Author Topic: Pokemon RPG: the forgotten quest  (Read 13640 times)

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Offline holmes221b

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Re: Pokemon RPG: the forgotten quest
« Reply #15 on: December 14, 2010, 10:31:11 am »
It looks really good.
The only issue I'm having is that it's difficult to get around the maze for some reason--though that may be 'cause I'm playing it using Wabbit...

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Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #16 on: December 14, 2010, 12:22:41 pm »
!? i thought the maze wasnt really that difficult
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Offline holmes221b

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Re: Pokemon RPG: the forgotten quest
« Reply #17 on: December 14, 2010, 12:28:45 pm »
It's not that it's difficult, it's when I press the arrow keys, the little trainer person doesn't always move--even though I know for a fact that I can go in that direction, since I had just come from that direction.

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Offline Builderboy

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Re: Pokemon RPG: the forgotten quest
« Reply #18 on: December 14, 2010, 01:53:39 pm »
Hmmm i didn't encounter the movement issue, and the tilemap works really well and fast :) I do have a couple suggestions tho.  Maybe make your character default to the standing position whenever you are not pressing a key?  Also, i have to ask, what is the ground doing? ;D

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Re: Pokemon RPG: the forgotten quest
« Reply #19 on: December 14, 2010, 03:10:41 pm »
its the grayscale, i have to fix that, because it will get slower as the map size grows (will have to check how big the map can be without having very low speeds, tho) also, maybe the movement issue might be encountered by the (little) time that it takes to load the map, shoud fix that it loads the map every time you move and make place saving
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Offline Builderboy

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Re: Pokemon RPG: the forgotten quest
« Reply #20 on: December 14, 2010, 04:29:10 pm »
Hmmm are you using Axe's default greyscale or something else?

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Re: Pokemon RPG: the forgotten quest
« Reply #21 on: December 14, 2010, 04:30:05 pm »
yes
i use axe's default grayscale with some random pixel sprite
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Re: Pokemon RPG: the forgotten quest
« Reply #22 on: December 14, 2010, 05:09:28 pm »
its the grayscale, i have to fix that, because it will get slower as the map size grows (will have to check how big the map can be without having very low speeds, tho) also, maybe the movement issue might be encountered by the (little) time that it takes to load the map, shoud fix that it loads the map every time you move and make place saving
Or perhaps because I'm using Wabbit? That's what I think it is.

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Re: Pokemon RPG: the forgotten quest
« Reply #23 on: December 14, 2010, 06:17:39 pm »
maybe, wabbit is a bit slower
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #24 on: December 15, 2010, 03:29:57 am »
Is grayscale supposed to update like 8 frames per second? It seems like DispGraphr isn't recalled often enough. 1, you do not need a DispGraph when you use DispGraphr. Also instead of DispGraphr:Pause 150 you need to run DispGraphr through a small For loop or something. It would help a bit, although if a lot of stuff is ran afterward it might still flicker a bit.

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Re: Pokemon RPG: the forgotten quest
« Reply #25 on: December 15, 2010, 05:08:29 am »
okay, btw little update and speed fix: it doesnt draw the whole map so it runs at steady speed independent from how big the map is.
how did i do this:
i made 2 list pointers that give the littlest y and x value of the map, then i drew the map from {L1}to{L1}+11, (x) and from {L1+2} to {L1+8} (y)
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Re: Pokemon RPG: the forgotten quest
« Reply #26 on: December 15, 2010, 01:47:06 pm »
Nice, you mean that it only draws the row/column of the map you are scrolling into?

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Re: Pokemon RPG: the forgotten quest
« Reply #27 on: December 15, 2010, 01:48:07 pm »
yes, that is. i tried it with grayscale (removed it silly me) and it runs really fast :D
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Re: Pokemon RPG: the forgotten quest
« Reply #28 on: December 15, 2010, 03:07:29 pm »
That's good to hear :)

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Re: Pokemon RPG: the forgotten quest
« Reply #29 on: December 15, 2010, 03:15:48 pm »
Also, did you see my new userbars? (i think they're nice)
And, i started working on the Battle engine!
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