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iker




PostPosted: Tue Mar 28, 2006 5:34 pm   Post subject: (No subject)

code:

put "the window size is ", maxx + 1 ,"x", maxy + 1

this will determine the window size that turing has, which should output
code:

the window size is 640x400


the reason i used maxx and maxy + 1 is because the minimum value is 0, and 0 through 639 = 640 and 0 through 399 = 400.
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TheOneTrueGod




PostPosted: Tue Mar 28, 2006 10:06 pm   Post subject: (No subject)

Thanks for feedback guys Very Happy new version posted (If you're getting tired of downloading them, Just wait a bit. I'll put a post when i've completely finished all bosses of all acts) Currently, I've created the last boss (I won't spoil any surprises yet), who is unique. He's not fightable in this version, because you can't get past Act 2. I fixed ikers suggestion, so the left edge of the screen is where the tiles end on the main map, while the in-battle screen is proper sized (Thanks for telling me that, I feel stupid for not thinking about that myself Razz) One thing though, I found that when I changed the battle screen to 640x400, the y was too small. I don't know why, because I can't find anywhere in my code that I changed it, so in spite of the fact that turing says its 640x400, it seems to actually be 640x480. Anyone have an explanation for this? Or am I just crazy?

Oh yah, and the reason I didn't encrypt save files yet is because I started off not encrypting them, and If I did encrypt them now, It would corrupt anyone who was playing the RPG's save files. When i've finished the actual storyline part of the game, I'll probably put in some XOR encryption.

@batman: Remember a while ago when you said you'd try and get some lightning sound effects? I could use em now please Razz

Thanks Very Happy

PS: Its the entheusiasm that keeps me working on this, thanks for it guys Very Happy
chrispminis




PostPosted: Tue Mar 28, 2006 11:59 pm   Post subject: (No subject)

Haven't seen batman in a while so I took it upon myself to find you some.

Here are some links.
Particularly liked lightning,strike,big,distort from sounddogs. But its up to you.
http://www.sounddogs.com/results.asp?Type=&CategoryID=1045&SubcategoryID=2
http://simplythebest.net/sounds/WAV/sound_effects_WAV/nature_wavs.html
http://www.partnersinrhyme.com/soundfx/Weather.shtml
For this one Ctrl-F Thunder and find the one titled Thunder. liked it. Smile
http://www.a1freesoundeffects.com/cartoon.html

Anyways, other good queries for effects are magical spell sound effects etc. Found a good site for RPG sound effects but just your luck their lightning sound effect led to a 404 =\.

If you want me to, I can choose my favourites and email them to you.

Anyways gl.
MysticVegeta




PostPosted: Thu Mar 30, 2006 3:16 pm   Post subject: (No subject)

freesounds.com is pretty good too
TheOneTrueGod




PostPosted: Wed Apr 05, 2006 7:09 am   Post subject: Update

*New Update*
Update list:
Sound
Balance issues
Made the levels much more maze-like
New Enemy Types
New Terrain Types
Intelligent Enemy picking (I.E. You will only fight mage hunters if you are a mage)
Re-worked fist
Bug fixes
more Perty Pictures.

Thanks for the help with the sound guys, I've got a bunch of decent SFX in there now Very Happy
Delos




PostPosted: Fri Apr 07, 2006 8:30 am   Post subject: (No subject)

Finally time for a review from myself. I've been putting off looking at this for a while simply because it was getting so much good press. I didn't want to be disappointed Wink . The good news is I wasn't for the most part.

On with it then:
I have to start this with a few simply requests:
code:

setscreen ("nobuttonbar;position:middle;middle")

And don't give me the excuse "Oh noes! I won't have the Stopzor button any more!" You're a perfectly capable programmer and it would be no stretch at all for you to add an 'exit' condition to the in-game menu. Or for that matter an exit condition to the Main Menu!

As an RPG, your game has a few of the classic elements - leveling up, random battles, obscurely named characters with more than their share of history to which they subtely allude. It would be nice to see the introduction of more of a story line, some NPCs and the like, but this is a work in progress and for now this is still quite impressive considering it is Turing.

Your movement system is good. Just because I can, I tend to move through the, uh, World Map only on the diagonal since it appears faster (but is it!?). The in-game movement is good for the most part, but at lower levels the lack of speed is very sticky. But I'm sure that's how it's supposed to be.

I'm no big fan on dual mouse-keyboard control for anything, yet I seem to be seeing it rather frequently these days. Perhaps you did it to make your life easier, or because it suited your needs better. Whatever your reasons, it's a good thing you did it well. The addition of the lag-time between mouse-clicks that are converted into actions is useful and adds a little realism - as opposed to being able to shuttle out a thousand bolts of lightning at a whim.
You really might want to look into a way to cycle through weapons more effectively. Perhaps if one could access the Middle Mouse Button...? In the heat of battle against numerous opponents one may need to switch between mêlée and distance magic...and this is not the easiest thing to do while performing Evasive Maneuvers at the same time.
Jumping is a nice addition (and looks best when using Surround Lightning at the same time), though not one I had time to use very much. Battles tend to be very intense, hence one has not the time to incorporate such strategies too often. Sure, against a few opponents jumping is cute - but otherwise I found it mostly pointless.

The in-game menu system was practical and did its job. Again, I'd like to see the addition of a 'quit' function to it, and any other set of fcns you'd like. Would keyboard-only control make this easier for the User? I don't know, but perhaps you should try it out. (Or if you're feeling particularly whimsical, a combination of both keyboard and mouse).
The Main Menu was, again, functional. One bug I found was that it would crash upon 'Load' if no game existed to be loaded. Remember, the User is ultimately really stupid. Work around that.

