Author Topic: Nameless RPG  (Read 34171 times)

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Offline trevmeister66

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Re: Nameless RPG
« Reply #30 on: February 06, 2009, 11:14:14 pm »
I have an idea on a good way to do this.
But... it might be limited to how many items (total items in the game period) you have in the game and, more importantly, character limit of item names.

I have a routine idea that works off of 10 character long names.
But I can mostly likely tailor it to your needs. (and I'm going to be doing pure basic on the graph screen for this)
Heh I haven't even thought of the total number of items in the game, but how many do you think would be the max with your idea?

And I was going to go with 8 char name length, but I think 10 might work.. maybe. Any way you can size it down to 8 or is 10 the best way for your idea?
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Offline {AP}

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Re: Nameless RPG
« Reply #31 on: February 06, 2009, 11:34:48 pm »
Well, the the lower the better.
_____________________________________________________

Explanation of 'Item Index' System
(If you want to do it from here, cool. Or if you like the idea and don't wanna code it or just want to see an example I can code it for you)

The system is based off of the way mine is, sorta.
Each item is identified by a number. (e.g. 1=Map, 2=Potion, etc.)
Your inventory will be a list containing the item's ID and, in your case, the names of all items in the game will all be stored in a string.
(e.g "________MAP_____POTION__"=Str1 [8 spaces, MAP+5 spaces, POTION+2 spaces])

Example (using only the string above and 6 for simplicity)
Inventory: {2,2,1,0,0,0}=L1 (2 potions, 1 map, 3 empty slots)
Grabbing Name: sub(Str1,8*L1(x)+1,8 (So, 0=________; 1=MAP_____; 2=POTION__;)

Displaying 6 items at a time is just L1(x) through L1(x+5).
_____________________________________________________

That's the best I can explain it.
As said before, if you want I can try and get a working test up.
The 'Item Index' system is nice for managing names and makes using items easier, IMO.
« Last Edit: February 06, 2009, 11:52:12 pm by {AP} »

Offline trevmeister66

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Re: Nameless RPG
« Reply #32 on: February 06, 2009, 11:42:35 pm »
Hmm alright I'll see if I can give it a shot, and if I can't figure it out, I'll ask you to create a quick example. Thanks!

EDIT: I just re-read it, and I understand it now. That's a good system.. I like it. uber thanks!
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Offline {AP}

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Re: Nameless RPG
« Reply #33 on: February 06, 2009, 11:47:49 pm »
No problem. =D
The system is free for anyone to use. (to whomever might be reading and like the idea)
The best thing about it, I think, is that you can sort it with SortD(L1).
(Descending because 0 is the empty slot and you usually have empty slots at the bottom. ;P)

Offline trevmeister66

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Re: Nameless RPG
« Reply #34 on: February 06, 2009, 11:53:31 pm »
Heh I didn't even think about sorting it  :o Now I just have to program it efficiently.  :D
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Offline {AP}

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Re: Nameless RPG
« Reply #35 on: February 06, 2009, 11:55:59 pm »
True.
If you're stumped (or just want to see if the code can be optimized), then just shove the code at me.
I'll see what I can do. ^_^

Offline kalan_vod

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Re: Nameless RPG
« Reply #36 on: February 06, 2009, 11:56:28 pm »
That is why it is always best to design the program out on paper to get a proper idea of the layout beforehand, I do that practice that though..haha

Offline {AP}

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Re: Nameless RPG
« Reply #37 on: February 07, 2009, 12:03:06 am »
Yep. That's how I came up with the idea.
I had originally thought up something similar to his idea... but I couldn't think of a good way to do it.
So... I brainstormed a bit and thought up "Well, stats are just numbers... why can't items be the same?".
It evolved slightly from there and that's how Nyaar's new inventory was formed.

Offline trevmeister66

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Re: Nameless RPG
« Reply #38 on: February 07, 2009, 12:14:52 am »
Well seeing as how I just discovered the arcade area, I don't think I'll be doing any programming tonight... heh. So I'll pick up work on this tomorrow.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline {AP}

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Re: Nameless RPG
« Reply #39 on: February 07, 2009, 12:16:02 am »
Haha! Cool.
Hope to see progress soon then.

Enjoy the arcade while the fun lasts. =P

Offline trevmeister66

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Re: Nameless RPG
« Reply #40 on: February 07, 2009, 12:25:11 am »
Haha! Cool.
Hope to see progress soon then.

Enjoy the arcade while the fun lasts. =P
Definitely by tomorrow night. Im gonna design it on paper like you guys said and see what I come up with first and then integrate it with my menu system.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline DJ Omnimaga

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Re: Nameless RPG
« Reply #41 on: February 07, 2009, 12:46:02 am »
I just discovered the arcade area
Starcraft
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline Drak

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Re: Nameless RPG
« Reply #42 on: February 07, 2009, 03:20:26 am »
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.

Offline trevmeister66

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Re: Nameless RPG
« Reply #43 on: February 07, 2009, 03:47:06 am »
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.
It's not going to be visual. I'm try to make this as small as possible so I can put more space/stuff into the battle/map/story line. I just want something simple for the item system.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline {AP}

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Re: Nameless RPG
« Reply #44 on: February 07, 2009, 08:45:47 am »
if you're gonna have a visible inventory with icons though it might be a good idea to use a matrix. much more simplified to navigate around in, but if you're using something like final fantasy's inventory system then yeah a list works wonders.

Actually, I tried the matrix idea originally.
It has everything but one feature I like. Sorting.
The inventory would look scattered without being able to sort it.

Besides, list navigation isn't TOO hard.