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Author Topic: Elmgon -  (Read 17322 times) Bookmark and Share
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ztrumpet
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« Reply #30 on: 10 January, 2010, 20:01:00 »
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Without further ado, here's the new movement engine.
The partners are:
1: Mentor
2: Alex (Is that okay Builderboy-I havn't asked you yet.  Embarrassed )
3: Kevin
4: Eeems
5: Megan

What do you think?
Also, the speed is >4fps on a 84+se and >2.5fps on a 83+. Grin

Edit: I forgot to mention, in changing the engine I added a walk through specified walls list, as you can see during the time when Alex is the partner.

Edit x2: Also, the screenie is at 84+se speed.


* Elmgon Partner Engine.gif (144.98 KB, 96x64 - viewed 590 times.)
« Last Edit: 10 January, 2010, 20:06:09 by ztrumpet » Logged

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« Reply #31 on: 10 January, 2010, 20:11:20 »
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It would appear that your partners can hover! =D
Looks nice, regardless, and it's still hella fast! Great job on that. ^^
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« Reply #32 on: 10 January, 2010, 20:13:26 »
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It would appear that your partners can hover! =D
Yes, they can hover. Wink
It's something that's been overlooked for speed.  I'd rather have it run fast.
Also, I don't think it's necesary for them to touch the ground because this is in the land of Elmgon; Mabey some people hover...
Cheesy

Edit: Would anyone like me to attach my movement code?  I'll attach it later if there's any interest.
« Last Edit: 10 January, 2010, 20:20:25 by ztrumpet » Logged

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« Reply #33 on: 10 January, 2010, 20:26:36 »
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I'm interested in the part of your code that manages gravity/jumping.
I never quite developed a fast, responsive way to manage that. =P
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« Reply #34 on: 10 January, 2010, 20:34:52 »
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Looking good!  Hehe, its fine with me ^^ I wasn't the one who created the name Tongue
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« Reply #35 on: 10 January, 2010, 20:43:03 »
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Here's the two programs:
Keep in mind this:
They start with Q so everything Elmgon falls together in the program menu.
QMAP has tons of code in it that is unnessecary, I just keep adding While 0 loops instead of deleting stuff in case I want to go back.
QENGINE4 contains a lot of inicializing at the begining.  Some of this will not be there once I have more coded.  It's stuff like making you always start in the same spot...
Please note I have tried to make movement as fast as possible, so I used Finance Vars. Cheesy Sure it's kinda cheating, but they make it slightly faster. Grin

* QENGINE4.8xp (0.62 KB - downloaded 75 times.)
* QMAP.8xp (1.06 KB - downloaded 73 times.)
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« Reply #36 on: 10 January, 2010, 21:53:57 »
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Very nice ztrumpet! Grin

It looks like Builderboy's offset text sprites are really catching on (and looking great) Smiley
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« Reply #37 on: 10 January, 2010, 22:14:55 »
+1

wow nice, btw how many chars per battle allowed?
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« Reply #38 on: 10 January, 2010, 22:16:28 »
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What do you mean chars per battle?
Do you mean how long can the enemies be?
If so:
There can be up to 11 chars of enemies, with each enemy seperated with a space.  If you wanted you could even have one huge 11 char long enemy...
« Last Edit: 10 January, 2010, 22:19:16 by ztrumpet » Logged

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« Reply #39 on: 10 January, 2010, 22:18:53 »
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It looks like Builderboy's offset text sprites are really catching on (and looking great) Smiley

<(^.^<)

Viva la revolution!
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« Reply #40 on: 10 January, 2010, 22:20:09 »
+1

by chars per battles, I meant party members per battle. Both are synonyms in terms of RPGs

I was wondering because if on the overworld map there are like 3 party members following you as you move around, I bet this would slow down the game a lot x.x (I tried this in a game before)
« Last Edit: 10 January, 2010, 22:21:15 by DJ Omnimaga » Logged

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« Reply #41 on: 10 January, 2010, 22:21:41 »
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Yes, Builderboy.  Very good job figuring out the offset method.  It works great and looks awesome!

Ah, there is only one or zero people in your party at any given time.  These partners all are with you at seperate times, and never with you at the same time. (Although I don't know about the final battle...)
« Last Edit: 10 January, 2010, 22:23:36 by ztrumpet » Logged

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« Reply #42 on: 10 January, 2010, 22:24:54 »
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I imagine it would make the coding a bit more difficult as well Undecided Not to mention weird if you wanted to go into an area that was blocked off by a party member Tongue
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« Reply #43 on: 10 January, 2010, 22:26:44 »
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If you notice, Builderboy, the spot that is checked to see if a tile is solid or not is blank on all the party members and yourself. This is to prevent exactly that... Tongue
« Last Edit: 10 January, 2010, 22:27:00 by ztrumpet » Logged

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« Reply #44 on: 10 January, 2010, 22:27:09 »
+1

oooh ok so they're like NPCs (non-playable characters) always with you and following you in your quest but not necessarly taking part in battles?

In some occasions this happens in Illusiat 13 actually, altough I doubt I would show the char following you since it may slow down the kind of engine I use too much
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