Author Topic: another RPG  (Read 11451 times)

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xiaden

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another RPG
« on: October 12, 2007, 04:42:00 am »
Renamed to Thetaman(or yourname, if you can design sprites for me.)

Current progress is:
c1-->
CODE
ec1
Fighting:

Offline DJ Omnimaga

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another RPG
« Reply #1 on: October 12, 2007, 12:30:00 pm »
Welcome here!

I,m glad to see a new RPG in the works. For a damage formula I usually go this way:

((LV*Weapon Atk)+Randint(0,2*LV))/(enemy LV/10)

Of course if you plan to have a default atk/defense different than the level then change LV to Attack and enemy LV to defense. Usually this make defense play a bigger role in the game.

Liazon

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another RPG
« Reply #2 on: October 13, 2007, 12:16:00 pm »
Welcome to Omnimaga!

it's good to see more RPGs, since Omni was originally an RPG HQ.

duno much about basic, but good luck w/ your rpg!


Delnar_Ersike

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another RPG
« Reply #3 on: October 13, 2007, 05:52:00 pm »
Welcome to the crazy world of Omnimaga! Here are your peanuts:
user posted image
As for knowing a lot about BASIC, I am positive you still have stuff to learn from some of us. ;)wink.gif

xiaden

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another RPG
« Reply #4 on: October 15, 2007, 05:41:00 am »
Hey all =) thanks for the warm welcome.

I have an update, and another problem.
Right now the project is fragmented a little. It's got the pet name that all my ACSII mapped games get, theta man.  But I?m stuck in the middle of the tutorial, and the battle conclusion menu, and the Item system is still completely inexistent, except an item or two that I might just get rid of completely (a revival medicine, that auto revives you at half (soon to be quarter) hp).  I'm going to see if I can post the programs on Tuesday, or Thursday night at latest.  


Thetamans formally in beta (0.1) but the mapping system is in near final, with way cleaned up code.  It?s ultra fast now, loading the next map almost the same speed that humans blink at.  Also, I had a friend play for about two hours on his calculator, and the speed was only minimally slower (about half a second to a second) which I found was really weird.  Considering the vast amount of variables being written, and output strings that fill the whole screen... usually it slows down really fast.  Maybe its just because it's semi-small still.

The setups still in subroutines, named accordingly:

Game (theta) - actual run file.  If this isn't what you run, then you can only do what is left from the last game, and it exits on ending the task =P
Help (theta)
(Theta) field
(Theta) fight
(Theta) map
(Theta) roots








QUOTE
Welcome here!

I?m glad to see a new RPG in the works. For a damage formula I usually go this way:

((LV*Weapon Atk)+Randint(0,2*LV))/(enemy LV/10)

Of course if you plan to have a default atk/defense different than the level then change LV to Attack and enemy LV to defense. Usually this make defense play a bigger role in the game.


I?ll have to test that out, it sounds really useful. Thanks for the help.

more later =)

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another RPG
« Reply #5 on: October 15, 2007, 06:45:00 am »
I'm glad this is progressing, keep up the good work again :)smile.gif

Any chance of a screenshot soon?

xiaden

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another RPG
« Reply #6 on: October 16, 2007, 04:58:00 am »
screenshot coming asap =P  i'm still working on how the menus should look.  it's a very fragmented project. =P i put the help file on hold till the rest is finished.

Offline DJ Omnimaga

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« Reply #7 on: October 16, 2007, 08:52:00 am »
I would keep help file for the end and I would make it in readme form, not on calc. Or at least if it's gonna be on calc I would make it optional for the user, for people who want more space on their calc.

Usually when I did RPGs I started finding storyline chronology ideas and written them down, then started coding menu, then battle engine, then title screen with start/load screen, map engine, then finally imnplement events/triggers/storyline in the game as well as new enemies and bosses

xiaden

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another RPG
« Reply #8 on: October 16, 2007, 12:45:00 pm »
huh.  well, i already have the storyline mapped out, just not hard coded at all =P  and what i have done right now is:
(O=(theta))
gameO-Everything but the bootscreen
helpO-just up to the movement and menu section.
Ofeild-Four of the basic maptypes, and six screens total(not a very big world)
Ofight-Attacking completed beyond beleif.  defending? no. magic? no.  item use? not even started.  run away? yep =P
Oitems-just tels you it's under development. then exits.
Omap- Near completion.  all thats left is to set the event trigger recognition(aka, storyline)

What i'm currentlly working on is:
choosing betwwen defense forms.
setting the item values(potions cure?hp)
setting the maptypes.

I am thinking about just setting this into an assembly mould, with sprites instead of ascii coding.  this would be kinda usefull, i could change up the way maps appear.

Offline trevmeister66

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« Reply #9 on: October 16, 2007, 01:10:00 pm »
Sounds good. I can't wait to see a screenie and possibly a demo :)smile.gif
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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another RPG
« Reply #10 on: October 16, 2007, 02:05:00 pm »
I see you got some progress alerady :)smile.gif

xiaden

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another RPG
« Reply #11 on: October 17, 2007, 05:32:00 am »
Idea. I'm not smart enough to figure out if this would be better or not.

using:
c1-->
CODE
ec1Maptypes
If M=4:then
1->P
1->T
end
if T=1:then
"+---

Offline DJ Omnimaga

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another RPG
« Reply #12 on: October 17, 2007, 08:45:00 am »
I would use the one that use less physical memory. How fast does it load maps in overall?

Offline trevmeister66

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« Reply #13 on: October 17, 2007, 09:34:00 am »
It depends on how many physical maps you'll need... if it's overwhelming (even archived) then i would think sacrificing a little bit of speed for size wouldn't be a bad trade. Otherwise i would go with the preset maps.
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xiaden

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another RPG
« Reply #14 on: October 18, 2007, 04:59:00 am »
I don't have a good readout on how fast the smaller version runs, but i'm almost one hundred percent sure that it is about twice as slow(which isn't saying much, because the maps show up lightning quick)  it could be quicker, but i forgot a good way to get lists(as in more then one) to form a bigger list effectivly... like augument, but lots.  i have it in a for loop right now, but i don't quite like that... it slows the game down quick.
EDIT:
I have it down now.  not using a for loop, just a really really really long define list(or whatevery you would call it... it's like:c1-->
CODE
ec1{LML(1),LMM(1),LMM(2),LMM(3)...,LMR(1)...}->L(theta)mapc2
ec2
and put in a small loading screen, because i hate dead time, where you can't do anything but wait.

Map is upgraded to V0.1, and i'm done with it till next version.

If anyone wants to make some maps, becasue i'm lazy, go for it.
the current tileset allows for:
c1
-->
CODE
ec1
on top and bottom, in order of ID from 0(set by var A for top, and Var E for bottom):
+--------+
+---