What's up, RMers?
Well, whatever comes out of guns in Wolf3D then. It's really just 'line-of-sight with damage' which would be easy if I were still using tile shaped walls. But FPLE2 walls can be any shape, so it's trickier...
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Thinking of dumping my current "store" system. It's currently based on a forge script I've heavily edited. My concern, as I've already maybe pointed out (I don't remember what I've talked about), is that since I have to hand-specify forge recipes, that it's liable to be unbalanced.

EDIT: In the end, I decided to dump the trade/barter system and opt for the usual currency-using shops. Of course, there are some unique extras and it uses a custom screen, but it's a lot more straight-forward than what I was originally thinking of. Really the only advantage to a trade system was trying to give the world some "flare", when mechanically it wouldn't really be that helpful to the player.
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I had an idea for "elements": there would only be three elements.
Those would be : physical, magical, and environmental
Physical would consist of... well physical things like sword strikes and arrow shots.
Magical would consist of spells.
Environmental would consist of things like if you are out in a blizzard and you are naked, you will suffer cold damage, if you are out in the desert without water, you will suffer heat damage, and if you are in a toxic environment, you will suffer poison damage.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

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All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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(12-12-2014, 07:25 AM)Ahzoh Wrote: Environmental would consist of things like if you are out in a blizzard and you are naked, you will suffer cold damage, if you are out in the desert without water, you will suffer heat damage, and if you are in a toxic environment, you will suffer poison damage.
It would be interesting to see environmental hazards playing an important role in a game's mechanics rather than just being part a dungeon's gimmick like most game seems to use them.

Unrelated to the above, I've got a question about the Method and Class Library: Do I risk to run into compatibility issues with other scripts by including it or is that only a Standard Development Kit thing?
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Oh, Compatability issues is mainly with the SDK system. as it rewrites many methods. The MACL instead 'adds new' methods.... mostly. And you can pick n choose different MACL sections if you like. Funny enough, some old 2005-2007 scripts made their way 'into' the MACL.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Guess so. Thinking about it, though, scripts always warn about compatibility issues with SDK and only mention MACL if it is required. That should've tipped me off.
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(12-13-2014, 01:29 PM)Steel Beast 6Beets Wrote: Guess so. Thinking about it, though, scripts always warn about compatibility issues with SDK and only mention MACL if it is required. That should've tipped me off.
The SDK is kinda one of the models we have for ReGaL's default scripts. The SDK system was a plug-in script that rewrote the default scripts with smaller method segments.... like it would look at one method (like def update) and cut it up into smaller methods (def update, def update_variables, def update_mainloop, def update_traspose). The problem with some scripts is that you'd need to rewrite a whole method to add something 'inside' one of these large methods. If they were in a more modular fashion, one would only need to alias (or attach) code to just one smaller bit of code.

Of course, that's ONE part. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Well, I've been crafting my KBattle XP script for a couple of weeks now. I think my last upload should be consider the first beta version available online but there are several important details that might not be working as expected. It's very simple compare to what I dreamed up. Even so I hope it will end up being a decent front-sideview custom battle system.
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List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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Ace, when I generate parameters using "fast", why do you sometimes make stats go down? (As indicated by the little dips.)

Stat growth is annoying me at the moment also because sometimes a character levels up and gains no new stats, visible in the battle-end level up screen. It looks bad because, beyond HP/SP, it would give the player this impression of "oh you wanted to be stronger? please fight some more".

What I'd like is to have characters always gain increase 2-3 of their parameters, but I don't think I can easily formulate that, and have the min-maxes I want (to match character types/personalities), and... whatever else.

This project is still early stages, why am I being so finicky about parameters now? *thud*
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There IS a way you can make sure a stat always grows without harming the overall growth formula. You'd just need to store fractional stats (like, millistats), and if no stat would rise, increase the stat that is closest to an increase by one but also subtract that stat's fractional part by, say, 100 so it won't rise again until it's accrued enough growth. I may not have explained this very well; but it's basically a Bresenham Line Algorithm
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