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HoV Impressions Displaying 1-20 of 35 total.
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Zip
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Funky Fight:
It's ceratinly funky, get the feeling it would be better with a dance mat though... Code is good, and funny comments. :)
Lufia-esque BS:
Very good code, but not particularly playable at the moment. Bilingual colours... :) Seems to be a bug with Darin just sliding around after the first battle too.
SnowScape Battle System:
Nice, but everything kept getting stuck on me so didn't seem particularly playable.
TABU:
I like a lot, probably my favourite. The controls seem a little sluggish, and code doesn't look easy to adapt into a bigger game though.
By the way Buckermann, line 389 of tb_battle.vc is:
if(!TB_CheckForNearEnemy(PosX, PosX, iPlayer))
Should the second one be PosY?
Text Battle:
Solid little engine, could have done with some more balancing though. Or I just suck.
Zip
Posted on 2004-06-07 14:33:21
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Ness
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Yeah this was really my first time writing anything with VERGE. I've halfway been around since VERGE 1 but never really did anything.
I had "playtest" on my todo list but by the time I got to it I just didn't want to deal with actually playing it anymore...
Posted on 2004-06-07 15:22:24
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Buckermann
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Quote:Originally posted by Zip
The controls seem a little sluggish, and code doesn't look easy to adapt into a bigger game though.
By the way Buckermann, line 389 of tb_battle.vc is:
if(!TB_CheckForNearEnemy(PosX, PosX, iPlayer))
Should the second one be PosY?
Yes, indeed. This would explain one (out of maybe 25) problems of the Battlesystem.
Controls are sluggish sometimes, I agree. A few redundant safety guards I think. I'll look into it.
Thanks for the the bug report.
Posted on 2004-06-07 17:59:05
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RageCage
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Quote:Originally posted by Zip
SnowScape Battle System:
Nice, but everything kept getting stuck on me so didn't seem particularly playable.
what got stuck on you?
Posted on 2004-06-07 18:21:32 (last edited on 2004-06-07 18:21:33)
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Zip
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Alternately, my movement, the enemies movement, and my spell charging. Or, like I said above, maybe I just suck. Great concept, and certainly the prettiest entry.
Zip
Posted on 2004-06-07 18:26:47
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Gayo
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I liked the text battle system a lot. Very solid, nice work. Snowscape was nice but isn't that useful as a generic BS lib.
Some miscellaneous comments regarding Lufia-esque:
First of all, the locked frame after battle isn't a bug, it's a consequence of a silly trick I used to get around a requirement. For various reasons, my BS uses entities to represent the players in combat, but these entities are not supposed to be the same ones used to walk around on the map. One thing I'll be getting done tonight is a function called from InitMap that spawns four entities offscreen at the start of every map, and uses them as the battle entities. This is how the system was designed to work; I just didn't get around to it. It's kind of a weird way to do it, but there's no way to destroy entities so I can't spawn them on a per-battle basis.
There'a a bug that prevents some enemies from acting once an enemy has been killed in battle. It was a retarded bug and I fixed it post-compo by deleting an exclamation mark. Also, MP don't get reduced by casting spells, though you all probably noticed that.
I apologize for the slapdash character of my submission, and especially for the lack of a readme; I was going to do docs last, but I decided to throw together a hardcoded ability system at the last minute, and that prevented me from doing a proper docfile. You can get a decent idea how things work from function comments, but it's kind of a pain since there are like six vc files.
I'll have the BS looking a bit better by the time the next compo starts, for the benefit of anyone who wants to use it there. There was a lot I had to hardcode messily here that will eventually be customizable and modular, though I'll still have a lot on my to-do list by the time the next compo starts. My current peiorities, roughly in order:
- Fix running so it has a chance to fail and displays a short message regardless of whether it succeeds or fails. Add a StopMusic so that the music doesn't keep playing after you run.
- Add the entityspawning system deszcribed above. Add a string array for each PC containing the movecodes for his various animations, so you can do EntityMove(pc.anim[THIS_ANIM]) rather than entering the specific string by hand.
- Include damage set constants based on context. The damage sets are the different colours for the damage numbers that appear -- if you pass DAMAGE_SET_RED to MakeBouncyNumbers, you get red digit, and so on. When I say context-specific, I mean a critical would use DAMAGE_SET_CRITICAL, healing uses DAMAGE_SET_HEALING, and so on. THis is mosrly for if you want your critical hits to be red, or your attacks an enemy is strong against to be blue, or what have you.
- Attributes, which is to say elements. They're in the code, but the damage equations don't account for them at the moment, so being strong against ice won't reduce the damage dealt by Icebonk. This is probably as far as I'll get before the next compo starts, unless Grue decides to give us much more than four days.
