Author Topic: Elmgon  (Read 45746 times)

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Offline DJ Omnimaga

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Re: Elmgon
« Reply #150 on: February 19, 2010, 05:07:12 pm »
I split the dual-layer ascii java program discussion from here since it was getting a bit offtopic

Offline ztrumpet

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Re: Elmgon
« Reply #151 on: February 19, 2010, 10:16:09 pm »
Okay. Thanks! ;)

Offline ztrumpet

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Re: Elmgon
« Reply #152 on: February 21, 2010, 08:41:47 pm »
Sorry guys, but there was no progress on Elmgon this weekend.  :(  I had two projects that I had to due that took me about 12 hours total.

I'm still working on the battle engine. :)

Offline DJ Omnimaga

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Re: Elmgon
« Reply #153 on: February 21, 2010, 09:34:44 pm »
Ouch I hate long school projects x.x, I hope you get good grades for them.

Offline jsj795

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Re: Elmgon
« Reply #154 on: February 21, 2010, 09:55:01 pm »
I know how hard coding battle engine can be. Good luck with the projects and the engine!


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
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A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
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A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
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Girls = Time * Money (Girls are a combination of time and money)
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Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline ztrumpet

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Re: Elmgon
« Reply #155 on: February 27, 2010, 04:21:16 pm »
Bump!

I've made some progress on Elmgon today, but I can't figure out how to implement stamina.  I think instead of stamina I'll have Mana Points that work like in other games.  Sound good?

I will be able to make progress on Elmgon this weekend, and hopefully I'll make moves actually hurt people.  :D
I hope everything goes well! :)

Offline DJ Omnimaga

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Re: Elmgon
« Reply #156 on: February 27, 2010, 11:33:15 pm »
Nice to hear progress. Stamina might be a bit hard indeed, altough I think it should be possible. Mana/MP is fine, tho. Good luck!

Offline ztrumpet

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Re: Elmgon
« Reply #157 on: March 01, 2010, 06:17:28 pm »
In the past two/three days I have made HUGE progress! :D

I have 5 things left to do on the battle engine before I consider it "done for now":
1: Fix bugs...
  A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere.
  B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this.
2: Add Mana Point support (Now everything is 0 mana to use).
3: Add animations.
4: Add end of battle/stats up screen.
5: Make attacker step forward 3 pixels.

Once I've fixed the two bugs, I'll upload a screenie... ;D

Edit: Added a 5th thing to do...
« Last Edit: March 01, 2010, 06:30:05 pm by ztrumpet »

Offline Eeems

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Re: Elmgon
« Reply #158 on: March 01, 2010, 06:27:09 pm »
yay! can't wait!
/e

Offline Builderboy

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Re: Elmgon
« Reply #159 on: March 01, 2010, 06:35:14 pm »
Nice progress :) I'm waiting for the screenies ;D

Offline Geekboy1011

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Re: Elmgon
« Reply #160 on: March 01, 2010, 06:37:16 pm »
awsome cant wait to see it ztrumpet

Offline ztrumpet

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Re: Elmgon
« Reply #161 on: March 01, 2010, 09:23:50 pm »
  A: Moves don't do the same damage every time-I'm referencing the wrong list/list element somewhere.
Done-I used Ans instead of B...

Offline Builderboy

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Re: Elmgon
« Reply #162 on: March 01, 2010, 11:31:46 pm »
Silly zTrumpet, trying to optimize while still in development stage :P

haha jk, good job on finding the bug.  I hate it when they are that small and obscure.

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Re: Elmgon
« Reply #163 on: March 01, 2010, 11:43:58 pm »
Glad to see more progress, can't wait for screenie :)

Offline ztrumpet

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Re: Elmgon
« Reply #164 on: March 02, 2010, 04:24:51 pm »
Silly zTrumpet, trying to optimize while still in development stage :P
That's actually how I code all the time.  I rarely find huge optimizations afterward. ;D

1: Fix bugs...
  B: You can attack dead enemies-Rewrite some code in the "Choose who to attack" area will fix this.
5: Make attacker step forward 3 pixels.
Done!  Here's the screenie!
I think there are four battles in the screenie, and the first and last are probably the coolest. :D
What do you guys think? :)

Edit: Does anyone want to see the code for this?  If anyone wants, I can upload the code. :D
« Last Edit: March 02, 2010, 09:03:19 pm by ztrumpet »