[ Login | Register ]

The Shining Source

Show Posts

Pages: 1 ... 8 9 [10]

136   Shining Valour
Hi Mcphisto.

I may have a few useful tips for you.
 
Why don't you start with stats?
You can include a list with start-values for your characters, and a list with start-values for your monsters.

Now, when you start a new game, you copy the start-values into an array. This array (let's call it the work-array) will be your reference from now on.

And when you start a battle, you copy the start-values of the monsters you plan to use in a particular battle.

put these fields into your work-array:

    name     (string)
    class          (string)
    race           (string)
    current_hp  (variable)
    max_hp      (variable)
    current_mp (variable)
    max_mp     (variable)
    items[3]      (variable)
    kills             (variable)
    defeat         (variable)
    experience   (variable)
    attack          (variable)
    defense        (variable)
    agility           (variable)
    movement    (variable)
     


Use these fields again for the start-values for your monsters, PLUS:

    gold-value (variable)
    monster_type (variable)
    monster_number (variable)


(to name a few  Smiley )

I can hear you think: "what's the difference between monster_type and monster_number? "

Well, all the characters have their own number (bowie=1, sarah=2, peter=3, etc)
And all the monstertypes have their own number too. (arch_demon=1, demon_rat=2, etc)

Now let's say that you are in a battle:
It has four characters and 10 enemies

    fighter[ 0]=bowie -> number = 1 / type = 0
    fighter[ 1]=sarah -> number = 2 / type = 0
    fighter[ 2]=peter -> number = 3 / type = 0
    fighter[ 3]=claude -> number = 4 / type = 0

    fighter[ 4]=arch_demon -> number = 5   / type = 1
    fighter[ 5]=arch_demon -> number = 6   / type = 1
    fighter[ 6]=arch_demon -> number = 7   / type = 1
    fighter[ 7]=arch_demon -> number = 8   / type = 1
    fighter[ 8]=demon_rat ->   number = 9   / type = 2
    fighter[ 9]=demon_rat ->   number = 10  / type = 2
    fighter[10]=demon_rat ->   number = 11 / type = 2
    fighter[11]=demon_rat ->   number = 12 / type = 2
    fighter[12]=demon_rat ->   number = 13 / type = 2
    fighter[13]=demon_rat ->   number = 14 / type = 2


Notice that each fighter is unique? (meaning: each has its own set of numbers)

The stats for each fighter correspond with their place in the work-array

The fighter[xx]-part  is used to check the agility
The number-part is used to link with the work-array
the type-part is used to place a certain monster onscreen

A few more snippets

don't forget to put a flag into your program, to check if you're starting (flag_battle=0) or continuing a battle (flag_battle=1)

In case you plan to use a save option while a battle is underway  
make a difference between: saving at an inn (save_type=inn) or saving during a battle (save_type=battle)

So,
Code:
if save_type=inn then flag_battle=0 else flag_battle=1


And, when you save, only save the complete work-array PLUS

    amount_of_gold
    last_visited_town
    number_of_battle
    save_type


Give all items, you plan to use, a number: (medical_herb=1, running_pimento=2,  etc etc)
 
Ummmm, I don't know if MMF accomodates for using constants?

In your work-array, arrange your structure so you can accomodate for something like this:

Code:
player_items[3]


I'm pretty sure you know what this means, but i'll tell you anyway (whahhaha) -> you have four slots for items (from 0 to 3)

Now, let's work on this a bit more:
Remember giving numbers to all the items?

Code:
player_items[0]=medical_herb
player_items[1]=running_pimento
player_items[2]=angel_wing
player_items[3]=healing_drop


If you plan to use an item in a battle, you will have to check if an item is present in a certain slot (> zero)

The biggest tip I can give you is:

make a flowchart, write everything down, with every possible event and write next to it, the requirements for making an event to work.    

Okaaaay, it's a lot to take in, I know, but if there's something that you don't understand, please feel free to ..erm... nag?  :lol:

137   Dark Resurrection 3D
@ devlyn:  Win  XP ??  :?  

Is that with or without  DOSBOX?  Shocked

@ Zylokh: You could try DOSBOX (please try finding it on Google), or ask Devlyn for more info. Smiley

For those of you that have downloaded / or plan to download Dark Resurrection: Perhaps it is a good idea to specify your OS and tell if the game works (or not)


(btw devlyn, did you check your e-mail?? I mailed something that might be interesting for you Smiley )

138   Dark Resurrection 3D
@ M07hm4n: I'm using DIV Games Studio now for about 3.5 years
I have programmed more games:

Subhunt,  
Kong Driver College,
FishDish,
Fishdish 2,
Cosmic Carnage,
Dumpy Dog,
Turkey Run
Zero Tolerance.

Go to www.div-arena.com and search for these games.

@ Sir Phill: Unfortunately the game only works if you are using Windows 95/98 or one of the earlier versions of Windows 2000

Also, you may experience trouble with the sound.
Please do as follows:

Run the SETUP.EXE that comes with the program and select NO SOUND
(FYI: the main program searches for a certain soundcard. If it cannot find
one that's is listed. it will crash)

erm... more FYI. when DIV for windows is released, these problems are gone (hopefully)

139   Dark Resurrection 3D
@ acebloke: Thanks for downloading

My editor is almost finished. Also, all the tiles for the tactical base are finished.

Now to insert the AI and complete the first town, and we're awaaaay for
the second demo (probably one week from now)  Cheesy  Cheesy

140   Dark Resurrection 3D
Weeeeelll,
I sent the last version to Devlyn some time ago, unfortunately this version has no AI in it.
Devlyn told me that he would release this demo.

Now, I'm very close to completing the entire battle-mode (and that's WITH AI),
and I'm thinking that it would be better that Devlyn doesn't release the demo until I've sent the complete version to Devlyn.

However, this doesn't stop you from nagging Devlyn to release the demo which he has now.  Cheesy  :lol:

141   Dark Resurrection 3D
Hi everyone,

It's been a long time since my last post. And not without good reason.

Writing AI is/was very time-consuming.
Continued posting about one particular thing seemed pointless (post 1: blah blah writing AI blah blah, post 2: blah more AI , post 3: blah blah some more AI) , well I think you get the picture Smiley  )  

But, I'm pretty sure I've covered all bases now Smiley
There are 23 (!!)  decisions an enemy can make (so far)
It still needs some tweaking though.

Anyway, very soon I'm starting to work on the editor.
The first four maps are drawn on paper, and I can finally get some work done on the townmaps that Gritzcolin made for me

I'll try to post some screenshots (regarding the second town, the first one goes up in smoke (demonic cackle) )

S'all for now peeps

142   Back
Wheeeee, Ye Olde Blah has returned.
Congrats to TY for getting the site up and running again

cheers mate Cheesy


Pages: 1 ... 8 9 [10]

Powered by SMF 1.1.21 | SMF © 2013, Simple Machines