Author Topic: Nyaar!  (Read 13846 times)

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Offline {AP}

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Nyaar!
« Reply #30 on: December 08, 2007, 01:08:00 pm »
Thank you much, Delnar! =D

This is the kind of post I needed.

I'll work on this tonight. You rock! ^_^

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« Reply #31 on: December 10, 2007, 02:13:00 pm »
v0.5 is up in the first post now.

Added 4 classes(mages with spells), 1 race, 2 items, a bit more optimization, and... something else... I forget, though.

Read the readme. It'll explain a lot.

I think I'll add weapons and armor with the next update.
Either that or see what I can do about a suitable graphic interface.
I have the ability, I'm just trying to think of a good looking way that's fast and efficient.

Offline trevmeister66

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« Reply #32 on: December 10, 2007, 03:34:00 pm »
Update FTW! I'll check it out now and let you know how it goes.
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Nyaar!
« Reply #33 on: December 10, 2007, 03:41:00 pm »
Thank you! =D

You're like my only supporter... X3

You're the only one here keeping me working. ^_^

Equipment or graphics next?

Offline trevmeister66

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« Reply #34 on: December 10, 2007, 03:50:00 pm »
This is progressing very nicely. I like the class system (I cheated to get to a lvl 5 Drow Mage :)smile.gif ) Very nice system. I especially like the level 10 Naked Squirrel attack.. Haha. I didn't look at the code to help with optimizations, but I can tell there is still some stuff that can be worked on (I'm guessing Goto's out of If-Then or Loops.)
QUOTE
Equipment or graphics next?

I'd rather you go with graphics. A custom menu system would be very cool. Also I think you should have the user select their race before they select their class. That's the more typical RPGish way of doing player selection. But then again I also want some weapons to mess around with, so I guess it's really up to you. I'm guessing you're going to add more spells? And if you are, I suggest you make the players have to get to a certain level before they can obtain the spells, or make them do a quest or something (if you're going to implement quests).

But all-in-all, this is looking very good. Can't wait for another update :)smile.gif
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« Reply #35 on: December 10, 2007, 04:03:00 pm »
Haha, awesome. =D

Yeah, the race then class thing was brought up a few times. I think I will. Shouldn't take much time.

Graphics it is then. I'll work on those for awhile.
I'm not thinking about implementing more spells... but I may.
7 was enough for me. I might if I find more optimizations and can upgrade the other classes to match their power too.
Quests should be added later too. (when I get rewards... (more items/equipment)

(Note: Half of the creatures were made by my friends... so that explains the weirdness. Personally, weird was what I was going for.)

Finally, thanks again, man. You rock. ^_^

Offline DJ Omnimaga

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Nyaar!
« Reply #36 on: December 10, 2007, 04:06:00 pm »
I would go with graphics to spice up the game. Now I am gonna quiclky try this version of the game before i go eat something

EDIT: Nice so far.. One thing I noticed tho is that in battles text appear quiclky then as game goes on it show up for a longer amount of time. THere may be a memory leak somewhere, like a Goto instruction inside a If:Then:Else statement or inside a While:End or Repeat:End. Those have to be avoided as much as possible else after playing for a very long while the user will get an ERR:MEMORY. Otherwise nice work so far.

Offline trevmeister66

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« Reply #37 on: December 10, 2007, 04:12:00 pm »
QUOTE
I'm not thinking about implementing more spells... but I may.

I guess I didn't play enough to test all the spells, but I think it would cool if each class had 1 special spell once they reach a certain level. For example, a Dark Knight might have a special spell to do like x2 damage or something, or have the Paladin have a special where if he gets lower than 10% HP, then his ATK goes up by 50%. It would add a bit of replay value if every class had something worth attaining after a certain level. BTW, what's the highest level we can go up to?
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« Reply #38 on: December 10, 2007, 04:16:00 pm »
Nice thought. Would add another 1k if I added an ability for ALL the classes... might slow things down too.

Might be more than 1k... o.oblink.gif

Hm... nice idea though... I'll see what I can do.

Level cap = how ever long you wanna kill lvl 10s. Though it'll actually get to getting 1 exp from lvl 10s when you hit somewhere in the 100s. Though if you do THAT you've got NO life at all... I wouldn't see anyone going past 15 right now.

Not until I get more creatures at least.

