Author Topic: Ash: Phoenix  (Read 106831 times)

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #180 on: December 11, 2010, 08:15:49 pm »
Uncircumventable roadblock: the MAX SYMBOLS error   :mad:

To fix this I'm going to put the whole battle engine into it's own separate program/appvar/virtual page thing. That way many of the battle engine's exclusive subroutines will be contained in another program and thus not count towards the total symbol limit

However, currently the battle engine and the map engine are sort of intertwined, plus it's been a little while since I've looked at the code so I think it will be fairly difficult. However, once I have managed to do this, everything (and I mean everything) will be a LOT easier to work with since in the app I will have gained like 4k of space, decreased the symbol count significantly, and given the battle engine an extra 4k of space (if I ever need to add anything).

Offline FinaleTI

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Re: Ash: Phoenix
« Reply #181 on: December 12, 2010, 11:11:23 am »
That's gotta suck.
[sarcasm]Rewriting the battle engine is loads of fun. Trust me. It's even more fun than writing it the first time.[/sarcasm]

Seriously though, good luck.


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Offline squidgetx

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Re: Ash: Phoenix
« Reply #182 on: December 12, 2010, 11:14:22 am »
lol. I just realized that for some reason I wasn't quite awake when I wrote that post. The battle engine is >9000 bytes; how could I put it into a virtual page?
 :banghead:

Anyway, I'm going to move the npc engine into it's own program instead, which pretty much achieves what i need to do (free up space in app and decrease symbol count) except it is much easier. Hopefully I'll be able to stick to my 1/1/11 demo date  ;)

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #183 on: December 13, 2010, 02:18:57 am »
This sucks, I hope you can manage to get this issue worked out. It would suck if the project died due to this. X.x
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #184 on: December 13, 2010, 06:24:22 pm »
If I may quote from the first post:
I won't let this die

NEVER!!!!!

progress continues. I've regained some of my motivation :). I've finally started on dynamic enemy generation, and many of the NPC extensions are coded (but not tested yet :P)
« Last Edit: December 13, 2010, 06:24:33 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #185 on: December 14, 2010, 01:43:40 pm »
Good to hear, I was just worried because certain limitations or bugs on something can kill projects or force the user to switch to a new language, which means a restart from scratch, which often kill the project in the process. X.x

(Actually for some reasons, even if the person just decides to switch midway into development even if the project would've been fine in its original language, I notice that the project always die. An example is Simplethinker's Chips Challenge clone. X.x)
« Last Edit: December 14, 2010, 01:44:43 pm by DJ Omnimaga »
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Offline Builderboy

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Re: Ash: Phoenix
« Reply #186 on: December 14, 2010, 01:58:41 pm »
Hmmmm you speak of virtual pages?  Are you talking about virtual pages like what i am doing with PortalX?

Offline c.sprinkle

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Re: Ash: Phoenix
« Reply #187 on: December 14, 2010, 03:22:01 pm »
This looks really cool.  :)

Offline squidgetx

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Re: Ash: Phoenix
« Reply #188 on: December 14, 2010, 06:10:08 pm »
Hmmmm you speak of virtual pages?  Are you talking about virtual pages like what i am doing with PortalX?

Sort of, but a bit simpler :P

Since this is an app, I don't have to worry about the hosting program's existence in RAM (at least, I don't think so). So all I have to do to 'add' things to the engine is use a bcall to run a specified program from RAM, then return to the app. For example, all of the transition effects are in their own program which is in an archived appvar which is copied to a temp program then run whenever a battle starts.

@csprinkle: thanks ;)

@DJ yeah, the MAX SYMBOLS limitation is a hard one to deal with. I ended up just deleting some subroutines that I only use twice or three times, plus moving the NPC engine to its own program helped a lot.
« Last Edit: December 14, 2010, 06:10:22 pm by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #189 on: December 16, 2010, 08:01:35 pm »
Enemy generation works now.

In the map file, there's 4 bytes that tell you the level (plus or minus 2) of the enemies that may appear, and 3 that identify 3 different enemies that inhabit that map.

When the battle occurs, the enemy's base stats and level are used to calculate its stats. Its level is then used to calculate its movepool. I'm fairly proud of this system ;D

To-do for demo release in 16 days

-test (and fix) all the NPC extensions that I've recently added
-do a lot of spriting
-make some maps
-add luck to the battle engine (I forgot about it lol)
-add a chance of obtaining items after battle
-add in the data for items and stuff
« Last Edit: December 16, 2010, 08:03:38 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #190 on: December 16, 2010, 11:58:03 pm »
Nice, seems like a cool enemy generation system. I can't wait for the demo. Good luck! ;D
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #191 on: December 18, 2010, 02:34:27 pm »
<small update>

Ok, I finally finished entering all the data for the items.

There are about 90 items, although I'm thinking that I will add more later.

Also I fixed a bunch of bugs in the enemy generations system that I had missed earlier :)

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #192 on: December 18, 2010, 02:45:04 pm »
Wow that's a lot! O.O Are there any examples of items you can state? Will some be listed in the readme?

Keep up the good work man!
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #193 on: December 18, 2010, 02:53:16 pm »
Around 15 of them are healing-type items, while the other 75 are all equipment type items. There are around 30 different weapons, and then a whole lot of assorted armor, hats, shields, boots, and amulets.

Example healing item: Steak: heals 30 hp and 0 mp, costs around 75$ at the shop (it's certified organic ;) )
Example equipment:
Maple bow (archer type), gives +50 attack, and +10 magic attack, costs like 1000$
Iron plate (armor), gives +20 def, +20 mdef, costs 300$

All the equipment and their stats will be listed in the final readme, but I don't know if I'll have time to put them in the demo readme :P
« Last Edit: December 18, 2010, 02:55:55 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #194 on: December 18, 2010, 03:00:37 pm »
Oh ok, seems cool. Can't wait for demo. ;D

Also you use dollars for money currency?
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