As for the save files themselves...I guess it's a good thing they aren't too craftily, uh, encrypted. I probably wouldn't be finished it yet if I weren't able to, uh, customize my character's attributes.

The artwork is minimalistic, but a good change from your initial version of coloured-blocks. Not that there was anything wrong with that, and your engine has not changed too much, only what the eye perceives. I find it interesting that you've included the base pictures needed for the next two acts, though they haven't been developed yet. That's a good strategy if you're planning on releasing the acts as seperate add-on files for the game.

Sounds are fun, though don't always play.

Maps are a little confusing - an overall map showing explored terrain (perhaps from the in-game menu) would make life easier - especially since many screens look the same.

Magic system is one of the strongest aspects to the game. No need to comment much on its, since it's done very well. Perhaps having enemies capable of accessing some of the higher level magiks would be a good idea too (of course they'd have to be affected by the same delayed use as the User).
One thing I personally didn't like was how the energy bar would scroll when it got filled (for some magiks). This meant that all that time spent powering up was of no use. For those that had the auto-fire on max-energy...what if I wasn't pointing at the right spot at the time?
It would be interesting to see what you'd be able to do with this if you incorporated keyboard-only controls.
As an addendum to that...if someone powers up to the 'level 2' mark, and then attempts to attack, why should there be no attack if they only have the 'level 1' attack available? It seems little counter-intuitive - perhaps just an indication that the higher-level attack failed?

Randomness in battles is sometimes fun, often just weird. Not sure what some of those random circles are supposed to do, but they're there and add a little spice. One thing I'd improve on is making sure that the hazards are not created directly upon either the main character or any of the side characters. Adds too much of a handicap from the get-go.

So, what's with all the bandits? I mean, it's not like we meet anyone else other than bandits. Who are all these bandits robbing!? And why do they need to rob if they have such awsome weapons? Laughing

The first Boss (the one with wayside lightning) was the most interesting. The second was just a little odd, what with the appearing besides my character thing going on. Especially since one of the others threw fireballs
that could potentially hurt his own.

Apparently you have a Store planned. Perhaps it's already in there and I just didn't find it. Same comment as the whole 'explored world map' thing.

I'm curious to know if you're using Classes for this. A lot of things point to the answer being "yes", but I'm sure this could be done with more primitive objects too.

Just remembered: What the hell was that "weapon broken" thing all about in the first battle you encounter...?

Anyhow, overall a solid submission. It's good to see it progressing - shows that you're not giving up too easily. I've said (mostly) all that I wanted to.

+ bits (quite a few).
TheOneTrueGod




PostPosted: Sun Apr 09, 2006 6:54 pm   Post subject: (No subject)

Wow Shocked thats a lot to digest. Thank you for the comments. I've been working at it, and i've fixed some of the things you suggested, but I need some clarifications to continue.

#1: Did you read the help inside the game? Razz It tells you how to access the shop there (Press escape when on the save square)

#2: When you say "Main Menu" and "In Game Menu", What are you referring to? I'd take a guess and say "Main Menu" refers to the first menu you come across, and "In Game Menu" refers to the shop menu, but you said you couldn't find the shop menu, so... Confused

And then, to answer some questions / clear some things up:

The boss numbers are kinda screwed up, because I've turned the game form linear to maze-like. The "first" boss you referred to was actually the fourth boss in the game, and the "second" boss was the fifth.

That being said, there should be four acts in the version currently posted. To access the second one, you just need to beat the "fifth" boss of the first act, and it should instantly move you to act two. There is only a storyline for the first act, but the remaining acts are still 100% playable ('cept for the fourth one, I don't think the boss on that one is finished in the posted version).

The most complicated programming structure I used in this was arrays Razz I was planning on using classes and such, but when I started programming it, I forgot about them and just kept typing. By the time that I had hit 1000 lines, I realised that I had forgot about them, and decided not to start using them.

Thanks for all the input Very Happy
Quakerstate98




PostPosted: Thu May 18, 2006 7:48 am   Post subject: How do you get a game to save

I am making alot of big games, currently like 3 in the making, yes 3 not 1 lol because working on one program for that long can be irritating, but anyways your program is prolly the best program i've seen on this website, how the hell do you code in saving to a prgram lol???
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codemage




PostPosted: Thu May 18, 2006 10:46 am   Post subject: (No subject)

File input/output or "io" for short.
Check it out in the turing walkthough.
(It's not too hard, actually).
Cervantes




PostPosted: Sun May 21, 2006 11:09 am   Post subject: (No subject)

Very nice game, TheOneTrueGod.

Unfortunately, I was playing against the level 10 boss that spawns his own bandit fighters when the game crashed with a run-time error. On line 1340, variable has no value.

All in all, I'm most impressed!
TheOneTrueGod




PostPosted: Sun May 21, 2006 11:27 am   Post subject: (No subject)

Thanks for the praise everyone Very Happy The version that a lot of you have been getting is kinda old now, but I havn't updated THAT much in the new one, just a new act, and possibly some display things. The game has been "archived" now, in favour of learning OOT (Which I now realise would have made this game a LOT easier to manage... oh well)

Check out my Lost Magic game in the source code forum, its the current "project" i'm working on. (I'd like someone who knows plenty about OOP *cough* Cervantes/Delos * cough* to glance over the OO stuff and tell me if I'm doing it right, wrong or par. If you feel like it.)

Side Note: The game has been downloaded 2**7 times. Yay!
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