Computer Science Canada half a battle engine with ATB |
Author: | omni [ Sun Apr 18, 2004 12:17 pm ] | ||
Post subject: | half a battle engine with ATB | ||
This is the beginning of a RPG battle engine with Active Time Battles.
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Author: | Delos [ Sun Apr 18, 2004 3:09 pm ] |
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Interesting...not quite sure I understand exactly what is going on though. |
Author: | Tony [ Sun Apr 18, 2004 4:10 pm ] |
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some RPGs employ such battle order where each character has his/her own timer for which they must wait before making another turn. This way certain characters can attack more often then others not much of an engine so far though... too much is hardcoded |
Author: | gamer [ Sun Apr 18, 2004 4:33 pm ] |
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oic....dats pretty good btw omni, ar u plannin to incorporate this into ur bird-eye-view shooter game?? |
Author: | Delos [ Sun Apr 18, 2004 5:04 pm ] |
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Ah, Timers...so that's what they are supposed to be...they did vaguely remind me of FF7...which is odd since I'm playing it right now...well, not at this very moment...sadly... |
Author: | guruguru [ Sun Apr 18, 2004 7:22 pm ] |
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omni (Jeffery Liu) are u Geoffrey Lui by any chance? Do you know, of many people, Ms. Gauthier? |
Author: | omni [ Mon Apr 19, 2004 11:33 am ] |
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gamer: no, I don't see the point of putting that system in my shooting game gururu: NO, I have no idea who geoffry lui is Just because I have the same last name as somebody who is also chinese, doesn't mean we are related. tony: what do you mean by hardcoded? Do you mean that I use too many constant values instead of variables? |
Author: | Delos [ Mon Apr 19, 2004 11:56 am ] |
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Hardcoded just means that you made it for that particular screen, with those particular colours, names, speeds, etc etc etc. Were it not so, you could package it up and dump it into any programme you so desired and it would work well without disrupting anything else. So, basically, too many constants almost= hardcoded. Think of it as a prog that finds multiples of 5. You could always hardcode it so that any number entered will be compared with its reference within the prog, then the answer displayed; or you could use a bunch of vars and formulae instead. |
Author: | Tony [ Mon Apr 19, 2004 12:52 pm ] |
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omni wrote: Do you mean that I use too many constant values instead of variables?
not that... you can use as many constants as you like... but I mean it would be very hard for me to implement this engine into a game of my own because I'd have to change a lot of stuff around, replace constants with variables that are linked to my characters and write my own procedures to make this actually work I'll just end up using like 1~2 lines of your code and perhaps some variable stucture at the end So much for an "engine" First of all you need to package it into procedures. Even better - a module. And have something like initialize() where you pass on the variables or atleast their values that are to be used. |