Author Topic: Nyaar RPG Game Info & Progress  (Read 64936 times)

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Offline simplethinker

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Re: Game Info & Progress
« Reply #135 on: December 05, 2008, 06:07:35 pm »
It looks good ;D
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metagross111

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Re: Game Info & Progress
« Reply #136 on: December 05, 2008, 10:00:43 pm »
no kamehameha beam attacks? o_0

dangit.

Offline {AP}

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Re: Game Info & Progress
« Reply #137 on: December 06, 2008, 05:42:27 pm »
I like the look, Necro.
I'll probably go for it until I finish the rest of the game.

Also, I'm sorry guys. I won't be programming again for a bit.
My whole life is about to get really... different.
I'll explain later. Anyway, I'm not abandoning Nyaar.
It's just delayed for awhile.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #138 on: December 06, 2008, 06:32:32 pm »
x.x I hope it isn't getting different in a bad way x.x

Offline {AP}

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Re: Game Info & Progress
« Reply #139 on: December 15, 2008, 05:20:54 pm »
Believe it or not... PROGRESS!

I've picked this up again and, after realizing that random map generation was too annoying to mess with, decided on designing a world.
So, with the help of my friends, the world is coming along nicely.

It's still only being done on paper... but I'll get it to the calculator later.
Just letting you all know... that something is being done still.

metagross111

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Re: Game Info & Progress
« Reply #140 on: December 15, 2008, 05:32:37 pm »
random map generation just SOUNDS annoying.

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #141 on: December 15, 2008, 07:18:51 pm »
I would prefer a world map instead of random maps, because it will take less time to load and usually they look better when generated by the human than randomly.à

Glad there's still progress though :)

Offline {AP}

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Re: Game Info & Progress
« Reply #142 on: December 15, 2008, 08:01:52 pm »
random map generation just SOUNDS annoying.
I know... what the hell was I thinking?

Now, my only mild problem is that I worry that I'll start making the world too big and complicated.
Causing more space being taken than I'd like. (100+ 8x8 matrices takes up a LOT of space, albeit, all of it will be archived)

Offline TIfanx1999

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Re: Game Info & Progress
« Reply #143 on: December 15, 2008, 08:02:55 pm »
I'd have to agree with DJOmnimaga completely, Although I have seen some random dungeon games that were done really well. There is also the fact that designing  a world is just so much more fun. ^_^

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #144 on: December 15, 2008, 08:21:28 pm »
Yeah Metroid II Evolution maps were 85 KB total and there were about 270 stored matrices for them in archive (for a 300 maps). Heck, 90% of the entire game files were maps and pics XD

Offline kalan_vod

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Re: Game Info & Progress
« Reply #145 on: December 15, 2008, 08:35:26 pm »
Glad to see you doing the map on paper, I am in the mist of rewriting some code of my projects and it is tedious doing it all on calc without a plan..

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Re: Game Info & Progress
« Reply #146 on: December 15, 2008, 08:41:27 pm »
Yeah, paper is amazing. Especially graphing paper.

I usually plan out a lot on paper. Mostly things like where to place boxes and text on the screen and anything to do with mapping.
Other than that, I try to wing it.

metagross111

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Re: Game Info & Progress
« Reply #147 on: December 16, 2008, 08:01:20 am »
the above posters love for paper cracks me up =P

Offline DJ Omnimaga

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Re: Game Info & Progress
« Reply #148 on: December 16, 2008, 10:55:46 am »
well sometimes it's cool to not have to stare at a computer screen to write or read my pseudo code, game plan, storyline structure, etc. Easier on the eyes, especially for those who has CRT monitors like me, or worse, those who has old CRT monitors with a refresh rate of 50-60 Hz

Offline Iambian

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Re: Game Info & Progress
« Reply #149 on: December 16, 2008, 02:21:20 pm »
Just to throw in my $0.02, Celtic III really starts to shine when you're trying to store a god-awful amount of map data. It contains some matrix to string conversions, along with the ability to read line-by-line the contents of a program. Conceivably, you could have an entire map on each line of a "data program" and use Celtic III to retrieve the information as you see fit. Of course, you'll have to store those matrices in your programs as a string (as you'd enter a matrix into the calculator)...

Though, if you start seeing unexpected behavior with any of those functions, I'll go ahead and look into the problem and (if necessary) release a revision in a relatively short order of time.

Sorry to hear that you've ditched the randomly-generated maps, though I would have to agree that the world map thing would probably suit the whole scheme a bit better. I'd think that randomly-generated maps should be reserved for bonus dungeons when the game doesn't revolve around randomly-generated everything. Keep up the good work, and let us all know of the progress you're making!
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