Hey, thanks for the help Peter. Sorry, i must have explained things badly - I already have most of that in the game, or that kind of thing, the problem I'm having is simply that the objects that the stats appear on (ie. pretty transparent blue boxes) slow the battle engine down like crazy...but not the walking around engine for some reason. This would be MMF's fault (or mine i spose). What I was after was a way of abbreviating how the stats in battle are displayed.
Still, reading thru your help, there are a number of things which I will keep in mind . Thanks!
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Shining Valour (Read 112124 times)
March 30, 2004, 10:10:48 pm
#32
Blahian
Posts: 40
Logged
Shining Valour
Well, let me try to explain it with my knowledge in dark basic.
Are you checking what item is the character using, by looking ONE ON ONE?
In dark basic, I'd set some arrays just like Peter did, but with one extra one...
So when you check for a item:
Done. 2 Code lines making a item check and drawing the image.
Is MMF like this? I guess so this is kind of universal.
NOTE: type is used to make arrays look better... I can have Item(1).ImgPath, Item(1).Name, Item(1).Price... Or you can do like that: Item(1,1), Item(1,2)... i use the first one to not get lost in all the coding...
Did this help you?
( ) Yes
( ) No
( ) Contact Customer Support
Are you checking what item is the character using, by looking ONE ON ONE?
In dark basic, I'd set some arrays just like Peter did, but with one extra one...
Code:
type Items
ImgPath as string
endtype
Code:
dim Item(100) as Items
Item(1).ImgPath = "images/sword.gif"
So when you check for a item:
Code:
CharacterItem = 1 : rem This is the character item ID
paste image x,y,Item(CharacterItem).ImgPath
Done. 2 Code lines making a item check and drawing the image.
Is MMF like this? I guess so this is kind of universal.
NOTE: type is used to make arrays look better... I can have Item(1).ImgPath, Item(1).Name, Item(1).Price... Or you can do like that: Item(1,1), Item(1,2)... i use the first one to not get lost in all the coding...
Did this help you?
( ) Yes
( ) No
( ) Contact Customer Support
March 31, 2004, 05:25:47 am
#33
Shining Star
Posts: 55
Logged
Shining Valour
*contacts customer support*
Ok, never mind, I've figured out what I have to do.
I must really be bad at explaining things. What I wanted had nothing to do with code, only the final appearance of the stat boxes within the actual game. But thanks anyway Peter & Moth .
Ok, never mind, I've figured out what I have to do.
I must really be bad at explaining things. What I wanted had nothing to do with code, only the final appearance of the stat boxes within the actual game. But thanks anyway Peter & Moth .
March 31, 2004, 07:49:49 am
#34
Shining Something
Posts: 143
Logged
Shining Valour
I actually had understood that, so you're probably not that bad at explaining. :wink: However, I had no idea how to solve it
hining Odyssey under devlopment: http://mapage.noos.fr/zylokh
Quote from: "McPhisto"
*contacts customer support*
Ok, never mind, I've figured out what I have to do.
I must really be bad at explaining things. What I wanted had nothing to do with code, only the final appearance of the stat boxes within the actual game. But thanks anyway Peter & Moth .
Ok, never mind, I've figured out what I have to do.
I must really be bad at explaining things. What I wanted had nothing to do with code, only the final appearance of the stat boxes within the actual game. But thanks anyway Peter & Moth .
I actually had understood that, so you're probably not that bad at explaining. :wink: However, I had no idea how to solve it
hining Odyssey under devlopment: http://mapage.noos.fr/zylokh
April 01, 2004, 03:18:31 am
#36
Shining Star
Posts: 55
Logged
April 01, 2004, 06:32:00 pm
#37
Blahian
Posts: 40
Logged
Shining Valour
Bad, since this computer is too god damn slow... I expect my new pc until next weekend(not this one, NEXT). Then I'll start the MMF learning.
April 04, 2004, 07:57:36 am
#38
Shining Asteroid
Posts: 311
Logged
Shining Valour
OMG! You guys make languages look both hard and easy at once! Am I doomed to a life of game programming illiteracy!?
April 04, 2004, 10:27:26 am
#39
Shining Star
Posts: 55
Logged
Shining Valour
Hah, languages? You're in the wrong topic matey . Round here (ie. this particular SF game) we use Multimedia Fusion, which is very probably easier to use than a real programming language. Instead of learning code, you learn your way around a sometimes mystifying interface...
April 04, 2004, 04:22:52 pm
#40
Blahian
Posts: 40
Logged
Shining Valour
Hm I guess what he meant is about those stupid tutorials we made...
"We use"? haha I guess you meant "I use" McPhisto.
I just had a great idea. Go see my new topic.
"We use"? haha I guess you meant "I use" McPhisto.
I just had a great idea. Go see my new topic.
