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Messages - tifreak
Pages: 1 ... 40 41 [42] 43 44 ... 183
616
« on: December 20, 2009, 09:13:43 pm »
Do you mean by the character? sadly, I had to use the same character for up and down, There just aren't enough to use of them like that to make it work right =/
However, in the coding each direction has a number, so that is how the calc tells.
617
« on: December 20, 2009, 05:43:39 pm »
 4-way movement for NPCs are now implemented! To do: -Make NPCs recognize character as non-walkable -Make NPCs not clear a trail in grassy areas -Make it so you can talk to NPCs again
618
« on: December 19, 2009, 11:42:20 am »
The 86 has the best selection of ASM games available, go download everything in the 86 asm section on ticalc, and you will be busy for a looong time. =D
619
« on: December 18, 2009, 04:28:53 pm »
Thanks a ton guys. Let's hope it remains just as awesome when they move up and down.
620
« on: December 18, 2009, 02:05:35 pm »
Proof that I am not complete fail:  They only move left and right, and only move if you are sitting still. And before people yell 'DOUBLE POST' yeah, I know, but a screenshot is involved, wanted to make sure people saw it
621
« on: December 18, 2009, 10:48:12 am »
Well, I screwed up  I deliver newspapers in the morning to stores, and sometimes am forced to wait for a bit for certain stores to open. So I program. Well.. I wanted to update the map for Pallet town.. However.. I decided to be lazy and just use the one I had already edited for the sake of testing. Sadly, I forgot that that one had the spaces already in it because I stole it from running the game engine and pasting to another program. >< I have a backup of the file on my laptop, will throw that on the calc here after bit and try again at editing and seeing what happens.  Edit Qa'pla! =D NPCs now move back and forth on the screen all by themselves. They don't do anything while you are walking, so that should help keep lag down. Right now they only walk onto empty spots, and can walk over top of you since they don't recognize you as an object not to be walked on, and same for you. I shall add that support once I make up and down work for NPCs. I will endeavor to get a screenshot of at least this much up here after while. ^_^
622
« on: December 17, 2009, 04:23:20 pm »
lol, trust me, I can't wait either
623
« on: December 17, 2009, 03:29:01 pm »
Confirmed that left and right works for NPCs now. Going to back up what I have, and see about installing that code into the walking engine, see how things works with just those 2 directions. =D
624
« on: December 17, 2009, 09:51:45 am »
I have planned to look around and see what I can find, but I have a feeling I will need to get something custom made to work for what I need. We shall see tho. Linking is pretty much the last thing I have planned to deal with. Too much other stuff to deal with in the game to make it a game first. =p
Edit:
I am using Celtic2, so it wouldn't help me at all. =p
625
« on: December 16, 2009, 11:20:48 pm »
yeah, that thought crossed my mind as well. I just have to determine who I should get in contact with that has the ability to create a proper linking routine that would work for me.
626
« on: December 16, 2009, 06:26:27 pm »
Linking.. that is an excellent question. I still haven't determined how that will work, I figured I am going to have to bug some of my asm friends to see what kind of custom link routine we can set up. But that is something that is so far from being a concern that I am not really worried about it.
And thanks, I will take a look at that program soon and see if everything is correct. Thanks for doing it, and if I have anything else like that I need done, I will post about it. =]
627
« on: December 15, 2009, 05:58:08 pm »
Actually, I could use a bit of help with something if you wouldn't mind. It is something rather simple, and would help in finishing the pokedex set up. http://www.gamefaqs.com/portable/gameboy/file/367023/5775Basically, I need 2 lists made, just dump them in a program called.. ZPLST I need the weights, 1 per list element I need the height like: {ft.in,ft.in, etc If you wouldn't mind. It isn't imperative to have done right now, but would help get something off my back.
628
« on: December 15, 2009, 04:49:38 pm »
hopefully I will have something this weekend, just depends on how this week plays out
629
« on: December 15, 2009, 04:14:15 pm »
With my set up, a bunch. I honestly don't know how many there are per map section. I also need to set it up to see how many NPCs there are on the screen and just pick one if there are less than 3, 2 if there are more, and just move them. The way I have it set there will be noticeable lag moving them all at once.
630
« on: December 15, 2009, 01:05:15 pm »
Well, the player's directions are already programmed in there, no sense in taking them back out. =p Also, got some real progress! Alright, first test is mostly a success. The test is basically making the characters move one slot to the right. They can do this successfully without errors if there is nothing to their right. I will of course need to later on add in checking to see if they are stepping on a tile and replacing it when they walk off. At least, I hope that will be relatively easy. The reason this was mostly a success was due to the fact that I have lost a space at the end of the string for some reason. I am unsure why. I have compared the strings themselves and they both appear to be identical, save the changes that the program made when it moved the characters. (right now sticking with the pi symbol until bugs are worked out) I will keep playing with this until it is perfect, then will see about making it work in the actual game engine. So, as it stands, NPCs can move to the right if they are allowed to.
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