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Messages - squidgetx
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1516
« on: November 01, 2010, 03:24:44 pm »
Are the black pieces (the walls) black on the backbuffer as well? Because I see in your code you are using pxl-test()r
Also, I'm not sure how well negative numbers and nibbles mix. I had this problem in cuberunner, and ended up just using whole bytes for the direction of the velocity vector. Normally a -1 is parsed as a 65535, and a -1 in a sign{} is parsed as a 255. (talking about addition/multiplication here), but a -1 as a nibble is parsed as....15? I'm not really sure.
Third, this looks problematic: : {rand^{L4+2}*2+L4+3}→P : {P}→iPart(U} : {P+1}→iPart(V} If I can understand what you're doing, L4 holds numbers you want to use, not pointers. So I think you might want : rand^{L4+2}*2+L4+3→P : {P}→iPart(U} : {P+1}→iPart(V} instead.
1517
« on: November 01, 2010, 03:10:28 pm »
mmmmmmm...subforum. Btw, "Phoenix" in the board name is spelled wrong. (sorry for the inconvenience)
Anyway.
I need to know what the community thinks is the best option for death consequences. I am currently completely on the fence about these two choices. Please vote, discuss other options and the available options here. Thanks!
Option 1: Load at last save point Advantages: very easy and small, most people end up doing this in RPGs that use option two merely by just shutting the game off w/o saving Disadvatages: Can ruin games where you forgot to save, can trap players in dungeons (think saving in the middle of the Elite 4 in pokemon; it means that if you can't beat them, you have to force yourself to whiteout)
edit: I should mention that the save points are user defined. You can save wherever you want, whenever you want, as long as you're not in the middle of a cutscene, a conversation, or a battle
Option 2: Pokemon Style Advantages: Classic, doesn't trap player if they die in a dungeon Disadvantages: Getting half (or even three quarters) of your money stolen isn't much of a punishment for dying
1518
« on: November 01, 2010, 03:02:42 pm »
Also a restart button could be implemented to quickly switch levels. (As I said in my last post)
I think Del will take you back to the menu screen, where you can switch levels
1519
« on: November 01, 2010, 07:14:44 am »
gah, you already released 2.0. Anyway, I'll just post this small bug report anyway: it probably won't affect many users though since it's impossible to reproduce afaik I was playing Chaoz Fantasy, attempt 17, in the first section of the game (Before it turns upside down), and I died. Attempt 18, the color inversion, fall down, and upside down effects were all turned on I died, then Attempt 19 and onward were normal. No other effects found. Still...amazing game Almost beat it...67% on heaven and 100% on the other lvls
1520
« on: October 31, 2010, 10:34:55 am »
@shmibs: it looks even better on hardware. Scrolling gray is a huge PITA which I solved by doubling the frame scroll speed but changing the Dispgraph r command to For(E,0,6) : Dispgraph r : End Also minor update: adding HP bars made the battle engine break AGAIN, but it got fixed. AI wise, all I'm gonna do is make sure they don't pick moves that are half-damage-effectiveness, and that's it. Battle engine still needs some finetuning though, before I can call it finished (it is very close to done though - i know in sig it only says ~50% but that's because the other stuff is just sprites/animations--but those aren't too hard to code)
1521
« on: October 31, 2010, 10:28:37 am »
Well they did use the words 'a rejection of phenomena.' ie; she can make a phenomenon, ie an event, so that it never happened . idk, that's my take on it though
1522
« on: October 30, 2010, 02:35:11 pm »
bleh doublepostwhatever New update:
Seems like I had more time than I thought, so now the battle engine core is basically finished. Damage formula, stat boosts, supereffective/halfeffective damage, 'damage' to MP, healing spells, moves with recoil, turn picker, items, attempting to run away are all complete. You can now 'fight' a battle against a preprogrammed enemy, although there are no animations whatsoever and the AI just randomly picks a move out of its arsenal.
What I'm going to work on next -AI being somewhat smart -Animations -HP bars -Dynamic enemy generation (this is the hard part-I have to be able to take an enemy's level, base stats, and enemy ID and calculate stats and a reasonable moveset for it)
1523
« on: October 30, 2010, 12:47:51 pm »
What MRide said about making sure shadowed objects are grey. Probably black is best (like Builderboy's Nightmare) , since it would add a *little* speed After procrastinating for days (curse you, cuberunner!)
heh heh....
1524
« on: October 30, 2010, 12:33:36 pm »
Ok; good. I'm going through all my code checking that my subroutines are actually worth having as subroutines using the 15byte-per-argument r. My window drawing routine saves about 393 bytes per call I'm going to assume it's not worth it to make a routine that just does PtOn(r1,r2,r3) though...right?
1525
« on: October 30, 2010, 11:58:40 am »
...How big are the sprite routines?
1526
« on: October 30, 2010, 11:06:56 am »
Bad news and good news: Bad: the battle engine flipped out on me and refused to stop working Good: I fixed it Bad: It wasted an hour Good: I still made a little progress Bad: But not much Bad: School quarter is ending this week so my teachers are all giving insane amounts of work Good: Long weekend coming up so I'll have time then TL;DR Bad: Probably no screenie/decent progress today or tomorrow Good: Definitely by the end of next week
1527
« on: October 30, 2010, 10:54:08 am »
On a related but not related note, how large are the Rect(), RectI(), Rect()r, and RectI()r routines?
1528
« on: October 30, 2010, 10:31:58 am »
Google did that on purpose; by offering a suggestion for recursion, it creates a recursive loop. If you click 'did you mean 'recursion," it'll take you back to the same spot.
1529
« on: October 30, 2010, 09:52:37 am »
lol nice
1530
« on: October 30, 2010, 06:06:46 am »
Well stats will be recalculated when you load the game, but all that means is that you change the numbers that the stats are calculated off of. I wonder how easy my stats formula is to figure out...
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