Author Topic: Unnamed RPGish Game  (Read 19766 times)

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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #30 on: September 04, 2010, 08:41:42 pm »
What do you mean exactly by hard-coded and such? I'm not quite following, sorry :(

Or do you mean is the map display program large because it uses two different kind of tile methods?
« Last Edit: September 04, 2010, 08:42:42 pm by meishe91 »
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #31 on: September 04, 2010, 09:19:03 pm »
hard coded mean different source code for each sprite. Example, you have different code to display ASCII sprites than text-sprites or pt-on-based ones.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #32 on: September 04, 2010, 09:32:27 pm »
Ah ok. Well ya, there is sorta a different source code for each one but it's a pretty small change. The tricky part is just running through my string correctly, which I have done. The program that runs that map you saw is 134 bytes, that's without map switching and such though. I'm not sure if this answers your question though.
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #33 on: September 04, 2010, 09:37:01 pm »
Aah ok, well if it's that small it should be fine. I just remember line()/pt-on() sprites were hard coded and each sprite code took like 100-300 bytes, depending of how complex they were. In the end, the map displaying took about 2 KB alone.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #34 on: September 04, 2010, 09:42:30 pm »
Ah ok. I can see that happening with line(/Pxl-On(/Pt-On( sprites. Luckily, not using any right now. Right now the only thing I see being the big part is the maps :(
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #35 on: September 05, 2010, 03:17:16 am »
So this is sort of a update but not really since no work has really been made program wise. I just made a mock-up of what the main screen will look like and just would like you're guy's opinions on it. Things to change, suggestions, questions, etc. Would like to know. Thanks.

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Re: Unnamed RPGish Game
« Reply #36 on: September 05, 2010, 03:27:18 am »
Looks pretty nice right now. Even if the sprites are small you still managed to make everything look nice and display a lot of the map on the screen. Will the menu remains open all the time? When the walking loop occurs, I think for speed you should not put the options inside the walking loop, but have the game exit the loop when a key other than arrows is pressed or when an event is triggered.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #37 on: September 05, 2010, 03:35:32 am »
Ya, that will be open the all the time so you always can check your health and such without having to go through a couple menus or something like that. I was debating whether to have a fill-gauge for both health and magic but I don't know. If people would like them as well I will implement them though, if I can. As for the key pressing I will have a separate sup-program that handles the menu. Like when you push one of those buttons then it will go to that sub-program. One question I had though is would people like it to be like it is where you just press a number on the key pad to open the appropriate menu or would you guys rather have an arrow pointing to one you want open? Also, another question, should I use the whole menu area for sub-menus or should I just use that little "quarter" screen area (where the options are)?
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Re: Unnamed RPGish Game
« Reply #38 on: September 05, 2010, 04:26:04 am »
I think numbers should be fine, if we can select any option directly from the walking engine. Also use that area for sub-menus as well.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #39 on: September 05, 2010, 02:05:29 pm »
Hmmm, ok. Thanks. I need to figure out what all I'm using and such. If I can fit it in that section then I will use it.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #40 on: September 07, 2010, 03:28:21 am »
Ok, I did a little tweaking to the menu half of the screen and am in need of feedback from as many people as possible.



A little information:

-The stats that it shows are at what I plan to be the max for each.
-The name are will have a eleven character limit, assuming I can figure out a good way to store it accurately. If not then I may just have to lower that limit. (I found one thread about it but I thought I remember Z had a letter compression thing or something, but couldn't find it :( Oh well.)
-The box surrounding the name will adapt to what ever the name is, how ever only uppercase will be accepted.

What I need your opinion on is things to change/tweak/remove/etc.

Couple things I'm not sure about and would especially like opinions on are:

-The menu numbers. I'm pretty satisfied with what four and five are, but the others not entirely. Map (I don't know how feasible this is, will have to mess around with it first) and magic are the two I'm on the edge about. I was thinking of having a stats page that will have some info detailing the magic stuff. Thoughts?
-Spacing of things, or does it look good?
-In the menu area there is a lot of white space to the right of the letters. Any suggestions on what to do with it? Fill it in, don't, patterns, etc.

Any other suggestions are greatly welcomed. I'm just trying to figure out what this part will look like before I start to much on the menu sub-program. Thanks everyone! :)

Edit:
I forgot to ask one other thing :P

I need help on a name for this. I was considering Survival Question or Survival, but I'm not to sure about them. Suggestions are greatly welcome :)
« Last Edit: September 07, 2010, 03:48:17 am by meishe91 »
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Offline DJ Omnimaga

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Re: Unnamed RPGish Game
« Reply #41 on: September 07, 2010, 04:20:58 am »
Looks nice, although I kinda got confused at first when I saw LV:99$ I thought it said 99$ levels x.x. I guess it can't be helped much, though, unless you lower the gold cap to 9999 or get rid of the : chars. Otherwise you could maybe shrink the rigth menu a bit to space things more in the left part.

As for menu I don't think map is really necessary. It's kinda more fun when you have to explore to find stuff. Maybe change it to Equip if you add equipments or Stats.

Idk for a name so far, though.

I hope this succeeds. I love RPGs!
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Re: Unnamed RPGish Game
« Reply #42 on: September 07, 2010, 09:23:19 am »
Your money display can save you some space. Rip out the colon and put the money amount and the dollar sign back to back in a joint Text() argument. Also, Magic should be 2. People are going to be diving into that more that the map. Actually, aesthetically, you be better off putting it at 4 because the player's thumb can slide to the MAP. It's awkward to put a used key far away.

I feel like I'm rambling. So, I'll stop now. Good job though. :)
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Re: Unnamed RPGish Game
« Reply #43 on: September 07, 2010, 12:32:14 pm »
One thing I love is when options are at the bottom of the screen and the user needs to use the Y=, Window, Zoom, Trace and Graph keys to choose menu options, but that won't leave much space for option names and you would need to rework the whole layout, not to mention a lot of people already use the F1-F5 system.
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Offline meishe91

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Re: Unnamed RPGish Game
« Reply #44 on: September 07, 2010, 06:39:06 pm »
Ok, I'll take that colon out and see how that looks. That way there should be two pixels between the level and amount of money. Is there any token that works better for money that people have found? I couldn't really find one but I didn't look to hard.

As for shrinking the right side menu part, I want to avoid that if I can just because depending on what the other screens look like I might need as much room as possible.

As for the F1-F5 thing, I don't really wanna do that, one, because it's been done a lot, two, it lowers the amount of room for words (and I'm not sure what I'd do for menus if I did) and, three, quite frankly I'm to lazy to reorganize it all :P

Ya, I agree with the Map thing. I will probably take it out since I don't think it is going to evolve into a big RPG like that. I also think I will will change Magic to Stats.

However, maybe instead of actually making you push one through four or five, depending, to open a menu I might just make it the F# buttons. That way they are closer. Thoughts?
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