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Changing the Default Path Displaying 21-29 of 29 total.
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resident
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It helps that really, only the maps, VSP's and CHR's have to be kept in the base folder. Everything else can be kept elsewhere. Sort the folder by file-types and it's reasonably easy to keep track of even a fairly expansive data-set.
Posted on 2009-03-24 08:16:13
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Goldengamer111
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Quote:Originally posted by Overkill
As far as the real window (as in with the frame and minimize/maximize/close buttons and whatnot) used by the game, you shouldn't really rely on that, as the windowing functions aren't exactly supported when you run your game outside of Windows. You've been warned. Anyway, you can read about it here: http://verge-rpg.com/docs/view.php?libid=1§ion=28 Thanks, but I was already planning to use WindowSetPosition, and was wondering if there was any way to find the x and y coordinates of the window, and use them to move the window 40 pixels to the left and 32 pixels up. I was thinking about using a max() function (or VERGE's equivalent) to make sure it didn't go beyond the edges of the screen, though. Thanks for telling me about the limitations on the window functions, but I wasn't planning on having it run on any other platform (the game will only be for me and my family, and the only computers we have use Windows).
resident: Thanks for the suggestions, but very little of my game is not a .map, .vsp, or .chr. I was hoping to get the .map files in folders so I could look through them more easily, but I can do without.
EDIT: Is there any way that I can do a reflection of the character? I was thinking that I could make the surface that I want to be reflective on a lower layer, create a new entity on that layer, and then get it to move when the player does. I will only have a upside-down reflection of the character, below him, but is there a better way of doing this? Is it even possible to make an entity that is not on the "Entities" layer?
Posted on 2009-03-26 00:02:53 (last edited on 2009-03-26 09:42:37)
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Overkill
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As far as your windowing woes, I don't really know what to say. It's not something I've really needed to use. I mean, how essential is this to your game that the window is centered? Plus there currently isn't a way to get the desktop resolution from the engine.
Now as for the reflection effect, there's a few ways to do this, all of them fairly hacky, but the best way is to possibly use the sprites system or HookRetrace. Neither of them is too elegant, but it's doable with a bit of mangling. Regardless you'll need a bit of bookkeeping to get the effect, and you'll need to BlitEntityFrame to a temporary image and then flipblitting that onto another image. Then you need to keep track of entity positions. I'd probably recommend the hookretrace option, but that is because it requires less setup.
Reflection effects are useful and fancy! If it also rippled images with water waves, that'd be pretty fancy. I am tempted. If I get free time, maybe I can code something up that does that, but that wouldn't be until at least a week from now.
Posted on 2009-03-29 21:26:53 (last edited on 2009-03-29 21:31:57)
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Goldengamer111
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My game doesn't have to be centered, but it would be nice if it would enlarge itself from the center (I have implemented the VERGE splash screen from Sully in a smaller window, which I then am making bigger for the game).
I will try to code it as well, and will post the code if I get it completed, but I probably won't get it to work. Is there any way to access a chr's frames (not just the frame number) from the game? If there is, it might be a good idea to try to flip that and display it on the map (as a sprite, maybe). I am aiming for something like the reflections in Pokemon LeafGreen/FireRed, and so won't need to apply ripples (if I am misremembering the reflections, feel free to correct me), but they would look nice.
Posted on 2009-03-31 10:17:34
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Goldengamer111
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I have just pulled out my game to check on the reflections, and discovered that there are some ripples to it, but I think it might look better without them. I have been working on other projects, though, and haven't had a chance to work on making them. On another topic, I am debating whether to continue making a room for each area, with margins that overlap with other rooms as each room has its own settings but I want the player to be able to move "seamlessly" between them, or make one room which has regions that prompt the settings to change. I would go with multiple rooms, but I want the player to be able to travel to almost any open location on the map (rectangular, including areas between the areas that would normally be viewed), and some of those areas might not be shown on any of the smaller maps (for example, a small clearing in the middle of some woods). I remember reading about the MapEd 3 limits somewhere, but have not been able to find them again. So, taking into consideration both the system's limits and the ease of use, would it be better to make multiple small rooms or one large one? Please tell me if you are confused, and I will try to explain a bit better.
Posted on 2009-04-11 17:00:24
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Kryptonite803
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So, I've kinda been banging my head against the wall on this problem of setting up subfolders and whatnot. I've looked in a lot of places for a solution to work around this, and everything I think I've found has broke my brain proving my lack of understanding.
In short, does anyone have a workaround they came up with or point me somewhere that can explain how to work around it?
Posted on 2009-07-26 12:12:26
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Kildorf
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Kryptonite: Actually the workaround is "use the newest version of Verge". We've been trying to get a new version pushed out, and I was putting off responding to this thread until then, but things have gotten delayed.
Just grab http://www.gearleaf.com/files/basic_workspace_win.zip; it uses the newest .exe which supports tossing maps into other directories. You can just pull the .exe out of that if you want, but it is also set up as a barebones workspace, put together for the tutorials I am (finally) working on. It's got vx packed right in with it, and Maped is tucked away in the res/map directory, where the maps go.
The restrictions now are: The MAP file must be in the same directory as the verge.exe OR in a subdirectory (or one of its subdirectories, etc.), and the VSP file must be in the same directory as the MAP file that is trying to use it. You'll have to reference the maps by their path, not just their name, like map("res/map/town.map") or whatever.
Be warned that the zip also has completely rejiggered Lua support from the last official release so if you're using Lua you might have problems -- specifically, all of the Verge3 stuff has been moved into a special table called v3, so instead of called Blit() you have to call v3.Blit().
Sorry I didn't respond to this for so long. As I said, I was hoping this would be released a while ago (that zip that I linked to is up-to-date and probably stable) but we're waiting on other platforms to get updated as well ... my understanding is that there are some library linking issues and our mac dude is swamped with other work.
I hope that is helpful.
Posted on 2009-07-27 17:00:54
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Kryptonite803
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Woot! You are my savior Kildorf (and everyone else involved). I was worried about having to wash off all that blood that was starting to form on the wall, but now that I can manage my files with some sanity, I can focus on other things, easily forgetting that mess.
Anyway, shouldn't expect any troubles, but I'll be sure to yell if something comes up.
Posted on 2009-07-27 21:54:30
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Kildorf
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Just a quick note: I totally lied when I said that the exe in that zip was up to date. If you get it again, it is now up to date. The exe there has issues with some blitting functions.
Posted on 2009-07-28 18:27:41
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