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Newcomers DBPro Corner / Dark Noobs Project 2: RPG

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Ashingda 27
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Posted: 26th Jun 2009 07:36 Edited at: 1st Jul 2009 19:37
This is the 2nd Project for the DarkNoobs Team (DBPro). This time it's a RPG somewhat based off the old FinalFantasy games.


Story: You are sent to the island to slay the Goblin Lord.

I am this project's manager and will be assigning tasks and compiling the codes that are submitted.

Tasks: If you want to take part of a specific task just voice it out or just do it.

1. Kira - Currently Inactive
2. Pillarofire - I haven't really found a use for EvilGUI, what can you do with it?
3. Rudolpho - GUI and Dialogues, I haven't been able to combine your codes with the main codes as I keep getting errors(My fault most likely), I'll try again.
4. Ashingda - I'll be working on alot of the media and help on the Battle System.
5. zilch - Can you work up an intro to the game. It should be right when you START NEW GAME. I haven't gotten Rudolpho's dialogues to work yet but will soon, you can start with the layout of the Intro routine. The Intro message dont have to be specific, just put some simple things like "welcome" "Brief story goes here" "Put cut scene here"
6. Lucifer - Currently Inactive
7. Warspawn - You're doing a great job with the battle, keep it up. I modify a bit of your codes namely the timer-based keys as I found it a bit too slow. Next step after your Speed Turn-Base are the effects (slash,hit,etc). I'll be working on that with you.
8. Phaelax - Can you work on the Intro routine with zilch for now.

Open Tasks
- Create Maps
- Enemy Images
- Player Images
- Terrain Tiles


Things To do:
MainMenu
Game Title/Image - Done
--Menu GUI
Battle
--Battle GUI
--Battle System
--Battle Images
--Battle UDT
Map
--Map Images/Tiles (Improve the tileset)
--Map GUI
--Map UDT
Map Zonning - Done


Note: When you submit codes, if you would include your names along with your remarks it'll be a great help to identify who wrote what. Example: `Ashingda - Text.. Text..


Screenshot of the current Game and MapMaker. I will keep this updated so check back.

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Ashingda 27
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Posted: 26th Jun 2009 08:52 Edited at: 30th Jun 2009 23:02
I would like us to focus on the battle system as our next step. If you ever played FF you'll already have a good idea of how it'll be like.

So far nothing has been done. I will work up some placeholder images for the battle. Anyone active with artistic skills, let me know.

@Warspawn and Pillarofire
We'll need a Battle routine. What you can come up with is up to you, we'll work it out as we go.

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Pillarofire
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Posted: 26th Jun 2009 11:40 Edited at: 26th Jun 2009 12:30
Alright for starters; I will assume that there will be a party of ... lets go with four. So each party member will have to have Stats and an inventory/equipment. There will be more than one enemy to kill so we need to leave room for a random monster generator that picks random monsters at a specific level( so battles scale, yay/nay). That means we need a database of monsters. We need a database of items or weapons.

Um the battle routine launches from the Handlers routine,( correct me if I'm wrong) so we kinda need a state variable in there to switch between the game state and battle state. But the battle will start with everything already loaded from the appropriate 'Innitialize' routine (spelled wrong btw. only one 'n').

All we need to do is:
1 render baddies
2 render player
3 choose baddies actions
4 choose players actions
5 calculate actions
6 check victory / loss
7 repeat 1-7

Well that's the rough idea, let me hear your ideas. Let me know what I missed.

EDIT: below

Stats System:

core stats:
STR - strength
WIL - will power
AGL - agility
INT - intellect
DEX - dexterity

derived stats:
SPD - speed = ( ArmorWeight / STR ) + AGL + Bonuses from items.
APP - attack physical power(melee) = (STR for melee,AGL for ranged) + WeaponPower + Bonuses from items.
AMP - attack magical power = WIL + INT + Bonuses from items.

rough ideas here, what am I missing...
lucifer 1101
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Posted: 26th Jun 2009 12:22
what about dexterity for criticals and dodges... eh??

im not so sure where to start on this i will think about it tonight and see if i can come up with something...

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Posted: 26th Jun 2009 12:30
@lucifer 1101
Alright I'll add that too.

