Author Topic: Nameless RPG  (Read 37379 times)

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metagross111

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Re: Nameless RPG
« Reply #105 on: February 19, 2009, 12:33:18 am »
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason :P

Offline trevmeister66

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Re: Nameless RPG
« Reply #106 on: February 19, 2009, 12:37:17 am »
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason :P
lol fail.
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metagross111

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Re: Nameless RPG
« Reply #107 on: February 19, 2009, 12:41:36 am »
I'll "lol fail" you this weekend maybe :P

Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #108 on: February 19, 2009, 01:02:35 am »
If it uses strings, it might be slower for collision detection. And slower to code, but it seems to be quite useful for smaller games

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Re: Nameless RPG
« Reply #109 on: February 19, 2009, 01:19:21 am »
eh yeah collision detection would be a tad slower, but it'll be just as fast as I have it now (I'm using strings already). I'll give it a shot and if it's too slow, I'll switch to matrix's
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Offline kalan_vod

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Re: Nameless RPG
« Reply #110 on: February 19, 2009, 01:14:08 pm »
You could make all the conversions you need automated, I use my Map Maker (I made a long time ago) and you could have it finish by converting to hex etc..

If celtic was to include a String->Matrix converter, I would definitely use it.

Offline trevmeister66

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Re: Nameless RPG
« Reply #111 on: February 19, 2009, 03:13:34 pm »
I think I'm gonna go with the matrix real(2. I tried to do some tests with identity(4 and i just couldn't get it to work. It'll be more simple with the real(2 function anyways.
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Offline calc84maniac

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Re: Nameless RPG
« Reply #112 on: February 19, 2009, 03:27:35 pm »
How does Celtic know the dimensions of the grid in the string?
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metagross111

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Re: Nameless RPG
« Reply #113 on: February 19, 2009, 03:28:10 pm »
really? that is odd.

tell you what, I'll put my project off and tackle this project tonight. I will have extensive use of the IDENTITY(4) and create a simple walking around program with crash detection on a 120x120 scrolling tilemap.

maybe if i can accomplish this i can help you out with your progs :/

Offline trevmeister66

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Re: Nameless RPG
« Reply #114 on: February 19, 2009, 03:32:00 pm »
really? that is odd.

tell you what, I'll put my project off and tackle this project tonight. I will have extensive use of the IDENTITY(4) and create a simple walking around program with crash detection on a 120x120 scrolling tilemap.

maybe if i can accomplish this i can help you out with your progs :/
You don't need to do that. I'll be fine with matrices.
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metagross111

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Re: Nameless RPG
« Reply #115 on: February 19, 2009, 03:35:54 pm »
still, I want to figure it out. i hate being wrong :(

Offline trevmeister66

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Re: Nameless RPG
« Reply #116 on: February 19, 2009, 03:46:49 pm »
I don't think you were wrong. I just couldn't get it to work. It could have been anything. Heh I had 1 number missing once I think and it cleared my RAM :P
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Re: Nameless RPG
« Reply #117 on: February 20, 2009, 09:25:39 pm »
Alright well seeing as how I forgot to bring my charger with me this weekend (I went home), I won't be on the forums much. So just to give a little info about what I'll be doing, I plan on fully creating the save/load system. I also have switched from using a List and Strings to store information to using an AppVar to store it. I have the appvar set up, I now just have to change all parts of my code that use lists and strings. Shouldn't be too difficult. I'll update later on my progress with this.
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Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #118 on: February 21, 2009, 10:02:05 am »
I'll update later on my progress with this.
After stalking metagross111 long enough

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Re: Nameless RPG
« Reply #119 on: February 21, 2009, 08:16:59 pm »
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.
I've made an ASM program that goes the other way (takes a string of hex values and converts it to the corresponding matrix), and I don't think it would be too hard to reverse the process so I'll see what I can do...

[edit]Scratch that.  The only reason I used ASM for converting to a matrix was speed, so actually ASM is probably overkill.  A BASIC program for matrix->string shouldn't be too hard though.
« Last Edit: February 21, 2009, 08:23:16 pm by simplethinker »
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