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Messages - squidgetx
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1156
« on: December 20, 2010, 05:55:03 pm »
Heh, you spelled Phoenix wrong Nice to see my npc engine style is of use. The hardest parts to get are the conditionals and stuff Also, if you want a custom input routine, I have one similar to the Pokemon style that you can take a look at if you want. It writes the string to the beginning of L5 and is capped at 8 characters, though that of course could be changed easily
1157
« on: December 19, 2010, 08:01:24 pm »
It takes around 30-40 seconds to compile I'm around halfway done with the "indoors" tileset now, drawing tiles takes much longer than I thought The NPC engine suddenly broke on me today, but I've made some headway in fixing it. The NPC part works again now, but for some reason though, it likes to corrupt all the tile data, making the game's graphics glitch severely after any NPC convo >.>
1158
« on: December 18, 2010, 08:12:46 pm »
Hmmm...I'll try and think of some unique currency, because you're right, the $ symbol is a bit boring Also yeah the items have a cap here too (50 of them) but this cap only applies to the amount of different items you have, not how many total so I think it should be fine (ie you can have 200 steaks and you'll have room for 49 more different items ) I am excited since the engine is practically finished now (The only major thing left to program are scrolls; items that let you learn moves) and I have about 1200 bytes left in the app for that. The source is now total 76kb O_o
1159
« on: December 18, 2010, 08:03:02 pm »
I really don't know I think the $ symbol is ok though, because I don't think I will ever reference the actual currency name in game, I will always use the symbol $ which is easier to do than creating my own symbol (unless there are any good candidates in the ASCII set...I don't know) Also I have another smallish update: Obtaining items randomly after battle works now, and I've finished the second tileset and other misc stuff.
1160
« on: December 18, 2010, 03:21:34 pm »
Well the only way you can tell they are dollars is because I use the dollar symbol. Otherwise, there's absolutely no relation, all the prices I have aren't very realistic at all. I just didn't feel like inventing a name/symbol for the currency, and the $ symbol is all ready and easy to access in the built in ASCII set
1161
« on: December 18, 2010, 02:53:16 pm »
Around 15 of them are healing-type items, while the other 75 are all equipment type items. There are around 30 different weapons, and then a whole lot of assorted armor, hats, shields, boots, and amulets. Example healing item: Steak: heals 30 hp and 0 mp, costs around 75$ at the shop (it's certified organic ) Example equipment: Maple bow (archer type), gives +50 attack, and +10 magic attack, costs like 1000$ Iron plate (armor), gives +20 def, +20 mdef, costs 300$ All the equipment and their stats will be listed in the final readme, but I don't know if I'll have time to put them in the demo readme
1162
« on: December 18, 2010, 02:34:27 pm »
<small update> Ok, I finally finished entering all the data for the items. There are about 90 items, although I'm thinking that I will add more later. Also I fixed a bunch of bugs in the enemy generations system that I had missed earlier
1163
« on: December 18, 2010, 12:23:00 pm »
^same >.> I have 4 that I know about, and probably at least one more after that
1164
« on: December 18, 2010, 11:28:07 am »
I love the third level. And the superspecialawesome mode is...well...super special awesome. My best score on the 3rd level is like 50k I love the part when the background gets inverted
1165
« on: December 18, 2010, 11:09:13 am »
I'm going to have a bit of an activity drop due to a lot of hw and having company over. Most of my free time will probably be spent coding :-/ I'll still be around, though.
1166
« on: December 17, 2010, 06:41:05 pm »
That's interesting, my raycaster's speed always goes up when you're closer to a wall since then the rays have a shorter distance to travel. Maybe the textures have something to do with it though
1167
« on: December 17, 2010, 05:57:11 pm »
Awesome story Raylin, and good work FinaleTI! I read the story on Wabbit instead of on the forum post . You know what would be awesome? If the flash book wrapped around at the end
1168
« on: December 17, 2010, 11:52:08 am »
Is this a form of tilemapping? The process would be fairly straightforward: to take the data and decide how to draw which tile you could just do
Pt-On(X, Y, {index+GDB1}*8+Pic0)
or something, where your tiles are defined consecutively starting at Pic0.
Is this what you're talking about?
1169
« on: December 16, 2010, 08:01:35 pm »
Enemy generation works now. In the map file, there's 4 bytes that tell you the level (plus or minus 2) of the enemies that may appear, and 3 that identify 3 different enemies that inhabit that map. When the battle occurs, the enemy's base stats and level are used to calculate its stats. Its level is then used to calculate its movepool. I'm fairly proud of this system To-do for demo release in 16 days -test (and fix) all the NPC extensions that I've recently added -do a lot of spriting -make some maps -add luck to the battle engine (I forgot about it lol) -add a chance of obtaining items after battle -add in the data for items and stuff
1170
« on: December 16, 2010, 07:50:18 pm »
Now, I know that everyone's all like: blargh imma wanting some of that multipage app goodness, and Quigibo's like....not practical. If I understand correctly, it's not that compiling a multipage app is difficult because it's large, but it's that creating the instructions to swap pages and that knowing when and where to swap pages in an arbitrary program makes it difficult. Now, simplifying, the problem would be would that the parser doesn't have enough information (that only the programmer would know) to accurately create the multipage app. So my idea was, to have integrate a compiler command to indicate the different pages :| There would probably two commands, one to call the 2nd page and one that is some kind of modification to the #include (prgmXXX) function, where that program would be parsed into the 2nd page. Then, in the app's code, when the program needs to swap pages, there would just be some command in the 'mother app' to switch pages. For example, if you wanted to mix a battle engine (in prgmBATTLE) with a tilemapper, the code might look like this: blah blah blah tilemapper code <when a battle occurs> instruction to swap to 2nd page of app more code blah ...
instruction to parse prgmBATTLE as the second page of the app
Basically, what this could do would be to enable "packaging" of a second app together with the first app, sort of like what Builderboy's virtual-page program does, but only with real app pages. While this method would in no way be close to producing the flexibility of a real asm-programmed multipage app, I figure that this, well, it's better than what we have right now . It would require the programmer to make sure that his pages can run completely independently of eachother (no subroutines or anything), but that's a small price to pay. Thoughts? Is this even possible?
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