Say you up for making a cool transition screen, so when we switch to the battle screen its not like la-dee-da - black - Bam - battle... Just a thought.
z i l c h vortex
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Posted: 26th Jun 2009 16:01
OOoooo shiny ill do anything.

life is short but so am i
Ashingda 27
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Posted: 26th Jun 2009 16:14 Edited at: 26th Jun 2009 17:25
I think it's a good idea to stay as simple as possible be for now.

HP - Health
MP - Mana

STR - Physical damage
MAG - Magical Damage
DEF - All damage resistance, yes even magic
SPD - Speed


Quote: "'Innitialize' routine (spelled wrong btw. only one 'n')."



Quote: "Say you up for making a cool transition screen, so when we switch to the battle screen its not like la-dee-da - black - Bam - battle... Just a thought. "

That would be nice, although black if also fine for now.

@Pillarofire
Quote: "the battle routine launches from the Handlers routine"

Yup the state will be State$="Battle". I like that routine.



@Everybody
Currently the screen size is 320x240, what do you guys think?



[edit]
I made some char/enemy images for the battle. They are just placeholders until somebody improves it.



The project has been slightly updated, look at my 2nd post for download.

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Rudolpho
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Posted: 26th Jun 2009 21:18 Edited at: 26th Jun 2009 22:08
I would think that it is better to have a more complete standard set of ... what is the word now... something on A... anyways, defence and strength settings and the like.

Even the oldest RPG's had pretty clever battle stat systems.
I'll try to write a list of the most elemental stats here;

That's what comes to my mind immediately at least.

Regarding the screen size, 320x240 is an annoyingly small window in my opinion. 680x480 or 800x600 should be good. (It can still look more pixelated in a bigger display mode if desired; there shouldn't be any performance hit using these modes anyway).

Also, it is quicker and better coding jargon to define constants like MODE_FIELD, MODE_BATTLE, etc. instead of having mode$ = "battle" (a string).

Edit: Oh, and don't use sync rate, make all movement timer based instead. That will give much more even performance on different systems.

Will take a look at the code

Warspawn
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Posted: 26th Jun 2009 23:39
Ok, first question. Can you explain how to use the characters? I see that the LoadCharTiles finds all in the folder, which should include the battle characters. I can't really follow the code well enough to figure out how to extract the character I want from that. I'm not quite up on memblock usage.

I do understand functions and such, I'll attach what I've been tinkering with so far... you'll randomly get thrown into battle now, it'll pick some random monsters. Just hit enter to leave combat and walk until you get it again to see the random encounter generator.

-Warspawn

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Rudolpho
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Posted: 27th Jun 2009 01:44
Ok, I made som edits to Ashingda's source.
Most notably, a timer based system should be used instead of relying on sync rate. This is almost implemented by now; all you have to do is set the sync rate to 0, if needed edit the SYNC_FREQUENCY constant (which holds the value of the desired update rate) and then multiply all movement by the global TIME_FORCE variable.
Here's the note I wrote on the matter:


Unfortunately, I worked from Ashingdas original upload and therefore haven't included your changes, Warspawn. It would seem that someone should concatenate theese two. Also, I'm retiring for the night now and haven't actually completed everything I started in there, but here you have it in its current state anyway.

Enjoy

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Warspawn
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Posted: 27th Jun 2009 02:30
made a few more changes, haven't incorporated Rudolpho's changes, but continued on with mine. added equipment slots and started the item database, made a test party for combat. I'm uploading now because I'm at work and this is easier to get home

-Warspawn

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Dark Dragon
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Posted: 27th Jun 2009 02:44 Edited at: 27th Jun 2009 02:46
I'd like in on this.(Yes I got DB PRO Now.) What would ya like me to do?

EDIT )
Ack?! Srry, I just now reallised that i've gotta submit an entry....

Your signature has been erased by a mod because it was too big.CHANGE IT OR DIE!!!!!
Ashingda 27
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Posted: 27th Jun 2009 04:42 Edited at: 27th Jun 2009 05:45
@Warspawn
Awsome. I would like to have only a few equipments for now just to simplify things more. I'm going to rewrite the load images routine and make it more simple.

Awsome work on the battle btw.


@Rudolpho
I didn't even know we can include like that.