- Tear out all the existing ability code and rebuild abilities from the ground up. This is the big one, and it will take a while. First, I'm making a file containing ability statistics, possibly one that uses a non-VC format and gets parsed into an array of structs at the beginning of the game. Rather than passing an ability type and subtype, functions will pass an index in that array, and you'll be able to look up the index via AbilityIndex(string abilname) or something of the sort. At this point I'll fix MP so they actually function the way they're supposed to.
- I'll be making a generic menu system and using it in place of the horrible hardcoded menu I'm currently using for magic selection.
- Flags need to be implemented. Currently a character has a bunch of flags for various things, but the various things aren't in there. Abilities also have flags that are likewise ignored.
- Some status effects should be added. I'll toss in a few sample ones and try to make some sort of system for people to make their own, though it'll be a bit code-intensive.
- I'll be including another two more arrays of integers in the PC and NPC objects. One array of integers will contain the chance the character has of inflicting a given status effect on a normal attack use. The other array contains his current condition: positive and negative status effects. I might include another flags variable for status immunities; I haven't decided if there's enough room for those in the main flags var.
Posted on 2004-06-07 22:39:03 (last edited on 2004-06-07 23:01:13)
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Troupe
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There are several things we are going to fix also. One is the AI (I am bugging Rage about it right now). I had serious issues with it before the release, but he wasn't able to fix it. Its really difficult to do real-time AI that's fast and smart. Another is balance, probably implemented through MP. We have some more enemies too, for variety. Sommerlost will also be working on a larger map, more suitable for our engine. Also hopefully we will make it more user-friendly as far as using it in other games. Honestly, all you have to do is switch out the graphics and music and you can use it for anything, but I admit that it is a bit specific. Of course, it is nearly impossible to find a balance between originality and flexibility. Sure, we could have made another Final Fantasy clone, but to be honest I would much rather see something unique. Props to Funky Fight for achieving the balance, I would say.
Posted on 2004-06-07 23:04:11
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Alex
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Troupe, another suggestion for your battle system. Get rid of the following message at startup:
"This program has performed an illegal operation and will be shut down. If the problem persists, contact the program vendor."
Consider yourself contacted. :)
Posted on 2004-06-07 23:18:33
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Troupe
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Uh oh. Does anyone else have that problem? Did you try redownloading it?
Posted on 2004-06-08 00:02:37
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Alex
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No, I haven't. It's probably just one of the many problems unique to me, if nobody else has mentioned it.
Posted on 2004-06-08 00:17:54
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Troupe
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Does your monitor support 512x384?
Posted on 2004-06-08 00:23:40
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Alex
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Yes, it does, and changing it has no effect anyway. I guess it's just one of those things.
Posted on 2004-06-08 00:34:32
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Troupe
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That is very odd indeed. Get on IRC, I want to talk to you.
Posted on 2004-06-08 00:37:51
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Gayo
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Well! Everyone likes unique things, but this is for a public library, so wanting to see something unique is kind of futile here since the ultimate success of a BS in this compo would be for it to be used by lots of people. That said, it is fucking sweet.
Posted on 2004-06-08 02:49:45
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Omni
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Why the heck do you use a weird resolution like that? We're not THAT old-school.
Posted on 2004-06-08 02:50:18
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Zip
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Quote:Originally posted by Gayo
Well! Everyone likes unique things, but this is for a public library, so wanting to see something unique is kind of futile here since the ultimate success of a BS in this compo would be for it to be used by lots of people. That said, it is fucking sweet.
Ah yes, but some kind of innovation is surely desired. Having to wade through literally thousand of bog standard combats has been the bane of my rpg playing life.
Zip
Posted on 2004-06-08 02:54:30
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Troupe
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I spoke to Grue about this today. It is very difficult to balance innovation and flexibility. In fact, I am sure it is almost impossible. What we didnt want to do is to make yet another Final Fantasy. We wanted to do something completely (or at least very) original. I think we achieved that. If no one else wants to use our system, that's their decision. I think it is certainly possible to use it in quite a few different ways. But goddamnit, WE are going to use it, and it is going to be very awesome.
Also, if you notice we are known as 512 Software. Thanks to Gayo for helping come up with that name. We hope you enjoy this most heinous resolution (which my monitor does not display properly).
Posted on 2004-06-08 04:43:06
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Omni
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"Thanks to Gayo for helping come up with that name. We hope you enjoy this most heinous resolution (which my monitor does not display properly). "
Wait...that made...no sense.
Posted on 2004-06-08 14:40:56
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Troupe
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What makes no sense about it? It seems perfectly logical to me...
Posted on 2004-06-08 18:03:04
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RageCage
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yeah I understand it too, which is unusual =p
Posted on 2004-06-09 04:04:19
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Displaying 1-20 of 35 total.
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