Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: tifreak on December 31, 2005, 04:57:00 pm

Title: RPG Starter Kit
Post by: tifreak on December 31, 2005, 04:57:00 pm
Just wanting to get some opinions on what people might like in the next version, whether it is in the readme, or actual program. Right now, I am writing a developers guide that will explain how to make random enemies and show how to access a battle system, will explain how to add characters for hit detection, etc.

Title: RPG Starter Kit
Post by: tenniskid493 on December 31, 2005, 05:14:00 pm
I haven't seen your old Readme so I don't know if you do this or not, but one thing I really like is examples.  Instead of just saying, this function is used to do hit-detection, say here is a sample program using simple hit-detection.  Then break the program down piece by piece and explain what each part is doing.
Title: RPG Starter Kit
Post by: tifreak on December 31, 2005, 05:16:00 pm
The original does that, and I might add it to the developer's guide...  
Title: RPG Starter Kit
Post by: rivereye on January 01, 2006, 07:43:00 am
I thought about using this for my RPG, but I hate using things that I don't code, I have made mine work really well, maybe I realease my engines for other people
Title: RPG Starter Kit
Post by: tenniskid493 on January 01, 2006, 07:45:00 am
I thought about doing that with my engine, but I looked back at my engine and decided that I would have to change a lot of things to make them user friendly.  And a lot of my engine is very specific to the needs that I have so I figured it wouldn't make much sense to release it unless someone was going to make a very similar style game.
Title: RPG Starter Kit
Post by: Radical Pi on January 01, 2006, 10:09:00 am
something about pause menus, saving your game, and maybe an actual dungeon or town as an example of how to code them
Title: RPG Starter Kit
Post by: Liazon on January 01, 2006, 11:26:00 am
How could you come up with original gameplay ideas then?
Title: RPG Starter Kit
Post by: Radical Pi on January 01, 2006, 12:20:00 pm
It would be to show the newer programmers how to do anything.
Title: RPG Starter Kit
Post by: tifreak on January 01, 2006, 02:57:00 pm
I am including things like that, but if they need help, I will point them to my forums and here. :)smile.gif

There is of course no way to cover every possibility the rpgsk is capable of handling...
Title: RPG Starter Kit
Post by: DJ Omnimaga on January 01, 2006, 03:42:00 pm
does it sitll run as hardcore fast as the original RPG starter kit?
Title: RPG Starter Kit
Post by: tifreak on January 01, 2006, 03:50:00 pm
I really don't notice much of a difference in speed...
Title: RPG Starter Kit
Post by: Radical Pi on January 02, 2006, 11:33:00 am
The RPGSK was the first homescreen RPG I downloaded, so I originally thought all RPGs were that fast.
Then I played Illusiat XII...big difference...

You should put in a worthless delay loop just so people like me don't assume all Basic games are fast.
Title: RPG Starter Kit
Post by: DJ Omnimaga on January 02, 2006, 02:43:00 pm
yeah I know Illusiat XII is slow my BASIC was quite crappy back in 2002  :oops:embarassed.gif
Title: RPG Starter Kit
Post by: tifreak on January 02, 2006, 02:55:00 pm
lol, why would I want to slow it down? That means I am doin things right...

Anyways, work continues on the new development guide...
Title: RPG Starter Kit
Post by: dragon__lance on January 02, 2006, 03:30:00 pm
sound good! never actually looked at ur rpg starter kit, is it more of a tutorial for new beginners?
Title: RPG Starter Kit
Post by: tifreak on January 02, 2006, 03:37:00 pm
Sort of... It include the basic files, a set up program, a gaming engine, an event checker, and the level-data storage, and it (poorly) explains how to use them. That is a big part of the reason for the newer guide, along with the fact the engine itself will recieve some upgrades. :)smile.gif
Title: RPG Starter Kit
Post by: Radical Pi on January 02, 2006, 11:53:00 pm
Has the village been built yet, or do we still have to?
Do the village, that way you can explain how to do shops and stuff.
:psychedelic:happy0075.gif Include a frequently asked questions with the questions asked here!
Title: RPG Starter Kit
Post by: tifreak on January 03, 2006, 02:45:00 am
lol, I think that won't be neccessary, after I get done with the developers guide. :)smile.gif I am gonna try to include anything/everything that a person could need.
Title: RPG Starter Kit
Post by: Liazon on January 03, 2006, 04:33:00 am
Actually, this is really useful for programming in any language.  ASM, C, Ti-Basic.  I should take a look at it one of these days.  My knowledge on how to program RPG events and gameplay is very shaky, considering I haven't programmed anything really complex.  
Title: RPG Starter Kit
Post by: Radical Pi on January 03, 2006, 04:41:00 am
I'm still at the stage of
QUOTE
wow! look! the plus sign is moving when I press the buttons!
The RPGSK really helped my programming skills progress. Right now I can't think of anything else nice to say, so I'll do this: :Dbiggrin.gif:woot:woot.gif>Dgni.gif RPG Starter Kit!!!
Title: RPG Starter Kit
Post by: tifreak on January 03, 2006, 06:52:00 am
QuoteBegin-calcul831415+3 January 2006, 10:33-->
QUOTE (calcul831415 @ 3 January 2006, 10:33)
Actually, this is really useful for programming in any language.