[Edit]
Updates:
-Added changes made by Rudolpho and Warspawn.
-New Battle backgroun image.

Next step, commanding the players to attack.



*Attached* is the project.

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Pillarofire
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Posted: 27th Jun 2009 05:49
Well I have updated the GUI I was working on if anyone cares to know, Its not completely functional but its getting there. Its also quite fast, as it renders to a sprite, and then pastes the sprite.

Anyway, nice battle system there Warspawn, I'll just let you work on that, unless there is something real specific you want me to accomplish.

The attached is the GUI.

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Ashingda 27
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Posted: 27th Jun 2009 07:39 Edited at: 27th Jun 2009 07:39
Tileset has been updated, look at first post for screenshot.



*Attached* Updated project

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Pillarofire
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Posted: 27th Jun 2009 08:28
You should keep one layer for Objects. That way they will draw over whatever ground tile there is. I don't know if that was your plan or not, just noticed that you took out a layer.
lucifer 1101
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Posted: 27th Jun 2009 09:13
is there a fully compiled project yet...

im looking to read over the code all put together..

Come and have a look at my hobby site once your ready..
http://darkdstudio.webs.com/
Note: its still really bare..
Pillarofire
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Posted: 27th Jun 2009 09:40 Edited at: 27th Jun 2009 12:31
I believe the most fully compiled one is the download in the last post by Ashingda 27. But its evolving rapidly so be prepared to download it again in a few hours... lol


EDIT:

Attached is the project files, I put in a main menu using the GUI.

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Rudolpho
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Posted: 27th Jun 2009 14:28
Just letting you know I've begun working on a dialogue box system.
Hope no-one else has had that thought yet

Ashingda 27
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Posted: 27th Jun 2009 20:15 Edited at: 27th Jun 2009 20:17
Updates:
-Added battle images.





*Attached*

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Warspawn
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Posted: 28th Jun 2009 13:09
Battle system progressing, uses battle images now, menu partially working. You can use Fight to target creatures, will cycle through each party member. Item just shows the backpack for now, and you have to move down to Run to escape combat. If you do Fight once you get through the 4th person, press enter to start the next round. (Combat action is next in development).

Graphics are from: http://www.molotov.nu/?page=graphics
they are listed as public domain.

-Warspawn

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Rudolpho
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Posted: 28th Jun 2009 14:03 Edited at: 28th Jun 2009 14:04
I've been working on the gui / message box system and... it still isn't finished.
I'll get there soon enough though, I hope.

Anyway, here's a screenshot:


To get a nice font, I set up a bitmap font system. I made this font myself, and can agree that it doesn't look all that great. I've got the PSD files if anyone is up for making a better one though.

The dialogues are memblock generated sprites that are to be handled in a function called handleDialogues, which may in turn be called from within a handleGui function. Whichever, it needs to be called once in every loop. Several dialogues are intended to be displayable simultaneously. I'm also thinking about using the last 127 ASCII slots (that usually represents special characters that wouldn't seem to be needed in a dialogue anyway) with various item images, that can then be inserted into the dialogues. What do you think of that?

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Ashingda 27
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Posted: 28th Jun 2009 22:35 Edited at: 28th Jun 2009 22:42
Updates:
- Warspawn's sprites has been changed to paste image. @ALL - I would like it if future image codes not use sprites. If you must modify the images do so with the source image or use memblocks.
- Terrain tileset has been updated.

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Warspawn
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Posted: 28th Jun 2009 22:38
Ok, so to turn the monsters the other way I should edit the image instead of using mirror? Is there a way to flip the image? That's why I used sprites because I couldn't see a function to flip the horizontal of the paste image.

-Warspawn
Ashingda 27
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Posted: 28th Jun 2009 22:44 Edited at: 28th Jun 2009 22:45
@Warspawn
I already edit the enemies images to face the other way. Ohh and if there isn't a function to mirror the images, you may try and code one, would be good experiece.



@All
Check out the screen shots on the 1st post to see the current changes.
Warspawn
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Posted: 28th Jun 2009 23:38
Ok, updated with those changes and also the latest in battle system technology.

