menu screen, and finished collision detect for the character.
1045
« on: October 20, 2009, 09:51:30 am »
Okay, while trying to implement the monsters in the map, I found out that it is wayyyy easier to make the matrix for the collision detection for the monsters. I used string for the collision detection for the character so far, and have to rewrite the engine for walking and stuff... It won't take long, I guess, since I just have to translate str to mat and collision detection for matrix is easy. Should I randomly disperse the monsters upon entering the map, or should they be in specific place? And should the monsters respawn when you enter the map again, or give some time for them to respawn (like you take x amount of steps and they respawn)
1046
« on: October 17, 2009, 10:50:27 pm »
That'll be okay too, but what happens if you try to run into the enemy, enemy tries to run into you, and slips past each other? that would be pretty weird. Oh well, more brainstorm time!
1047
« on: October 17, 2009, 10:17:44 pm »
that's a nice idea, though for the 1st one, it would be kinda annoying to check to see if the enemy is 4 tiles away, since there will be more than 1 enemy in the screen. I'll probably do like, 1/3 of time, the enemy moves at random, and 2/3 of time, the enemy moves at you. The only problem is that since the map is not going to be huge empty place; rather, it will be like a maze, filled with landscape. The enemies, if not properly coded, will be stupid and will be stuck.
For the 2nd point, i like that idea a lot, and probably use that. But then, I'm still not decided if my battle system is going to have turn gauge where you wait until the gauge fills up (kinda like FF2 Tale of Magic), or just turn-based. But if it is turn-based, there is no need for speed stat... So I'm still thinking. But I know that the battle will be one-on-one.
1048
« on: October 17, 2009, 02:50:50 pm »
okay... I've been thinking of the battle system and such. I have 2 options, one is that in the map, there are enemies lying around. They move around, sometimes toward the player, sometimes just randomly. So the player has the choice of avoiding them and whatever. If you and enemy collide, then the battle starts. Each enemy will be different character, so you can purposely choose which enemy to fight. However, there will be quests where you must destroy all the enemies in the map, so that you just don't avoid all the enemies (which will be stupid anyway, you won't be in good shape when fighting boss or something) The other one is like all other typical RPG, where you randomly encounter enemy.
The bad side of the enemies moving can be the speed, although optimized, I don't think it would cause much problem.
1049
« on: October 16, 2009, 11:27:10 pm »
what do you think the whole gameplay is going to last?
1050
« on: October 15, 2009, 10:56:19 pm »
oh... then i'll never beat the game.... I don't know what to do
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