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Author Topic: Progress -  (Read 3312 times) Bookmark and Share
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tifreak
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« on: 25 November, 2005, 13:35:00 »
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I have the map data almost all the way through Veridian, and once that is complete, I will begin workin on a walking engine. Let you know how this goes...
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« Reply #1 on: 25 November, 2005, 14:11:00 »
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how many maps do you have so far (I mean 16x8 ones)?
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« Reply #2 on: 25 November, 2005, 14:22:00 »
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Ok, first an explanation on the mapping:

L=0; Base row, starting on the bottom of the map
M=0; Base column, starting on the left of the map

I have completed:

L=0 - L=30

L=0 - L=27, M=7 - M=8

L=28 - L=30, M=7 - M=9

I hope that is understandable...

So far, there is three map packs, and I am trying to keep the map packs down below 4000 bytes...
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« Reply #3 on: 25 November, 2005, 23:37:00 »
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hmm, yeah. Group the maps in horizontal rows like I do for MetBas83+ (there's 6 mapprogs and 36 papparts)
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« Reply #4 on: 26 November, 2005, 10:31:00 »
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hmm in my games i grouped them in vertical, but I guess horizontal is better for platform games if you dont want too many sub programs Smileysmile.gif
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« Reply #5 on: 26 November, 2005, 11:43:00 »
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Actually, I am doing them in sections...

Section 1:L=0 - L=11, M=7 - M=8
Section 2:L=12 - L=24, M=7 - M=8
Section 3:L=25 - L=36, M=7 - M=9
etc...

This is the easiest I have found to do it, so far...
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« Reply #6 on: 26 November, 2005, 12:07:00 »
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ah I see, sound like a nice idea, I should think about this when making another game since xLIB is gonna prbly have resource like abilities, which are more powerful than FG Smileysmile.gif
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« Reply #7 on: 26 November, 2005, 12:11:00 »
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Yeah, I really need to look into Resource...
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« Reply #8 on: 26 November, 2005, 12:20:00 »
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QuoteBegin-tifreak8x+26 November 2005, 17:11-->
QUOTE (tifreak8x @ 26 November 2005, 17:11)
Yeah, I really need to look into Resource...  

 http://omnimaga.dyndns.org/index.php?showtopic=759 the authors readme is somewhat confusing, so I wrote another %)rolleyes2.gif
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« Reply #9 on: 26 November, 2005, 13:06:00 »
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Alright, Thanks. Smileysmile.gif
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« Reply #10 on: 04 December, 2005, 11:57:00 »
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Maps now display, I just need to add the characters that can't we walked through...
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« Reply #11 on: 04 December, 2005, 21:52:00 »
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sound nice Smileysmile.gif

I really dunno why I never played pokemon, even on emu Tongueblah.gif
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tifreak
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« Reply #12 on: 07 December, 2005, 18:04:00 »
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lol Smileysmile.gif It is a fairly fun game, you would like it I am sure...

Anyways, I have on paper all the characters that cannot be walked on or through in their respective directions, plus I also decided the jump from ledge routines will be in 3 seperate events, to make things a lil smoother...

I just wish I was sick enough that I didn't have to go to work, I could just program all day... Cheesybiggrin.gif
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« Reply #13 on: 08 December, 2005, 11:35:00 »
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Running into a slight problem, I have about 10 characters per direction that the calc has to look at, to see if it should progress or not. So far, I have two possible solutions:

Using a for loop, which will definitely cause lag time

Using a sub-program, which will contain all 4 directions worth of hit detection.

I was wondering if any one might have a different suggestion.
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« Reply #14 on: 08 December, 2005, 17:20:00 »
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hmm could you post the code,because I dont really understand what you mean?
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