You can now choose Fight, select your target and go through and do melee to each monster. You can win the fight. (press enter at victory message to end combat) The monsters dont fight back yet, but the party can kill them

-Warspawn

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Rudolpho
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Posted: 28th Jun 2009 23:39 Edited at: 28th Jun 2009 23:40
Why can't we use sprites?
It's quite beneficial to not have to manually draw (paste) them in each loop cycle.

Attached is the current (seemingly working) version of my dialogue system, embodied in a older project (somebody will have to merge them; if not done by tomorrow, I will have a go at it).
Using memblocks and sprites (), it creates dialogue boxes in a pretty easy way. Dialogues can either be closed one by one (with the latest created being closed first) by pressing the return key, or after a set time has come to pass. Or both, if you like.

I'm planning on also adding a choice dialog.

Also, there is a list that has been begun in gui.dba containing various extra characters / icons that can be added to the dialogues. An example of this is included.


And one last thing, in order for the findFreeResource() functions to work properly, you must create any resources set to constant values before any call to the corresponding findFreeXXX() function, or else that value may already have been returned by such a function and occupied (causing a "xxx already exist" error).


Well, tomorrow I'll check up your new features / changes and get back to comment on them

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Phaelax
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Posted: 29th Jun 2009 00:31
Zelda may be the only RPG I've ever played and I know practically nothing about RPG gameplay, but I'd like to work on something!

Can I make a suggestion about the resolution, I'd suggest making the screen size 800x600 at least because those of us with big widescreen monitors can't go as low as 640x480.

So what needs done?

[url="http://dbcc.zimnox.com"][/url]
Pillarofire
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Posted: 29th Jun 2009 03:20
@Rudolpho:
Quote: "And one last thing, in order for the findFreeResource() functions to work properly, you must create any resources set to constant values before any call to the corresponding findFreeXXX() function, or else that value may already have been returned by such a function and occupied (causing a "xxx already exist" error)."


The point in creating a FindFreeResource() function was to not have to create a gigantic list of constants for images that may or may not persist throughout the lifetime of the program. Not only that but to make things flexible. If you make us make constants for each resource we want to use then that seems to me to make the FindFreeResource pointless really.

And as long as a resource is assigned and created before the need to get a new resource ID, then there will be no "xxx already exist" errors. For small projects lists of resources is acceptable, but really for larger projects it is preferred to not have to do that.

That dialogue system is looking nice.

@Phaelax: Welcome! Though to be fair, everyone in the group is required to post an example program that demonstrates your abilities. Though I have been around the forums long enough to know your skills, we gotta abide by our regulations. "You've gotta build bypasses..."

@Ashingda27: Yeesh, no sprites? >_< Well that means that I have to completely rewrite the EvilGUI. Well is anyone besides me using it anyway? Is it broke?

@Warspawn: Dude I'm trying to keep up with you, but you keep posting one step ahead of me on the battle system. I wrote the some of battle system using the EvilGUI, but then you posted the working system, so I'm not sure if I should submit my version anymore. Anyway, I gotta know what you are/are not working on otherwise we end up working on the same thing.
Warspawn
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Posted: 29th Jun 2009 05:21
oh sorry... I thought before you said you were just going to leave me to the battle system and work on the GUI. I was thinking at some point we would go back and replace my menus with proper gui based menus. I do have to say though it's really quite challenging to get information squeezed into the small screen area. But I think maybe with some auto sizing stuff maybe that will help. I did look at your gui functions, I just haven't tried them yet. Like, for instance the items menu, as it stands right now I have maybe room for 2 types of items, then at best doing a NEXT, PREV scrolling system. If we can get a scrolling list box type thing going on maybe that would work, or alternatively a "bag" dialog box or I dunno. My menus are a lot like old NES versions, but they just truncated everything to like 4 letters...

Also, I think we need some design specifics. I just made up a formula for combat, but I'm not sure how well it works. I think I liked your idea with more stats before (although you had DEX and AGI). I also really am having trouble figuring out how to work spells into what I have, besides just having a huge select case of spell ids to as to what they do.

Well, that was all kind of rambly, I was planning to work on the monster's turn next with simple melee combat and having them fight back.

-Warspawn
Pillarofire
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Posted: 29th Jun 2009 06:10
No need to apologize man I wasn't angry. The magic system... indeed. I'm not sure how exactly you are making the battle system, because frankly the gui way I was making was a lot different. But Ill do what I can to incorporate the gui with what you've got. Maybe just make a gui_Label() and try to squeeze the bitmap font system Rudolpho wrote into it.

