Author Topic: Pokémon Purple  (Read 62839 times)

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currahee

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Pokémon Purple
« Reply #90 on: December 10, 2005, 11:54:00 am »
Nice ASCII version of Pallet town.
This is gonna turn out really well, since you don't even need ASCII for Pokemon, or most of them really. Keep it up!

Offline tifreak

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Pokémon Purple
« Reply #91 on: December 12, 2005, 01:30:00 am »
Thanks, hopefully I find a good, fast solution to the hit detection...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Ranman

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« Reply #92 on: December 12, 2005, 02:01:00 am »
Sounds like some good progress is being made. :)smile.gif You are making me curious.
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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Pokémon Purple
« Reply #93 on: December 12, 2005, 02:27:00 am »
lol, well good. :Dbiggrin.gif

I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

MathStuf

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Pokémon Purple
« Reply #94 on: December 12, 2005, 11:40:00 am »
I'll post my movement code in my forum. You can get a feel on how to add more stuff that way.

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Pokémon Purple
« Reply #95 on: December 12, 2005, 11:56:00 am »
Ok, my main problem is detecting all the different characters for each direction...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Pokémon Purple
« Reply #96 on: December 12, 2005, 12:26:00 pm »
maybe you should one if statements for all walk onable tiles or one if for all solid tiles
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Pokémon Purple
« Reply #97 on: December 13, 2005, 03:26:00 am »
See, the problem is I also have tiles that will be walkable, like the signs, little . for gravel, * for grass... I don't know, it might actually be faster to check for those though...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline necro

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« Reply #98 on: December 13, 2005, 05:03:00 am »
Did you post the engine code?  I can help you only if I know what your doing, though you might want to try the code I posted in the chosen one.
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Pokémon Purple
« Reply #99 on: December 13, 2005, 05:08:00 am »
I haven't posted it yet, I might do so here later...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

axcho

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« Reply #100 on: December 13, 2005, 10:17:00 am »
QUOTE
I have determined that the faster, most optimized option for the hit detection will be to have the actual detection routine in another program, but from there, I have to decide how i am gonna detect stuff...
Can't you just use sub() and inString() if your map is stored as a String?

c1
-->
CODE
ec1inString(" .*",sub(Str1,X,1c2
ec2Where " .*" are the walkable tiles, and Str1 is the map, and X is the player's position.

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Pokémon Purple
« Reply #101 on: December 14, 2005, 05:31:00 am »
Hmm, I might look at that, though right now I am sick, so there won't be a whole lot of coding done right now...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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Pokémon Purple
« Reply #102 on: December 14, 2005, 05:48:00 am »
I hope you will do well :(sad.gif
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MathStuf

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Pokémon Purple
« Reply #103 on: December 14, 2005, 02:30:00 pm »
Yes, what axcho said would be one of the fastest way to do it. It's what I do (although I use much more complicated stuff because people can also move, and that causes lots of problems, not to mention force tiles and effects).

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« Reply #104 on: December 14, 2005, 05:42:00 pm »
Hmm...I think matrice based maps are easier to deal with...but then again, that's me
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