Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
Keeping Track of Things in an RPG
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: Keeping Track of Things in an RPG (Read 24221 times)
0 Members and 2 Guests are viewing this topic.
Insanity
Guest
Keeping Track of Things in an RPG
«
on:
March 29, 2007, 01:26:00 am »
If you're writing a MUD-like RPG in BASIC, how would you go about making it so you can pick up, wield or equip, drop, sell, put into a bag, etc. items, and have new objects spawned automatically in the game?
Also, how would enemies, friends, etc, work? How would you keep track of those? Even make them be able to follow and move around?
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
Keeping Track of Things in an RPG
«
Reply #1 on:
March 29, 2007, 02:35:00 pm »
Well, lists would be the optimal thing for inventory, etc.
People moving around... Not totally sure on that yet for pokemon, though they will require their own movement/detection system.
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #2 on:
March 29, 2007, 02:40:00 pm »
Yeah I always ran into problems with this. It become very unwiedly very fast for me when I got a lot of things. So I started a file system where I would log what everything does and all that and I still do. It helps a lot when you want to organize things or if you go on leave for a break and then get back into to it a month later or something. In the end its better to keep a log of routines, comments, variables, characters, attributes, anything that is worth writing down. You would be surprised if you saw how my room looked filled with all my organized crap that isn't organized lol. I might post a picture of it.
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
rivereye
LV8
Addict (Next: 1000)
Posts: 996
Rating: +0/-0
Keeping Track of Things in an RPG
«
Reply #3 on:
March 29, 2007, 04:05:00 pm »
a list is the way to go, as you can create your own for your purpose.
Logged
>(<')
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #4 on:
March 30, 2007, 11:07:00 am »
Acutally I don't know. A list is good for some things but I had quite the bit of success with strings.
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
rivereye
LV8
Addict (Next: 1000)
Posts: 996
Rating: +0/-0
Keeping Track of Things in an RPG
«
Reply #5 on:
March 30, 2007, 03:15:00 pm »
true, but remember, a list is good for in game, leave the game, and any number of programs can change the string. Don't store any save data there, you only have a few of them.
Logged
>(<')
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #6 on:
March 30, 2007, 06:25:00 pm »
oh yeah your right there list is good for long term
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
dinhotheone
LV6
Super Member (Next: 500)
Posts: 410
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #7 on:
March 31, 2007, 02:51:00 am »
im pretty sure lists is about the only thing that makes sence, matrices are big and unwieldy, strings get overwritten, and you can create your own lists which can then be archived and stuff. another thing you can do if you want in game fast storage is use real,image,ipart, and fpart, for data, then if you still need more you can do rounding and stuff with ipart. this can all go in like the main chars finance var like, terrain,x,y or something.
Logged
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #8 on:
March 31, 2007, 07:48:00 am »
strings are good and although they are overwritten it takes a simple string to list translator. But they are the best storage wise for in game if you know how to use them.
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
Speler
LV8
Addict (Next: 1000)
Posts: 857
Rating: +6/-2
Keeping Track of Things in an RPG
«
Reply #9 on:
March 31, 2007, 09:56:00 am »
String to list translation... hmm... expr(string?
Logged
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Keeping Track of Things in an RPG
«
Reply #10 on:
March 31, 2007, 12:50:00 pm »
that's what I used to use
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
rivereye
LV8
Addict (Next: 1000)
Posts: 996
Rating: +0/-0
Keeping Track of Things in an RPG
«
Reply #11 on:
March 31, 2007, 01:16:00 pm »
I store most of my RPG data to lists (even while ingame except the map is in strings (which a program has a reference of all the strings needed, so I don't lose them).
Logged
>(<')
Print
Pages: [
1
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
Keeping Track of Things in an RPG