But anyway, good work on it.

What is it you need done then?
Ashingda 27
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Posted: 29th Jun 2009 08:12
Quote: "Yeesh, no sprites?"

Yes it's more challenging that way, you can do most the effects of sprites without actually using the sprite statement. But in the end, if you must use it then use it, just try to avoid making it a first choice habit.


@All
I will and have been compiling the codes from everyone, so if you're working on something feel free to post it even if another may be doing the same. I will do my best to make use of it.

I have updated the battle character images. It will be combined with the next posting.

I'm going have the combined project on the 1st post soon and only update it there. So when there's a future update from me I'll just refer back to the 1st post. Same goes for current screenshots and it's updated frequently.
Rudolpho
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Posted: 29th Jun 2009 11:41
@Pillarofire: Um, yeah, I'm the one who wrote (the first of) those functions
I was just refering to the fact that there were a set of image constants written by someone that weren't allocated until later, so I had to change that.

Quote: "Maybe just make a gui_Label() and try to squeeze the bitmap font system Rudolpho wrote into it."

There's a createString(font, text) function readily available in gui.dba that will create and return the index of an image / sprite (both are created to the same ID) containing the desired text.

@Ashingda27: I'm not using sprites for image manipulation, but rather to let the system handle redrawing itself.

@Warspawn: Nice work

@Phaelax: Hey-hoo!

Warspawn
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Posted: 29th Jun 2009 22:09
Ok, here is an update. Monsters fight back, health bars work. Tests for victory and defeat conditions.

Next is working on using spells and items to keep the party alive during the bigger battles and for multiple battles. Also ordering combat by SPD instead of Party first then Mobs (giving the Mobs a better fighting chance).

-Warspawn

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Phaelax
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Posted: 29th Jun 2009 22:54 Edited at: 29th Jun 2009 23:06
Can I just post my website and count that as a demonstration of my abilities?
These are many years old, I should probably make new demos.
http://dbchallenge.com/?page=demos

My DBP challenge entry for Space Invaders, includes custom sounds (about 2 years ago):


Then there's the RTS tutorial, though never 100% finished (its a huge tutorial) it's a good start for most who aren't sure where to begin with an RTS.

I made this game this morning, so it's my most recent work I suppose:
http://forum.thegamecreators.com/?m=forum_view&t=153343&b=8


Has anybody worked out the equations yet for the battle system? Like how armor or strength affects other attributes and whatnot. (i'm an rpg noob)

[url="http://dbcc.zimnox.com"][/url]
Warspawn
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Posted: 29th Jun 2009 23:22
I've been working on the battle system. So far here is how I have it calculating:

BonusToHit = Attacker Speed + Equipped Weapon Bonus - Target Speed
HitAttempt = Random 1 - 100 + BonusToHit
if HitAttempt > Target Defense then its a hit
Damage is Random(Attacker Strength + Equipped Weapon Bonus)

So we could go into more detail, right now all we have for stats are STR, MAG, DEF, and SPD really.

Also, I just joined, but you have my vote, I love your RTS tutorial and I say after this RPG we should totally finish it and make an RTS next.

-Warspawn
Ashingda 27
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Posted: 30th Jun 2009 06:55 Edited at: 30th Jun 2009 08:29
Project has been updated, check the 1st post for download and screenshot.


Updates:
- Added Button "1" "2" and "3"
- Returnkey has been swaped with Button "3"
- Button "2" is used for BACK
- Button "1" is supose to be used for futur MENU while on field


Personal:
- I learned how to use the included files. ^_^


[edit]
Welcome to the team Phaelax.

@All
Look at 1st post for tasks.
Rudolpho
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Posted: 30th Jun 2009 12:13
Shoot, the IDE just crashed on me so all my work on the selection dialogues are lost

I'll start rewriting it tonight I guess...

Ashingda 27
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Posted: 30th Jun 2009 23:04
Updates:
- Zoning works now!
- Added a new cave map.





