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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 28 Nov 2009 10:40:45 am Post subject: |
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0x5 XD
Well hopefully you will eventually get back to it, would be a shame to see you stop development completely on it. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Posted: 03 Dec 2009 09:41:52 pm Post subject: |
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| Ultimate Dev'r wrote: | | KermMartian wrote: | | tifreak8x wrote: | 0x5, no. XD
I have.. 20 I think that need to be put in. Just been very busy with other things and haven't really put too much effort into this the past week or so. Not helping that I haven't really been sleeping either. So yeah, lack of motivation doesn't help. I am hoping to be able to get some progress done on this over this weekend, as I don't have to work at the shop at all. | Good stuff. Hearing that, you can certainly appreciate why {PhD application, thesis, other schoolwork, life} are regretfully effective at keeping me from making DCS7 progress. |
I can't
Also,
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Particularly when your favorite show involves this man:
 _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55751 Location: Earth, Sol, Milky Way
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Posted: 04 Dec 2009 12:58:46 am Post subject: |
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Amen to that. Hey, I never said my interest in getting a PhD was purely educational.  _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 04 Dec 2009 03:25:41 pm Post subject: |
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Thought I would announce I finished up the last 20ish entries for the pokedex.
Should I go for the full effect and add in the weight and height? or can I ignore that and just make the data screen and get to other things? XD _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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Posted: 04 Dec 2009 06:12:24 pm Post subject: |
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| tifreak8x wrote: | Thought I would announce I finished up the last 20ish entries for the pokedex.
Should I go for the full effect and add in the weight and height? or can I ignore that and just make the data screen and get to other things? XD |
are you including mew? methinks some of the cheats from classic red and blue should be included, like the west-from-Lavender Town pokemon. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 04 Dec 2009 06:44:05 pm Post subject: |
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Mew will be more easily captured then that. He will be an alternative catch instead of Mewtwo. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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Ultimate Dev'r

Join us on #cemetech-vaporware

Joined: 16 Mar 2005 Posts: 7297
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Posted: 04 Dec 2009 07:55:01 pm Post subject: |
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How about Glitch Town? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 04 Dec 2009 08:11:22 pm Post subject: |
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0x5, I will have trouble enough getting everything from the game in there to begin with, dunno how much room I will have for that. =p _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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shmibs

Advanced Member

Joined: 25 Nov 2009 Posts: 230
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Posted: 05 Dec 2009 10:03:53 am Post subject: |
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glitch town was only in gold and silver, wasnt it?
but yeah, if at all possible the mew glitch and missing no.'s should be implemented _________________

ohithur |
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 05 Dec 2009 01:40:17 pm Post subject: |
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But again, WHY would I implement a mew glitch if the Blue version will contain Mew as the pokemon in the secret cave?
Also.. I think I might have a way of implementing moving NPCs.. is this something that you all would consider worth implementing? _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 05 Dec 2009 03:40:16 pm Post subject: |
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To try and push this back on topic, anyone think the idea of trying to get NPCs to move around is a good idea? _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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Ultimate Dev'r

Join us on #cemetech-vaporware

Joined: 16 Mar 2005 Posts: 7297
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Posted: 05 Dec 2009 07:31:17 pm Post subject: |
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| tifreak8x wrote: | | To try and push this back on topic, anyone think the idea of trying to get NPCs to move around is a good idea? |
I think you should focus more on putting in Glitch Town
But yes, I believe making the NPCs move around would make PP more like the original versions. _________________
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TsukasaZX

Corallian

Joined: 13 Mar 2007 Posts: 1226 Location: P4X-650
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Posted: 11 Dec 2009 02:12:33 am Post subject: |
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How fast is Purple running right now? Would implementing NPC movement dramatically alter that speed?
While yeah, moving NPCs would make the game much more like the originals, it'd be pointless if the game can't go much faster than a snail's pace.
It already takes forever to get to places without a bicycle or HM 02 Fly. We don't want to have to spend any MORE time now, do we?  _________________ On EFNet IRC: Whenever | Nick: Su-Hime | Channels: #Cemetech, #UnSS
TI-83+/84+ Projects
Yumé 2: Rika's Story - 25% Complete; Will finish to coincide with Y:tED
PC Projects
Yumé: The Eternal Dreams - rewriting environment system again
TIBiC/GO - 1%; compiling list of commands
"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.
"Aut viam inveniam aut faciam" - Either I shall find a way, or I shall make one. - Hannibal
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55751 Location: Earth, Sol, Milky Way
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Posted: 11 Dec 2009 03:58:32 am Post subject: |
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| tifreak8x wrote: | | To try and push this back on topic, anyone think the idea of trying to get NPCs to move around is a good idea? | Oh, absolutely. Even semi-intelligence, nonrandom movement would be fairly decent and as far as I can think, not horribly CPU-intensive. _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 12 Dec 2009 02:21:49 pm Post subject: |
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Alright, I plan on trying to set up a small bit in there just to test what it will do to count to 30 and then refresh the screen data. If there is no flash, then I will probably go through with this. If there is, will have to come up with another way. Going to see if I get left alone enough tonight to try this, if not, definitely tomorrow.
Edit:
Did some testing. Basically took a variable and counted to 30 and refreshed the screen. The only change is the character itself 'flashes' because it is displayed after the map is refreshed. Otherwise, there is no flash at all.
Next is to reset the map data a little bit, so it knows there are NPCs on the map, and that they need to move.
Will let you know how that goes along.
Wondering, should I make them look like the player's character, to show direction? This way people can sort of see where they are looking. Or I can just stick with using the pi symbol and not require me to do any editing XD _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 14 Dec 2009 07:06:54 pm Post subject: |
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Note to self..
For each NPC on the map, I would need to store:
NPC#
Position
Trainer Yes1/No0
Direction facing (1-4)
I think that is it.. I could store 2 per list element. This might work.. will require a bit of a change in how things are done tho. Shouldn't be too difficult to make the changes.. hmm.. *jots code down on paper* _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55751 Location: Earth, Sol, Milky Way
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Posted: 14 Dec 2009 07:16:50 pm Post subject: |
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Nice. Did you make a decision about what to do for the NPC sprite yet? _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 14 Dec 2009 08:01:25 pm Post subject: |
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I will utilize the same 3 characters that is used for the main character so the game can depict which direction they are facing as they walk and such.
sucks for me because I have to edit the strings to add them in there. XD
Oh what fun~
And I think my idea will work, so long as I check to see which list element = position, and from there see which npc it is to recall the data from. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9062 Location: Sol System
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Posted: 15 Dec 2009 12:49:48 pm Post subject: |
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Alright, first test is mostly a success.
The test is basically making the characters move one slot to the right. They can do this successfully without errors if there is nothing to their right. I will of course need to later on add in checking to see if they are stepping on a tile and replacing it when they walk off. At least, I hope that will be relatively easy. XD
The reason this was mostly a success was due to the fact that I have lost a space at the end of the string for some reason. I am unsure why. I have compared the strings themselves and they both appear to be identical, save the changes that the program made when it moved the characters. (right now sticking with the pi symbol until bugs are worked out)
I will keep playing with this until it is perfect, then will see about making it work in the actual game engine.
So, as it stands, NPCs can move to the right if they are allowed to. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
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