Topic:   iPhone Project: The In-Game Plan   (Read 74969 times)


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #90 on: January 22, 2010, 09:13:50 AM »
Revamped a bunch of the drawing code. Now it's ready for the save feature.


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #91 on: January 23, 2010, 02:51:31 PM »
Hey guys, looks like it's going to take a bit more work with saving. Turns out that the saving method I created only supports saving NSObjects. Ints, floats, CGPoints, BOOLs, all don't work. So I gotta save things manually instead of just dumping the whole load in a save game file.


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Re: iPhone Project: The In-Game Plan
« Reply #92 on: January 23, 2010, 03:57:49 PM »
Ooooh... bummer. :-/

Not to worry though, I see storm clouds on the horizon.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #93 on: January 23, 2010, 05:39:36 PM »
So far the saving feature does work but it only saves the player. It doesn't save npcs, items on the ground, ect. So if you kill a monster, it drops an item, you quit the app, reopen to the game you will find the object gone and the monster back alive. I can make it save everything else but that's going to take a bit more work.
I think I'll hold off on making it save everything until I get an answer to a question I posted on the iPhone development forum.

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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #94 on: January 23, 2010, 06:49:52 PM »
Hey guys, a brilliant programming gave me the answer! I can now do the whole thing instantly with no hassle! :D


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Re: iPhone Project: The In-Game Plan
« Reply #95 on: January 23, 2010, 07:15:45 PM »
Awesome! Same thing happened to me once on a JS forum. God bless those wiz kids.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #96 on: January 24, 2010, 03:02:30 PM »
Ahem, everybody. Yes even you in the back, I have an announcement to make!
Saving is fully functional.
That will be all.


-Gandolf
P.S. ;D I shall post a video soon enough.
« Last Edit: January 24, 2010, 03:44:19 PM by Gandolf »

WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #97 on: January 24, 2010, 04:17:16 PM »
Awesome :D

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #98 on: January 24, 2010, 05:58:07 PM »
Here's the save system, saves the state in which you leave the game and opens correctly back into the position you originally were. 3 spots for saving.
Save preview
(Download for best viewing)


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Re: iPhone Project: The In-Game Plan
« Reply #99 on: January 24, 2010, 07:23:24 PM »
Brilliant stuff. :)
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WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #100 on: January 24, 2010, 08:56:18 PM »
Awesome!!!!

*really excited*

Tireas Dragon


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Re: iPhone Project: The In-Game Plan
« Reply #101 on: January 24, 2010, 10:01:58 PM »
So what happens if you die? Do you resurrect in town and lose exp and gold?
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #102 on: January 24, 2010, 10:33:57 PM »
At the moment I'm unsure. Right now all that happens when you die is that the npcs can't see you. I'd guess if we were to make the character resurrect back in town, we'd need to build maps and insert a town. Though before doing so, WH is re-vamping tiles and I am...
I finished saving so...
Perhaps I should work on another vital system...

Hey guys, what about classes? Do you like the idea, anything you'd like to add?(I'll go look at the thread we were discussing vital systems in)
I'm thinking that if you guys want it, I can make a character create screen after the save window so you can name and choose the class of your character. Maybe then an intro window to get them ready to play...

What do you guys think?

-Gandolf

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Re: iPhone Project: The In-Game Plan
« Reply #103 on: January 25, 2010, 06:13:32 AM »
Sounds good to me.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #104 on: January 25, 2010, 12:47:25 PM »
I guess it's time to get going, I'll be making rough draft interfaces to be temps until we build our actual interfaces.
So...  Knight, Archer and Wizard? Or should there be less generic classes or perhaps different names for the same type of class?


-Gandolf