Downloads and screenshots are found on 1st post.
Warspawn
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Posted: 30th Jun 2009 23:05 Edited at: 30th Jun 2009 23:06
small update, added mana bars, changed combat: every round each living participant rolls 1d100 + their speed and it goes in that order. makes combat a lot more exciting i think

edit: wow posted same time, i haven't included that in my update obviously

-Warspawn

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Rudolpho
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Posted: 1st Jul 2009 19:35 Edited at: 1st Jul 2009 19:43
I'm way behind now, I guess, but here's my updated dialogue code.
Includes choice dialogues as well as handling of whatever is choosen in these (operates kind of like blueGui if you know that).

I also included some updates of the bitmap font system.

Probably wrapped up in the second release or something, so you've got some serious compiling to do, Ashingda

Edit: image:


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Ashingda 27
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Posted: 1st Jul 2009 19:43 Edited at: 1st Jul 2009 22:07
Quote: "so you've got some serious compiling to do, Ashingda"

LOL


Updates:
- Added Warspawn's changes
- Maps has been reduced from a max of 100x100 to 50x50 tiles. Because the zoning works now if we need to expand the map, just create another map and zone to it.


To do:
I'll be adding the Objects layer so we can put other characters in there such as goblin guards blocking the door/hall way.


[Edit]
@Rudolpho
I'm having difficulty running your codes, some kind of error with the FreeString$() function.
Warspawn
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Joined: 6th Apr 2005
Location: Arizona
Posted: 2nd Jul 2009 00:19
updates:

mana bars (didnt put them in last time!)
more monsters
start of battle effects (hit effect graphics)

-Warspawn

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Rudolpho
18
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Joined: 28th Dec 2005
Location: Sweden
Posted: 2nd Jul 2009 00:56
Hm... error messages?

free string$() is a core DBP function... unless I'm using an old version and it has been replaces, but I very much doubt that.

Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 2nd Jul 2009 01:39
I cannot get the code to compile. I had to fix the "get item name" to include a '$' in the function name since it was returning a string. And I keep getting an error: "Could not understand command at line 1049." At that line is "mobDB(1).DEF = 2". However, if I remove the line or simply move it down further, I still get the same error on line 1049, regardless of what appears on that line (even if its empty).

[url="http://dbcc.zimnox.com"][/url]
Warspawn
19
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Location: Arizona
Posted: 2nd Jul 2009 02:41
weird, I'm using the U73 editor if that might make a difference. (it never complained about the $ on that function for me). also the other error is probably from something further up, I've noticed that it doesn't always catch the right line... I think last time that happened to me I had a typo somewhere above the line.

although mine compiles fine so I dunno what could be different

-Warspawn
Rudolpho
18
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Location: Sweden
Posted: 2nd Jul 2009 10:12
@Phaelax: if you're using the default IDE it probably reports the error on a line which is a few ones below the actual faulty one. Search upwards.

Quote: "I had to fix the "get item name" to include a '$' in the function name since it was returning a string."

I've never had to add '$' to string returning functions.
There seems to sometimes be problems when trying to return a udt field of an array immediately, in which case this workaround seems to work:


Ashingda 27
16
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Joined: 15th Feb 2008
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Posted: 2nd Jul 2009 17:38
@Rudolpho
Is there any way to simplify the gui codes, I think it's way too complicated. It can be the cheapest function that displays dialogs, it just has to work.

I'm still having trouble running your codes right now and it's to hard to follow it due to it's volume.
Rudolpho
18
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Joined: 28th Dec 2005
Location: Sweden
Posted: 2nd Jul 2009 18:54 Edited at: 2nd Jul 2009 18:55
Well, I figured its does it work and is readily expandable.

What exactly is it that doesn't work?
Can you compile the edited project I posted as-is? If not, then there must be something having to do with an upgrade or me accidentally using some plugin that you don't have (although I'm pretty confident that I only used standard DBP commands for this).
If you can, then there might be some constants colliding between the new project version and what I wrote in?

If you want, you can contact me (e-mail button below) for further discussion on this.

Rudolpho
18
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Joined: 28th Dec 2005
Location: Sweden
Posted: 2nd Jul 2009 19:19
Here, I put in most parts of my system in the newest (?) project that Warspawn posted.
It would seem that someone had removed some of my previously implemented functions, such as findFreeMemblock(). I don't know if that was the problem.

Anyway, this compiles for me.

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