Author Topic: Elmgon  (Read 45715 times)

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Offline DJ Omnimaga

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Re: Elmgon
« Reply #105 on: January 30, 2010, 11:32:16 pm »
Cool :)

Offline Galandros

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Re: Elmgon
« Reply #106 on: January 31, 2010, 09:52:42 am »
Today I worked on writing this out on paper even more.  I'm up to 11 sides of paper in the battle code, and I've just finished chosing what move, and who it effects.  When you have 7*7=49 different ways moves can be used, it gets complicated. :)
I'm getting closer. :D
Looks fun. 49 different moves? I have to follow more this topic.
Hobbing in calculator projects.

Offline ztrumpet

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Re: Elmgon
« Reply #107 on: January 31, 2010, 10:55:44 am »
Thanks, but I don't know how many moves I'll have yet.  It very well could reach 60 or 70.  I havn't coded the moves yet, just the code to execute the moves. :)
I think this explains it better: 7 (Spots you, the ncp, or the enemies could be) * 7 (Different types of moves) = 49.

Different types of moves can be something like this: (This is when it's your turn)
Code: [Select]
E E E   You NCP
O O O    O    O
O O O
         O    O
    O
         O
X X X
         X    X
The 'O's mean everyone is effected, while the 'X's mean you get to pick one of these to be effected.
This is even more complex, due to the fact that sometimes you have  NCP partner, and sometimes you don't.  Also, the number of enemies can fluctuate between 1 and 5.  This is why progress is slow. ;D

Offline mapar007

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Re: Elmgon
« Reply #108 on: January 31, 2010, 02:49:14 pm »
Makes sense to me. One thing: it's NPC, not NCP (short for non-player character iirc)

Offline DJ Omnimaga

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Re: Elmgon
« Reply #109 on: January 31, 2010, 02:54:23 pm »
Oh lol just noticed that in his post :P

And yeah it means both non-playable characters and non-player characters

Offline ztrumpet

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Re: Elmgon
« Reply #110 on: January 31, 2010, 05:10:42 pm »
lol, oops, I think I've spelled it wrong a lot. x.x
Thanks for pointing it out. ;D

Offline ztrumpet

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Re: Elmgon
« Reply #111 on: February 07, 2010, 07:52:57 pm »
I've been trying to decide this for the past week:
I don't know how to store move data.  Here are my options:
1: Have 3 lists- Power, Accuracy, and Stamina
2: Have 2 lists- Power, and Accuracy/Stamina (compressed)
3: Have 1 list- All compressed into one element.

Which do you guys reccommend?
Remember: The more compressed the least size, and the least speed.

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Re: Elmgon
« Reply #112 on: February 07, 2010, 07:56:01 pm »
mhmm usually i just keep all stats in one list, one element for attack, one for defense, etc

Offline ztrumpet

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Re: Elmgon
« Reply #113 on: February 07, 2010, 09:33:38 pm »
I'm talking about storing the move data, not the enemy data.  They're pretty close, so I can see how they could be mixed up. :)

Offline DJ Omnimaga

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Re: Elmgon
« Reply #114 on: February 07, 2010, 09:34:11 pm »
Well idk then x.x


Offline TIfanx1999

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Re: Elmgon
« Reply #115 on: February 08, 2010, 10:37:31 am »
Well, IMHO Speed is #1 bra. Depends on how much data you have also, and if it'll be worth your time and the amount of space it saves.

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Re: Elmgon
« Reply #116 on: February 08, 2010, 04:09:36 pm »
It will probably be about 500 bytes a list.  I don't think it will matter alot, but it will effect future desicions. ;D

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Re: Elmgon
« Reply #117 on: February 08, 2010, 05:33:29 pm »
Speed indeed is always my number 1 priority IMHO, especially in a language as slow as basic. 

...That being said, if you need to use so much memory you get memory errors, it might be time to compress. ;)

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Re: Elmgon
« Reply #118 on: February 08, 2010, 08:51:49 pm »
Remember the battle code is the spot where speed dosn't matter.  I think the speed may still be an issue, as I think I'll show the stats for each move as you chose a move. :D

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Re: Elmgon
« Reply #119 on: February 09, 2010, 02:20:48 am »
500 is fine I think. If the total for the save files gets in the 2000s, then you can always use some compression for save files or abuse programs like XCOPY