Author Topic: OmniRPG - Coding  (Read 59756 times)

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Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #60 on: December 09, 2012, 09:06:26 am »
Cool, what ideas do you have?

Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #61 on: December 09, 2012, 10:03:59 am »
So xeda, for the compression, it would be something like:

??
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Offline Yeong

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Re: OmniRPG - Coding
« Reply #62 on: December 09, 2012, 10:42:09 am »
also iirc xeda once mentioned that she can store 8 switches (switches are crucial in RPG and it helps manage events) in a 2 bytes number. It should help data size be smaller :D
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Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #63 on: December 09, 2012, 10:46:48 am »
Yeah could be nice :D

If all turns out well... I could create a map-designer-tool as well... and some other stuff that could be handy
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Offline Yeong

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Re: OmniRPG - Coding
« Reply #64 on: December 09, 2012, 10:47:51 am »
it's a bit silly question... but are we having sound in this game?
* yeongJIN_COOL points to MuseInc :P
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Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #65 on: December 09, 2012, 10:48:30 am »
As cool as that might be, I'd say no. :P

Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #66 on: December 09, 2012, 10:49:56 am »
At first i'dd finish the game itself... if speed turns out well... we could adjust it a bit so we have a [2nd] version with music...

But first we'll have to finish the game
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Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #67 on: December 09, 2012, 10:58:27 am »
Xeda is the only one who actually coded something for this already

Hey, I already coded some things too. Animations for a heavy laser attack :





I'm not bad with code-based animations (I think).
« Last Edit: December 09, 2012, 10:59:05 am by Matrefeytontias »

Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #68 on: December 09, 2012, 11:03:03 am »
Ok sorry didn't know and didn't see in other topic, sorry

yeah looks not to bad :p
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Offline epic7

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Re: OmniRPG - Coding
« Reply #69 on: December 09, 2012, 11:12:36 am »
Although its kinda unnecessary, musical would be really awesome :P
Xeda is the only one who actually coded something for this already

Hey, I already coded some things too. Animations for a heavy laser attack :





I'm not bad with code-based animations (I think).
That's one fancy Lazor! O.O

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #70 on: December 09, 2012, 11:54:26 am »
@stevon8ter: I couldn't run it .__.
@Yeong: I think we shouldn't have background sound, but we could incorporate sound/music as a non-crucial part of the game. For example, we could have a "radio"  in the game that plays from a random playlist.
@Matrefeytontias: That looks nice o.o If you could make it so that it can start of a position (x1,y1) and stop at position (x2,y2), that would be great o.o (This would be so that we can have the laser be fired from the player and have it hit the opponent, or miss and shoot off the edge of the screen.)

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #71 on: December 09, 2012, 11:56:45 am »
Yeah I can do that, but I'll have a hard time with the sinusoidal trajectories of the small squares around the laser :/

Might we create an "OmniRPG - Animations" thread, since animations are different of sprites ?

Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #72 on: December 09, 2012, 12:07:51 pm »
@xeda ow sorry :/ it needs .net framework 4.0 i think. Idk
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Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #73 on: December 09, 2012, 12:18:24 pm »
Yeah, that might actually be a good idea Matrefeytontias. Otherwise, animation ideas will get lost in the sprite/coding sections.

Offline shmibs

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Re: OmniRPG - Coding
« Reply #74 on: December 09, 2012, 03:54:38 pm »
Xeda is the only one who actually coded something for this already

Hey, I already coded some things too. Animations for a heavy laser attack :





I'm not bad with code-based animations (I think).

that's a lot of code for a single animation, and, if it takes up the entire screen, how will you see what's shooting/being shot?