Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DinghyDog

#1
Yeah, um, basically I love you for that link. In a totally non-weird way. But it'll take some work to adapt it.

And yeah, I've got structs going for my items as well, but that's a great way to do the players, thank you!

I'm getting the GUIs out of the way right now, setting up functions and such for the keyboard navigation (especially in the menus), finding ways for it to read arrays into listboxes, etc, etc, and then I'm going to do the fight engine. I'll post again if I have problems...I have a feeling I can do the actual battle-ness pretty well, though. Correct my logic, but I feel like I should have one room designated as the battle room, and just have alternating backgrounds for it, and all the code for that should be in the room script?

-DD
#2
Ah, fantastic! Honestly, besides the unfortunate problem of having to export and import many, many separate variables, I would much rather use variables of my own naming than having to GetGlobalInt blah blah etc.

But yeah, I guess I'll just see what happens with my own math...ah well.
#3
Okay, to bring this topic back to questions about RPG-ness....

I've started what will probably be a long-term off/on project to make an old-style NES/SNES RPG. I've started coding my GUIs, getting keyboard control, etc, etc...but I have a few questions about problems I can see down the road.

There's a hell of a lot of math involved in an RPG. I can imagine that if you do the math wrong, the game could be too easy, too hard, etc. Leveling up and exp. for instance. Usually in RPGs, you get less experience for defeating a given enemy the higher your own level is. That would require a formula...it's things like this that I worry about. Not because I couldn't implement them - because I don't know what RPGs usually DO. What math governs how fast someone gains a level? How do the different attributes come into play? How would your enemy's Hit percentage interact with your own Evade percentage?

I doubt there's a resource anywhere that could help me with this....is there?

And then...supposedly there's only 300 GlobalInts and 50 GlobalStrings. Correct? Or something? I'm still FAIRLY new to the AGS language (but I've been coding for quite a while)....is there some way to expand this number? Or to, say, call a variable used in your global script from a room script, do something to it, and then return it with its new value? Otherwise, I see problems arising. I don't want to copy enemy code into every room they might pop up in.


-DD
SMF spam blocked by CleanTalk