Author Topic: Nameless RPG  (Read 37407 times)

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Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #15 on: February 04, 2009, 12:54:16 am »
nice so far, i like how the intro and stuff appears

metagross111

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Re: Nameless RPG
« Reply #16 on: February 04, 2009, 09:12:53 am »
lol, a game labled "THE TITLE"

i liked the character selection wheel though.

Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #17 on: February 04, 2009, 11:55:09 am »
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :D

Offline trevmeister66

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Re: Nameless RPG
« Reply #18 on: February 04, 2009, 02:02:22 pm »
My only complaint about that is that I will confuse this game with Noahbaby94's all the time if both gets released under their current title :D
Haha you don't have to worry about that happening. Once I create the plot, I'll come up with a better title. But right now I don't have a plot, so I just put that as a filler title.

A little bit of progress. I took tifreak8x's RPGSK and basically redid it to make it smaller and faster. Also, it displays on the graph screen with dual layer text, so it's a little more graphical than plain ASCII, but not as good as xLIB. I've got the moving system down, and right now I'm just creating maps for a screenie.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #19 on: February 04, 2009, 03:24:11 pm »
Ooh nice, dual layer text would be cool. Plus you can draw whatever you want on the graph screen

Offline kalan_vod

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Re: Nameless RPG
« Reply #20 on: February 04, 2009, 03:44:21 pm »
I really like it so far, the title was really nice! And the race selection was really good!

Offline trevmeister66

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Re: Nameless RPG
« Reply #21 on: February 04, 2009, 05:30:26 pm »
Another little bit of progress, I just created a custom dialog routine for NPC's. Woot. I'm working on the menu/item/stats screen right now - once I have all that finished, I'll post up another screenie of my progress.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline TIfanx1999

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Re: Nameless RPG
« Reply #22 on: February 04, 2009, 11:10:14 pm »
So far so good, and the dual layer ascii is a fine idea!

Offline trevmeister66

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Re: Nameless RPG
« Reply #23 on: February 06, 2009, 01:18:17 pm »
While programming this, I've been more in a rush to finish a certain part than to program it efficiently, so while I am back home this weekend (won't have my 360 to distract me), I'm planning on just optimizing everything instead of adding more stuff. I want to see how bad I've been programming it and see what I can make smaller/faster.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Re: Nameless RPG
« Reply #24 on: February 06, 2009, 06:38:43 pm »
feel free to post some code if you need help. some people might be able to help :)

Offline kalan_vod

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Re: Nameless RPG
« Reply #25 on: February 06, 2009, 08:02:45 pm »
Yes, we are all willing to help! It helps us get distracted from our projects (or an excuse XD)..

Offline {AP}

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Re: Nameless RPG
« Reply #26 on: February 06, 2009, 09:09:05 pm »
I could always use more excuses... =P

Seriously though, I can always help out with optimization.
(We could use that EtherPad site for it too. Collaborative fix. =D)

Offline trevmeister66

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Re: Nameless RPG
« Reply #27 on: February 06, 2009, 10:53:32 pm »
Heh alright well I don't the code with me right now, but if you guys want to help create a faster solution than what I have, go right ahead. What I want to do is:

Create a screen that scrolls through up to 32 "items". It'll scroll up and down from the first item to the last, displaying 6 at a time. When I get my calc out of my bag and finish some homework, I'll post my code; but in general, what I'm doing is storing all the items in Str5 (for example " map.potion.this.that.item.->Str5) Then when it calls the item screen, it goes through Str5 until it reaches a ".", and stores the first and last part of that sub(Str5 into L1 and L2 respectively. Then I just do Text(Y,X,sub(Str5,L2(A),L1(A)-L2(A where A is whichever item.

Wow that sounds really complicated. I'll just post my code in a little bit. But if you get the general idea, feel free to come up with your own way of doing it. Mine isn't that fast, and I'd rather go for speed than size.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline trevmeister66

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Re: Nameless RPG
« Reply #28 on: February 06, 2009, 11:05:50 pm »
Alright here's my code:
Code: [Select]
1->X
1->U     ::Will end up being total # of items
1->T     :: don't know how to explain this var; EDIT: item counter
12->W   :: Row to display text
If 3<length(Str5      ::Makes sure there is actually an item in Str5 (Str always has a blank space first)
Then
If not(P       :: If this menu hasn't been called before
Then
32              :: total # of items possible
Ans->dim(L1
Ans->dim(L2
Fill(0,L1
Fill(0,L2
1->P     :: so the program knows it has run this part before
Repeat X=length(Str5      :: go through the entire string
X+1->X
X->V    :: beginning location of item; will be stored in L2
Repeat sub(Str5,X,1)="."     :: goes until it finds "." in Str5
X+1->X
End
X->L1(U    :: stores end point of item in L1(Item #)
V->L2(U    :: stores beginning point of item in L2(Item #)
U+1->U     :: moves onto the next item; ends up being total number of items
End
End
U+(P=2->U     :: I had a problem with this when I was calling sub program, so I had to add this in
Text(W,42,sub(Str5,L2(T),L1(T)-L2(T
T+1->T
W+8->W
End
If L1(T) or L2(T     :: After the first 6 items are displayed, if there is a value in L1(T or L2(T, it will display a "v"
Text(53,88,"v
End
End

Also I need a way to quickly scroll through the items. My current way is kind of slow.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

My MW2 Blog <-- Please visit :)

Offline {AP}

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Re: Nameless RPG
« Reply #29 on: February 06, 2009, 11:07:37 pm »
I have an idea on a good way to do this.
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.

I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)