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Dark GDK / A Dark RPG - Errors

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Zuka
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Posted: 16th Jun 2008 20:26
You should zip it in a .ace or .zip file.

If you can do any models for FW, reply to the FleetWars thread.

Click here!
elantzb
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Posted: 17th Jun 2008 08:09 Edited at: 17th Jun 2008 08:16
I'll upload the EXE here, for those who like to see the little red d/l button.

Resources will be located here:
Darkrpg.Zip by Bigupload.Com

Note that the EXE in the above upload is the same as the one you get if you click the red d/l button.

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elantzb
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Posted: 18th Jun 2008 08:42
tell me what you think, guys..
I LIKE CEREAL
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Posted: 18th Jun 2008 18:14
What program did you use to make the tiles and npcs?
I LIKE CEREAL
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Posted: 18th Jun 2008 23:15
When I downloaded it, it wouldn't load the bmp and just quit
elantzb
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Posted: 21st Jun 2008 06:05
MSpaint. did it give you an error?
elantzb
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Posted: 21st Jun 2008 06:24
make sure you got the EXE and resource files
Mahoney
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Posted: 21st Jun 2008 06:26
I'm downloading it right now. What files make it this large zipped?
elantzb
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Posted: 21st Jun 2008 06:28
probably a lot of images that i dont need, or maybe i don't know how to use .zip files?
Mahoney
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Posted: 21st Jun 2008 06:59
Finished the download. Definitely the sound files.
elantzb
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Posted: 21st Jun 2008 07:00
keep in mind, it's definitely WIP
Mahoney
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Posted: 21st Jun 2008 07:03
I know. I would make the sound files lower bitrates.

Also, since I'm not sure what stage of development you're in, can you interact with things yet?
elantzb
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Posted: 21st Jun 2008 07:04
not yet.
elantzb
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Posted: 21st Jun 2008 07:04
i don't have any experience with music and such, i just borrowed these sound files for the time being.
Mahoney
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Posted: 21st Jun 2008 07:06
If you have iTunes and know how to use it well enough, you can run them through it to lower their quality and therefore size.
elantzb
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Posted: 21st Jun 2008 08:06
sounds good
elantzb
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Posted: 21st Jun 2008 08:25
Edit > Preferences...
Advanced(tab) > Importing(tab)
Import Using: MP3 Encoder
Setting: Set to desired quality, a 5mb song at the high setting became 3mb at the good setting. Use custom if you must.

then go to your library and find the song you want, right click it and select Convert Selection to MP3. your new song will be in your itunes folder.
Mahoney
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Posted: 21st Jun 2008 17:59
Yep!
elantzb
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Posted: 22nd Jun 2008 03:38
so did the d/l work?
Mahoney
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Posted: 22nd Jun 2008 05:00
Yeah. Very smooth motion. I like it. I think this will go a long way.
elantzb
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Posted: 24th Jun 2008 10:13
made the file much smaller. from 37k to 9k

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Mahoney
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Posted: 24th Jun 2008 10:20
Very nice. Much better download. Still can't hear the sound, though. Can't turn on my speakers.
elantzb
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Posted: 24th Jun 2008 10:21
Quote: "Can't turn on my speakers. "


so, that isn't something i need to fix...
Mahoney
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Posted: 24th Jun 2008 10:23
Nope.

I just can't turn on my speakers past 10. People sleeping near my computer.
elantzb
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Posted: 27th Jun 2008 01:00
i want to begin work on interaction with npcs, but i'm not sure if the event should be a collision or a click....

or a keypress?

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 03:06
Space bar, if you asked me. If you click the space bar while an NPC is in front of you, then the interaction starts.
elantzb
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Posted: 27th Jun 2008 04:10
awesome.

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:12
I'll be sure to follow your progress. I'm hoping to get some where soon on my own RPG project. I'm taking a different approach, though. I'm compartmentalizing it, if you will.
elantzb
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Posted: 27th Jun 2008 04:24
Quote: "I'm compartmentalizing it, if you will."


what do you mean?

