Author Topic: Ultima V: General Discussion  (Read 85824 times)

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Liazon

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Ultima V: General Discussion
« Reply #420 on: October 15, 2007, 02:45:00 pm »

 THE POST 13473912
QuoteBegin-Ranman+15 Oct, 2007, 18:30
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QUOTE (Ranman @ 15 Oct, 2007, 18:30)
QuoteBegin-art_of_camelot+15 Oct, 2007, 18:24-->
QUOTE (art_of_camelot @ 15 Oct, 2007, 18:24)
95% C? well gee, might as well just say it is in C!

Offline Ranman

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Ultima V: General Discussion
« Reply #421 on: October 15, 2007, 03:22:00 pm »

 THE POST 13473962
QuoteBegin-Liazon+15 Oct, 2007, 20:45
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QUOTE (Liazon @ 15 Oct, 2007, 20:45)
How many pages of code do you think it'd be if you printed it?  Please don't print it out though cuz that'd probably be a lot of paper.  

 Hmmm... If I had to guess, I would guess 200 pages. O_Oshocked2.gif


But... You are in luck!  :love:love.gif

I just counted 300 pages. :gah:fou.gif

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Liazon

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Ultima V: General Discussion
« Reply #422 on: October 15, 2007, 03:29:00 pm »

 THE POST 13473970
o.oblink.gif that's more than any APCS project I've worked on and probably will work on ever!  


Offline TIfanx1999

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Ultima V: General Discussion
« Reply #423 on: October 15, 2007, 03:36:00 pm »

 THE POST 13473977
Sure hope the source is commented...  


Offline Ranman

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Ultima V: General Discussion
« Reply #424 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

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Ranman

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Ultima V: General Discussion
« Reply #425 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!  

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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Ultima V: General Discussion
« Reply #426 on: October 19, 2007, 01:55:00 pm »

 THE POST 13481231
o.oblink.gif drunk party members? lol

Nice work ranman as always, this will be sure to win 2008 POTY! :Dbiggrin.gif


Liazon

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Ultima V: General Discussion
« Reply #427 on: October 20, 2007, 12:53:00 am »

 THE POST 13481897
QuoteBegin-DJ Omnimaga+19 Oct, 2007, 19:55
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QUOTE (DJ Omnimaga @ 19 Oct, 2007, 19:55)
o.oblink.gif drunk party members? lol

Nice work ranman as always, this will be sure to win 2008 POTY! :Dbiggrin.gif

 word

I'm still amazed at how battles can just happen randomly on the overworld w/o going to another battle screen.  


Offline Ranman

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Ultima V: General Discussion
« Reply #428 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

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline TIfanx1999

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Ultima V: General Discussion
« Reply #429 on: October 20, 2007, 05:44:00 am »

 THE POST 13482292
Wow, very nice looking. Thats alot of enemies in battle at one time!  


Offline DJ Omnimaga

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Ultima V: General Discussion
« Reply #430 on: October 20, 2007, 07:55:00 am »

 THE POST 13482508
QuoteBegin-Ranman+20 Oct, 2007, 9:30
-->
QUOTE (Ranman @ 20 Oct, 2007, 9:30)
QuoteBegin-Liazon+20 Oct, 2007, 6:53-->
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.  

 I think he meant how in Ultima battles occurs on a tilemap looking like the overworld. In most other RPGs  battles occurs on a totally different terrain view mode, usually with some perspective or 3D and often you can't even move at all  


Liazon

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Ultima V: General Discussion
« Reply #431 on: October 20, 2007, 12:54:00 pm »

 THE POST 13482812
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?  as in summons!!! wicked cool.  


Offline Ranman

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Ultima V: General Discussion
« Reply #432 on: October 20, 2007, 01:34:00 pm »

 THE POST 13482870
QuoteBegin-Liazon+20 Oct, 2007, 18:54
-->
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?
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

tama

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Ultima V: General Discussion
« Reply #433 on: October 21, 2007, 12:48:00 am »

 THE POST 13483447
Awesome :)smile.gif


Offline Ranman

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Ultima V: General Discussion
« Reply #434 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  

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.