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holy crap working! nailed together a cave system to the side of a cliff in a swamp, and beefed up security out front. these guys are swinging umbrellas and prickly pears on sticks. the last time i worked on this, i had the thing half done, and i couldn't figure out what was supposed to teleport you to what.
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Aaaaaiiiiieee!!!! Man oh man, have I been working on a new system., one that I wanna use to replace an older system in my project and include it as a movement option in ReGaL!
Does anyone know what ... 'A* Pathfinding' is?
The Wikipedia Wrote:In computer science, A* (pronounced "A star") is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently traversable path between points, called nodes. Noted for its performance and accuracy, it enjoys widespread use. (However, in practical travel-routing systems, it is generally outperformed by algorithms which can pre-process the graph to attain better performance.
Yep, guys. I've been working diligently on a pathfinding system that works with commands similar to both Near Fantastica's original and his V2 replacement, and many times faster than either. I did consider looking into Fuso's A* Pathfinding system, but it did have some flaws where leftover data could mess up your next path. However, it had a really good feature I don't think anyone considered.... adding new paths to make a really cool route for an event to take (like a guard making his rounds).
So, once I'm ready, I plan to add this into my own project (tweaking out my mouse system) and into the ReGaL project.
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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I feel like mentioning that I've just completed the 100th map on my project. Methinks such milestone must be worth something.
I reckon it should be a lot more but I kind of cut some corners, like placing all the town's interiors in a single map rather than making individual maps for each one of them.
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That isn't cutting corners that be being design efficient.
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Yeah, you're right. It makes things less of a hassle when it comes to link several maps, that's for sure.
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Well, if you have multiple maps that interconnect (like a number of maps that make up a single forest), you may be interested in a script by Icarus Featherflight, known as
MapLinks.
Wachunga made one, but this one's in the forum.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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Haha, I should've known someone would make a script for that.
Thanks, I'll give it a try.
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*HEADDESKS*
Having issues trying to get my Journal script running properly. The pages are there... custom graphics and complete/incomplete button graphics light up fine. But I can't get it to scroll through the quests!!! The UP is unexpectedly going down while down goes up, counts 1 more quest than it should, somehow loads two quests at the start when no quests even started!!! AAAAARrrrrggghhhh----* !!!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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what does that map script compare to?
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The map links, Zorak? It's a sort of teleport script. Place it on the edge of a map and tell it what direction to go, and it checks to see if the player enters an event along that edge. If it does, it stores the X or Y position and teleports it to another map at the matching x or y position.
OH... I fixed my bug with my quests/journal script. My enhanced map/menu system bugged it a little and made up/down selections perform their actions twice. Arrrgh! Fixed now.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links