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:27
That may have been a horribly constructed sentence, but I think I chose the right word. Honestly not sure.

I'm trying to write each component of the game ( tile system, stats and attributes, battle system ) as a separate library-style set of code. I hope I explained that well.
elantzb
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Posted: 27th Jun 2008 04:35
The sentence was fine, actually. And I like the usage of 'compartmentalization.' I've been trying to find a word better than encapsulation in my sense.

I've got DarkRPG split into multiple files, and I've considered making them into DLLs, but I might not get to that.

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:38
I'd prefer not to delve into dll's. I already am having trouble coding it the way I am. I'm still not very good at this, but I'm learning a lot making it this way.

P.S. I also like "compartmentalization".
elantzb
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Posted: 27th Jun 2008 04:41
isn't .lib a "static dll?"

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:42
Sorry. I didn't mean to imply I was using .lib's. I meant that I was writing each component to be separate from the main program code. It's meant to be used like you would use a library. I suck at expressing some things.
elantzb
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Posted: 27th Jun 2008 04:44
then how different are the ways you and I are compartmentalizing our games?

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:46
I just looked over your original code again. I feel stupid.

We are doing it the same way, I think. If you've moved some of that code into separate files, then that's what I'm doing, basically.

I've been really out of it today. Not sure what's wrong with me.
elantzb
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Posted: 27th Jun 2008 04:48 Edited at: 27th Jun 2008 04:54
that's ok, this is a pretty big topic.

here's from page 2:


EDIT: image updated.

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 04:53 Edited at: 27th Jun 2008 05:04
Nice. I haven't quite gotten to putting it all together yet. I'm writing each component separately. Here's an example of my very early stat and enemy system. Not even to the point of draft, really.



That gives this output:



( Image code wouldn't work. )

Just a basic command line example of how I plan to code enemies. I hope this helps explain how I'm coding it.
elantzb
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Posted: 27th Jun 2008 04:57
ah yes,

I remember making a bunch of these in my spare time.

I had simulations for combat, shops, class tests and much more.


let me know if you need help anywhere.

~you can call me lantz~
elantzb
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Posted: 27th Jun 2008 04:57
note that i edited the above image.

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Mahoney
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Posted: 27th Jun 2008 04:59
What did you do to make the image code work? Mine wouldn't.

Yeah, I've gotten the tile system almost finished ( for now, at least ). I'm going to continue the stat system one I finish the draft of formulas for attributes and such. I have a friend that is really good at that.
elantzb
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Posted: 27th Jun 2008 04:59
Quote: "( Image code wouldn't work. )"


you've just got to slap it between an [ img ] and [ /img ]

sans spaces.

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 05:01
Still doesn't work.
elantzb
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Posted: 27th Jun 2008 05:04
no spaces?



~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 05:05 Edited at: 27th Jun 2008 05:05
Oops. Dupe. Sorry.
Mahoney
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Posted: 27th Jun 2008 05:07
Nope. That won't do it. Oh well. Who cares.

But yeah, I'm trying to make each component into a class with all the functions necessary. How do these look as character classes ( very early structure, of course )?

elantzb
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Posted: 27th Jun 2008 05:12 Edited at: 27th Jun 2008 05:13
it's a bit different than mine.

Here's my characters.h file:



~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 05:14
Mine's just for the stat system. Movement will be handled elsewhere. That looks good for movement and animation, though. Might go back to that when I start writing my code for it.
elantzb
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Posted: 27th Jun 2008 05:16
my combat will take place in a turn-based setting.

i might create separate classes for combat, as such.

i.e. CombatEntity, CombatPlayer, CombatEnemy

~you can call me lantz~
Mahoney
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Posted: 27th Jun 2008 05:19
Yeah. I'm going to start setting it up once I get a good written description of the battle system and the stat formulas. My friend and I love Final Fantasy, and, as such, would love to make a really good battle system. Turn based, of course. But, I would really like to put some work into it. I think it would be a good learning experience.

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