Topic:   The iPhone Project   (Read 395168 times)


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Silverwind


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Re: The iPhone Project
« Reply #195 on: November 08, 2009, 10:31:23 AM »
I'm not sure how your NPC routine works, but if their grid locations are spawned randomly than I think the glitch might simply occur due to the incredibly fast refresh rate. It seems that the spawn routine kicks in before the new room is properly loaded, and the grid map in particular is the data that's incorrect (it's sill the previous room's grid map).

Just a mad rambling theory.
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Gan


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Re: The iPhone Project
« Reply #196 on: November 08, 2009, 01:45:11 PM »
I think you're on to something. Re-coding should iron out the problem so I can see it clearly, though at the moment I'm having eye issues. My left eye isn't focusing with my right, so in order to write this post I have to take my glasses off and squint at the screen. It's as if I have a blind spot right in the middle of my eye. Look at "this" word. When you look at that word in quotes, you can see everything around it. When I look at the word in quotes, I can't see the word to the left and top left of it. So "squint" and "look at" disappear in a strange blindspot. Then what I can see is partially blurred due to the mixture of my stigmatism and muscle balance offset. Yeah, I'm going to take a break, see if this will go away.


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WarHampster


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Re: The iPhone Project
« Reply #197 on: November 08, 2009, 01:50:26 PM »
Ouch. Sounds like you've been programming for too long.
« Last Edit: November 08, 2009, 01:50:41 PM by WarHampster »

Gan


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Re: The iPhone Project
« Reply #198 on: November 08, 2009, 07:30:11 PM »
After a 4 hour nap(my alarm didn't go off) my headache and sight problems disappeared. So lets see what we can do.
Edit:I was able to fix up my loading code, now very efficient and eliminates all memory leaks. I'm going to separate and break down the rest of my code later. Then it'll be so much better.


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« Last Edit: November 08, 2009, 10:32:20 PM by Gandolf »

Gan


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Re: The iPhone Project
« Reply #199 on: November 09, 2009, 08:51:34 AM »
Alright, that one bug is fixed and a ton of the code is optimized and leak free.


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Gan


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Re: The iPhone Project
« Reply #200 on: November 09, 2009, 12:57:00 PM »
Optimized, tons recoded, leak free, and 2 different AIs. Random movement and follow target.
http://web.mac.com/avisaria/Npc-AI-SimpleRPG.swf
What do you guys think?


-Gandolf
P.S. Should I do the item system next?
« Last Edit: November 09, 2009, 01:02:58 PM by Gandolf »

WarHampster


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Re: The iPhone Project
« Reply #201 on: November 09, 2009, 02:21:32 PM »
Awesome... what method are you using?
« Last Edit: November 09, 2009, 02:22:07 PM by WarHampster »

Gan


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Re: The iPhone Project
« Reply #202 on: November 09, 2009, 02:38:32 PM »
My own, I made it from scratch in about 2-4 hours(This also includes the re-write off most of my NPC system). I can convert it to pseudo-code for you guys.
It's fast, efficient, gets the job done, simple, and not as resource hogging as A*. Though it's not completely brilliant or as smart as A*. If there is a very large(Like 5 blocks wide) block in front, it may never find a way around it. Though it's all the iPhone proj. will need.


-Gandolf
« Last Edit: November 09, 2009, 02:53:19 PM by Gandolf »

Tireas Dragon


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Re: The iPhone Project
« Reply #203 on: November 09, 2009, 08:49:04 PM »
Ya the jello blob looks like its pretty smart. Nice coding. My AI script for my bad guys isn't anywhere near that smart.
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.

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Re: The iPhone Project
« Reply #204 on: November 10, 2009, 05:12:28 PM »
Yeah, the AI code actually isn't that smart. In place of actual smart-ness I placed randomosity. It goes straight towards the player and if it encounters a block it moves in a random direction perpendicular to the block and continues from there. Depending on where it goes, it may find a suitable way around. Though this method also makes the movement look more natural.

Just for you guys:
http://web.mac.com/avisaria/Toggle-Button-iPhone-Proj.swf
The stats are real. Inventory is just text as the item system hasn't been created yet. :P
When the blob touches the player I can make it hurt him. Though before I set anything like that we need to figure more on the storyline and if we want real time battles or turn based.


-Gandolf
« Last Edit: November 10, 2009, 05:14:06 PM by Gandolf »

Silverwind


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Re: The iPhone Project
« Reply #205 on: November 10, 2009, 07:08:08 PM »
Wow, looks like we're nearly just down to mapping and stat calibrating. :D What would you like me to do? (assuming I can steal a few minutes, hehe)
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Gnome


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Re: The iPhone Project
« Reply #206 on: November 10, 2009, 09:54:51 PM »
here where i can come in, i can map, (thanks to that awesome sprite tut WH shot me)
This Cannot be, NOOOOOOOO!!!!

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Re: The iPhone Project
« Reply #207 on: November 11, 2009, 07:31:48 AM »
Sounds great.  :)
Alright, discussion topics:
* Battle System
-Real Time or Turn Based?
-In either, how will magic(if wanted) be put in?
-How will attacking be set up, animations or movement?
* Inventory System
* Npc Talking

Whoops, sorry. Can't finish my post, outta time. Just answer what I have here or add more questions.

-Gandolf
« Last Edit: November 11, 2009, 07:39:42 AM by Gandolf »

Silverwind


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Re: The iPhone Project
« Reply #208 on: November 11, 2009, 05:25:30 PM »
Quote
Sounds great.  :)
Alright, discussion topics:
* Battle System
-Real Time or Turn Based?
-In either, how will magic(if wanted) be put in?
-How will attacking be set up, animations or movement?
* Inventory System
* Npc Talking

Whoops, sorry. Can't finish my post, outta time. Just answer what I have here or add more questions.

-Gandolf
Well, in view of minimalist work for build 1:

Turn based battle system,
No magic,
Attack icons or sprite nudging,
1 weapon and 1 piece of armor for equipment, (possibly a magic trinket too) and just healing potions for items.
NPC dialogues should be displayed in a pop up box covering most of the screen. Completely non interactive to keep it simple.

That's my 2 cents.
I survived the spammage of 2007

Gan


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Re: The iPhone Project
« Reply #209 on: November 11, 2009, 09:17:41 PM »
Alright...
For the battle system, I believe that turn based would be more work than real time. As for real time I only need to add a few lines of code to npc movement to subtract hp from the player. For turn based I would have to create a whole different interface and set it up with buttons and such.
For inventory, I'll get to work on the item system. Make items, loading items, connect items with the map so items can be on the map, then connect items with the player so the player can hold items, pick up, use, and drop items. A simple item system will probably be a bit larger to put in then the npc talking or the battle system. Though for inventory he's going to have other items besides just potions, a single armor/weapon/and trinket, right? If so we'll need to make an inventory window. If not, fine by me. Just means we are one step closer to the "Simple" part in "Simple RPG".
For npcs talking....Eh... I don't know what the talking pop up box should look like. Text, buttons, clickable text in response? X in the corner to close it? