Author Topic: Nyaar RPG Game Info & Progress  (Read 67226 times)

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Offline simplethinker

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Re: Game Info & Progress
« Reply #165 on: January 22, 2009, 07:39:33 pm »
I'm not sure what went wrong with your code, but the way you're doing it is kinda convoluted.  The det(5 function returns the line as a string in Ans, so using "expr(Ans→[A]" will work just as well.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline {AP}

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Re: Game Info & Progress
« Reply #166 on: January 22, 2009, 07:42:58 pm »
THAT'S the function I couldn't remember the name of!
Thanks, that ought to fix it.
LINEREPLACE and LINEWRITE have always had glitches for me... this will do a lot better.

Offline kalan_vod

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Re: Game Info & Progress
« Reply #167 on: January 22, 2009, 08:56:59 pm »
I have not played with Celtic, might work with it someday and be able to help you ;)

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Re: Game Info & Progress
« Reply #168 on: January 23, 2009, 07:11:52 pm »
I've been really sick all day... but I got something done so far.
All 12 maps (for the first zone outside, there will be more for caves and such) is now stored in a program.
It sucks typing out multiple 8x8 matrices... >_<
I'll do what I can to get a version up that can explore the new areas tonight.
I don't know if I'll be done enough by my standards though.

We'll see... if not tonight then definitely tomorrow.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #169 on: January 24, 2009, 03:30:21 am »
I think you might like Draw'n'Map (see TI RPG programming tools archives) just backup first

Offline simplethinker

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Re: Game Info & Progress
« Reply #170 on: January 24, 2009, 02:26:12 pm »
It sucks typing out multiple 8x8 matrices... >_<
The matrix editor that comes with TI-connect is actually pretty nice (:o amazing that TI-Connect is useful for something, ain't it?).  It only takes me a few minutes to create the 32x32 matrices for Chip's Challenge.
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline kalan_vod

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Re: Game Info & Progress
« Reply #171 on: January 24, 2009, 02:29:22 pm »
Draw n Map is nice, I just made my own back when xlib came in app form and adjusted it as my needs changed :P.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #172 on: January 24, 2009, 03:56:31 pm »
true, the only downside is that it doesn't support matrices under 12x8, which gave me a lot of trouble when working on Metroid II The Last Chozo Expansion Set

Offline kalan_vod

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Re: Game Info & Progress
« Reply #173 on: January 24, 2009, 04:00:27 pm »
Yeah, well a simple modification could fix that ( or a few ). Is Draw N Map created my Nikacu?

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #174 on: January 24, 2009, 04:06:50 pm »
I actually had a modified version that had 4 level grayscale support, but it was horribly slow and grayscale sucked on the non-SE model. I doubt I have this anymore

Draw'N'Map was made by Lolje and Spellshaper/Spelli. The image editor part was by Lolje and the map editor by Spellshaper

Offline {AP}

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Re: Game Info & Progress
« Reply #175 on: January 24, 2009, 05:12:48 pm »
Yeah, I need 8x8 so it wouldn't help much.

It's not too bad now... I was just complaining.
Anyway, I have a working version that can explore the first zone now, but... I'm thinking of a way to handle random encounters.
Or creature encounters in general.
I could just have randomly generated creatures spawn upon loading the map. Then you could either skip them, or battle them.
Or come up with a good way of handling random encounters. I have a feeling I'll either have them pop up every step... or not nearly often enough.
Or something else that evades my imagination...

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #176 on: January 24, 2009, 07:59:09 pm »
i usually have randon encounters so that when the map engine first loads, a number from 10 to 50 is randomly set to a variable and every step it goes down by 1 and when it reaches 0 it triggers a battle, then it's set again to a number from 10 to 50. Illusiat 6, 7, 9 through 12, the 2004 remakes of 1 through 4, ROL series, Mana Force 2, Reuben series as well as Mana Force 1 newest versions (the ones with two difficulty settings) all had this system. In Reuben it was 10 through 30 though

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Re: Game Info & Progress
« Reply #177 on: January 24, 2009, 10:44:24 pm »
With your system, (I found 50 too high though and lowered it slightly) I now have a working set-up.
I lack a good recorder though. I lost my old program with my new computer... and WabbitEmu isn't doing very well.

So, I'll see what I can do about that... I'd release it for download, but there's a few features I want to add before I do this.

Offline kalan_vod

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Re: Game Info & Progress
« Reply #178 on: January 25, 2009, 02:22:59 am »
Great, I would suggest being able to have a item (to buy in game) that worked like in pokemon (the repel potion) so that you can not have encounters while the potion was effective..

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Re: Game Info & Progress
« Reply #179 on: January 25, 2009, 03:31:07 am »
oh true 50 might be quite high for some games, I had it setup that high because most of my RPGs had incredibly huge maps that took a while to go through