Offline trevmeister66

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« Reply #39 on: December 10, 2007, 04:28:00 pm »
QUOTE
Nice thought. Would add another 1k if I added an ability for ALL the classes... might slow things down too.

Might be more than 1k...

Hm... nice idea though... I'll see what I can do.


If you're worried about memory, you should think about using Resource, found http://www.ticalc.org/archives/files/fileinfo/372/37261.html, (tutorial http://tifreakware.net/tutorials/83p/b/misc/resource.htm. Itll help you with space.

QuoteBegin
-->
QUOTE
Level cap = how ever long you wanna kill lvl 10s. Though it'll actually get to getting 1 exp from lvl 10s when you hit somewhere in the 100s. Though if you do THAT you've got NO life at all... I wouldn't see anyone going past 15 right now.


Well, I'm going to try to get passed level 15..

Because you only have up to 10 levels for enemies, and there's no lvl cap, then you should allow the player to enter in a level, and it randomly selects an enemy name, or however you do it, and have some equation that sets the enemy HP/ATK/DEF/SPD based on what level the player chose. Just a suggestion.
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Nyaar!
« Reply #40 on: December 10, 2007, 04:31:00 pm »
True, true... that might actually save memory.
And I'll take a look at Resource, thanks AGAIN. =P

EDIT: Having a bit of trouble fully understanding how to properly use Resource. Any clarification from anyone would be nice. =P

Offline trevmeister66

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« Reply #41 on: December 10, 2007, 04:46:00 pm »
What do you need help with?
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Nyaar!
« Reply #42 on: December 10, 2007, 04:55:00 pm »
How it should be used for this.

I can't quite grasp what it's saying that it does exactly.

All I fully retained is that it can make it to where only one program is taking up RAM at a time. Just not sure of the exacts of how it works. Cause it seems to me that I still must have the main program up the whole time. Which takes the 2nd most space and having up ARPG and ABATTLE at the same time is the main problem since they're (currently) about 10k on their own.

Maybe I'm just not understanding correctly... >_<

Offline DJ Omnimaga

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Nyaar!
« Reply #43 on: December 10, 2007, 06:35:00 pm »
I think that may help a bit:

http://tifreakware.net/tutorials/83p/b/misc/resource.htm

because apparently the original reamde is cryptic and hard to understand

Delnar_Ersike

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Nyaar!
« Reply #44 on: December 11, 2007, 02:04:00 pm »
A few more optimization suggestions:
-Nice job with the DelVar's, but you can save even more space by deleting the [Enter] between the DelVar command and the next command. An example would be to change thisc1-->
CODE
ec1:DelVar A
:DelVar B
:3->Cc2
ec2into thisc1
-->
CODE
ec1:DelVar ADelvar B3->Cc2
ec2
-Combine like terms. I have noticed many repeated commands under different labels that you can combine. An exampe would be to change thisc1
-->
CODE
ec1:Lbl A
:2->C
:3->B
:Goto C
:Lbl B
:5->C
:3->B
:Goto C
:Lbl C
:5->Dc2
ec2into thisc1
-->
CODE
ec1:Lbl A
:2->C
:Goto C
:Lbl B
:5->C
:Goto C
:Lbl C
:3->C
:5->Dc2
ec2
-You can delete ending parentheses and quotation marks before -> commands just like you can at the end of the command
-At the end of your programs, you can changec1
-->
CODE
ec1:Output(1,1," c2
ec2intoc1
-->
CODE
ec1:" c2
ec2. It does the same effect (iirc), and even if it doesn't, I don't think that extra space is worth the fact that there is no "Done" when you quit.
-You can still change around a couple of equations and inequalities so you can shave off an ending parentheses. An example would be to change thisc1
-->
CODE
ec1:If L1(10)=L1(11)/52c2
ec2into thisc1
-->
CODE
ec1:If L1(11)/52=L1(10c2
ec2
-I still caught a couple of ->(variable)'s in your programs. Look through them again, and replace each with DelVar (variable)'s
-Again, I caught a couple of statements similar to this:c1
-->
CODE
ec1:If W=2
:D+3->Dc2
ec2I think you know what to do with these statements (hint: look at my note on boolean logic in my previous post)...

I'm pretty short on time, so that is all you will get from me right now. And never forget to look through all of your programs multiple times, as you will still be able to catch a couple chances to optimize here and there... ;)wink.gif