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Quote from: ScoutDavid on November 27, 2010, 01:12:27 pmQuote from: DJ Omnimaga on November 27, 2010, 01:08:27 pmMenus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.You may be right, menus with cursor can be very long and largMenus can become evilly large. My in-game menu for Nostalgia is about 9500 bytes and I still haven't implemented everything.
Quote from: DJ Omnimaga on November 27, 2010, 01:08:27 pmMenus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.You may be right, menus with cursor can be very long and larg
Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
Okay thanks ! I've already done list, but changing XandY values isn't too easy because arriving direction must be seen in way to do that and it is very long to code !ps : I succeeded in that way 5 minutes ago and I done half of the work on it
Menus aren't too bad if you make a generic menu subroutine; that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x
Sorry ScoutDavid but I've no idea of it. The problem with me is sometimes work go very fast and other times it goes very slow (and there is scholar work too ). However, it mainly remains to me to code :¤ missiles & other weapons (time : quite fast for me)¤ AI's & bosses movements and attacks (time : quite long for me)¤ Items (time : quite fast)¤ room transitions (time : quite fast)¤ menus (time : fast)¤ maps (time : long but if my engine is finished it will be easy to do )Here is, so I think my beta will come when it will be a real story with objectives, missions, etc... and then I will release regarding eventual bugs people can find in the game
updates :- ennemies following samus coded (way of moving of metroids) - fixing ennemies walking (or flying) between 2 points - issues with ennemies moving around walls :*tile detection up/dwn/lft/rght : done*x and y increasing or decreasing if the are different to destX and destY : done* destX and destY calculation regarding differents cases of wall detection : buggingDoes anyone has an algorithm or have I to code all collision detection cases ? edit : items coded
Save Units (not save system) added, but it remains impossible to change room because doors doesn't working yet. I' hard working on it of course