Author Topic: Progress  (Read 51766 times)

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Offline tifreak

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« on: November 25, 2005, 06:35:00 am »
I have the map data almost all the way through Veridian, and once that is complete, I will begin workin on a walking engine. Let you know how this goes...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #1 on: November 25, 2005, 07:11:00 am »
how many maps do you have so far (I mean 16x8 ones)?

Offline tifreak

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« Reply #2 on: November 25, 2005, 07:22:00 am »
Ok, first an explanation on the mapping:

L=0; Base row, starting on the bottom of the map
M=0; Base column, starting on the left of the map

I have completed:

L=0 - L=30

L=0 - L=27, M=7 - M=8

L=28 - L=30, M=7 - M=9

I hope that is understandable...

So far, there is three map packs, and I am trying to keep the map packs down below 4000 bytes...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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« Reply #3 on: November 25, 2005, 04:37:00 pm »
hmm, yeah. Group the maps in horizontal rows like I do for MetBas83+ (there's 6 mapprogs and 36 papparts)

Offline DJ Omnimaga

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« Reply #4 on: November 26, 2005, 03:31:00 am »
hmm in my games i grouped them in vertical, but I guess horizontal is better for platform games if you dont want too many sub programs :)smile.gif

Offline tifreak

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« Reply #5 on: November 26, 2005, 04:43:00 am »
Actually, I am doing them in sections...

Section 1:L=0 - L=11, M=7 - M=8
Section 2:L=12 - L=24, M=7 - M=8
Section 3:L=25 - L=36, M=7 - M=9
etc...

This is the easiest I have found to do it, so far...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #6 on: November 26, 2005, 05:07:00 am »
ah I see, sound like a nice idea, I should think about this when making another game since xLIB is gonna prbly have resource like abilities, which are more powerful than FG :)smile.gif

Offline tifreak

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« Reply #7 on: November 26, 2005, 05:11:00 am »
Yeah, I really need to look into Resource...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Spellshaper

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« Reply #8 on: November 26, 2005, 05:20:00 am »
QuoteBegin-tifreak8x+26 November 2005, 17:11-->
QUOTE (tifreak8x @ 26 November 2005, 17:11)
Yeah, I really need to look into Resource...  

 http://omnimaga.dyndns.org/index.php?showtopic=759 the authors readme is somewhat confusing, so I wrote another %)rolleyes2.gif

Offline tifreak

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« Reply #9 on: November 26, 2005, 06:06:00 am »
Alright, Thanks. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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« Reply #10 on: December 04, 2005, 04:57:00 am »
Maps now display, I just need to add the characters that can't we walked through...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #11 on: December 04, 2005, 02:52:00 pm »
sound nice :)smile.gif

I really dunno why I never played pokemon, even on emu :Pblah.gif

Offline tifreak

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« Reply #12 on: December 07, 2005, 11:04:00 am »
lol :)smile.gif It is a fairly fun game, you would like it I am sure...

Anyways, I have on paper all the characters that cannot be walked on or through in their respective directions, plus I also decided the jump from ledge routines will be in 3 seperate events, to make things a lil smoother...

I just wish I was sick enough that I didn't have to go to work, I could just program all day... :Dbiggrin.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline tifreak

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« Reply #13 on: December 08, 2005, 04:35:00 am »
Running into a slight problem, I have about 10 characters per direction that the calc has to look at, to see if it should progress or not. So far, I have two possible solutions:

Using a for loop, which will definitely cause lag time

Using a sub-program, which will contain all 4 directions worth of hit detection.

I was wondering if any one might have a different suggestion.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #14 on: December 08, 2005, 10:20:00 am »
hmm could you post the code,because I dont really understand what you mean?