April 04, 2004, 10:34:19 pm
#41
Shining Star
Posts: 55
Logged
Shining Valour
Hah, yeh, I am all alone in using MMF :cry:
SOON there will be a playable battle engine again...am thinking of having a beta test sorta thing. But first a Shakespeare essay must be written...let us to't pell mell - if not to heaven, then hand in hand to hell! And more of that... :shock:
SOON there will be a playable battle engine again...am thinking of having a beta test sorta thing. But first a Shakespeare essay must be written...let us to't pell mell - if not to heaven, then hand in hand to hell! And more of that... :shock:
April 05, 2004, 02:29:05 pm
#42
Blahian
Posts: 40
Logged
Shining Valour
cant wait for ur battle engine! let me be the first beta tester!
ohhh sorry to off-topic but i needed to comment this... Thank you god for frying my computer! My computer had a Geforce2 with 32mb and 128mb ram ddr, a pentium 4 1,8ghz. Anyway, now it will get fixed this week, and I planned a major upgrade. A GeForce FX 256mb ram and 512 mb ddr isnt that great??? I wanted to upgrade more, but I'm not the one paying so i better stop now(it's my father, and he is angry)
ohhh sorry to off-topic but i needed to comment this... Thank you god for frying my computer! My computer had a Geforce2 with 32mb and 128mb ram ddr, a pentium 4 1,8ghz. Anyway, now it will get fixed this week, and I planned a major upgrade. A GeForce FX 256mb ram and 512 mb ddr isnt that great??? I wanted to upgrade more, but I'm not the one paying so i better stop now(it's my father, and he is angry)
April 06, 2004, 05:15:53 pm
#43
Shining Asteroid
Posts: 311
Logged
Shining Valour
Multimedia, eh? Sounds like a visual editor kind of thing. J/k. I got your demo, McPhisto, and I have to say it was very good so far, though I got sidetracked with somethign else and couldnt even get into the first battle. I found it supprising that its only your first demo. Good job and keep it up!
Nice pics Wyndigo!
Nice pics Wyndigo!
April 06, 2004, 10:47:21 pm
#44
Shining Star
Posts: 55
Logged
Shining Valour
Well, I am pretty familiar with the program I use, so it was more a case of making an effort to create something as close as I could to true Shininess...and since that demo I've learnt a lot more, so the next release should be a lot better.
April 26, 2004, 11:55:31 pm
#45
Shining Star
Posts: 55
Logged
Shining Valour
AN UPDATE
Ok, I haven't really been around for a while. This is partly due to the fact that myself and a few others went tramping in the Tararura mountain range in NZ, and managed to get lost. We ended up following the wrong ridge, and had to spend the night on the side of it. Awesome fun! Very lucky it wasn't windy and rainy...
After a few days of walking for about 14 hours each day, we got out...very sore!!!! But great fun! Next time I think I'll actually believe my compass...
(Creator of SV in a typical Tararua scene)
But anyway, onto Shining Valour...
Still working away at the battle engine. Counters, critical hits, and dodging are all implemented. I am not including double attacks - instead I am putting in a modified/simplified version of SF III's special moves. Characters can all die, and also level up. Stats and items are all in place.
Things left to do on the battle engine:
Fix AI. How I hate it, but it has to be done. Grrr...
Stick item/stats screens into the battle engine. At the mo they're only in the walkabout levels.
Try and make it run faster? It seems to chug a bit on my comp, and thats a P1800... :shock:
Gfx, sound, music etc...will worry about this much later.
What would people prefer: do you want me to release a battle engine demo when im done with it, or would u rather i waited until I've finished Chapter One b4 I released anything? Cheers.
Ok, I haven't really been around for a while. This is partly due to the fact that myself and a few others went tramping in the Tararura mountain range in NZ, and managed to get lost. We ended up following the wrong ridge, and had to spend the night on the side of it. Awesome fun! Very lucky it wasn't windy and rainy...
After a few days of walking for about 14 hours each day, we got out...very sore!!!! But great fun! Next time I think I'll actually believe my compass...
(Creator of SV in a typical Tararua scene)
But anyway, onto Shining Valour...
Still working away at the battle engine. Counters, critical hits, and dodging are all implemented. I am not including double attacks - instead I am putting in a modified/simplified version of SF III's special moves. Characters can all die, and also level up. Stats and items are all in place.
Things left to do on the battle engine:
Fix AI. How I hate it, but it has to be done. Grrr...
Stick item/stats screens into the battle engine. At the mo they're only in the walkabout levels.
Try and make it run faster? It seems to chug a bit on my comp, and thats a P1800... :shock:
Gfx, sound, music etc...will worry about this much later.
What would people prefer: do you want me to release a battle engine demo when im done with it, or would u rather i waited until I've finished Chapter One b4 I released anything? Cheers.