Author Topic: Yumé: The Eternal Dreams  (Read 59760 times)

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Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #135 on: March 12, 2011, 04:23:55 am »
To elaborate on my previous point, I'll quote my C book:
Quote
With some older operating systems (specifically, DOS and Mac OS 9 and below), it is also necessary that you "lock" the memory of the functions and variables used by your timers to ensure that they work correctly. This process is unnecessary on current systems, so we will not discuss it in this text.
I'm not touching memory locking with a 10-foot pole, honestly. Easy to implement or not, I just don't want to mess with it.

Variables in C are usually self-explanatory when you do them right. Each C variable name can be up to roughly 30 alphanumeric characters long, so I generally do a blatantly self-descriptive naming system for my variables. For instance:
Code: [Select]
willCollide  //This variable is set to 1 if Nanami/Rika will collide with an object if she continues in whatever direction
atmosphere //The atmosphere type, 0 for normal, 1 for miasma, 2 for sanctuary
isInFront //Is Nanami/Rika in front of an object?

character->LifeEnergy //The LifeEnergy variable of the character struct, the structure holding all of the current character's info
(Note, this isn't actual game code, just variable examples and their meanings, in comment style)

As such, I usually always know what a variable does. If, for some reason, I can't figure it out or can't remember valid values (such as for atmosphere), I can easily look it up as most of my variables are global and thus declared, with comments, at the beginning of the program :)


[edit]
I must be dreaming. This grass is ridiculous!
« Last Edit: March 12, 2011, 08:10:19 am by TsukasaZX »
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Offline JustCause

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Re: Yumé: The Eternal Dreams
« Reply #136 on: March 12, 2011, 08:25:47 am »
JustCause I like that new version, although I kinda prefered the old pitch level :(. Could you make a version that sounds exactly like the very short one you first posted, but as long as the current one? :P

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Offline Geekboy1011

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Re: Yumé: The Eternal Dreams
« Reply #137 on: March 12, 2011, 01:05:00 pm »
[edit]
I must be dreaming. This grass is ridiculous!

but its so greeeeeeeeeeen and luscious ;.;

Offline ztrumpet

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Re: Yumé: The Eternal Dreams
« Reply #138 on: March 12, 2011, 10:54:31 pm »
[edit]
I must be dreaming. This grass is ridiculous!

but its so greeeeeeeeeeen and luscious ;.;
It's pretty. :)
But I thought it was in the dream world...

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #139 on: March 13, 2011, 01:33:31 am »
[edit]
I must be dreaming. This grass is ridiculous!

but its so greeeeeeeeeeen and luscious ;.;
That's the point I'm getting at. It's sort of a Colorado in-joke over Colorado's usual lack of natural green grass. :P

This IS the grass tiling I'm using, at least for the class project version of Nanami Chapter.
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Offline DJ Omnimaga

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Re: Yumé: The Eternal Dreams
« Reply #140 on: March 13, 2011, 01:37:52 am »
Wait in Colorado there is less grass? ??? Is it due to lack of rain or something?

Anyway the grass in your game looks nice. I think it should be slightly lighter, though.
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Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #141 on: March 13, 2011, 03:14:30 am »
I'll try making the grass lighter and see how it looks. I may very well incorporate multiple shades of grass.

Also, Colorado has a very low humidity and very low precipitation level on average. While grass does grow all over, it's rarely naturally lush green. Rather, it's very pale green or even yellow or brown. Of course, people and businesses water like crazy so there's lots of unnatural green grass in urban areas.
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Offline DJ Omnimaga

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Re: Yumé: The Eternal Dreams
« Reply #142 on: March 13, 2011, 03:15:36 am »
multiple shades could be an idea too, maybe even colors. I remember seeing a game that used the exact same tile for everything once, yet still looked good XD.

Also sometimes just changing the color makes it look like something else, such as snow.
« Last Edit: March 13, 2011, 03:15:57 am by DJ_O »
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Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #143 on: March 13, 2011, 03:20:22 am »
Hatched an idea for grass shades:

"light green" - default grass
"medium green" - grass surrounding objects or grass surrounding grass surrounding water.
"dark green" - grass surrounding water or in dark areas.
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Offline DJ Omnimaga

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Re: Yumé: The Eternal Dreams
« Reply #144 on: March 13, 2011, 04:17:36 am »
I think the latter should be a bit blue-ish too if the water is kinda blue instead of dark.
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Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #145 on: March 13, 2011, 04:23:37 am »
I could do both, blue-ish for dark areas and regular dark green for near water. I can make as many tiles as I want! :P
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Re: Yumé: The Eternal Dreams
« Reply #146 on: March 13, 2011, 04:36:54 am »
That's good. :D Will there be snowy areas?
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Offline Munchor

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Re: Yumé: The Eternal Dreams
« Reply #147 on: March 13, 2011, 04:37:58 am »
Snow, grass, what about lava?

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #148 on: March 13, 2011, 04:38:48 am »
There may or may not be snow. There will not be lava.
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Offline Munchor

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Re: Yumé: The Eternal Dreams
« Reply #149 on: March 13, 2011, 04:41:29 am »
There may or may not be snow. There will not be lava.

I guess the lava is not of the style of Yume :P

What layer will grass/snow be then?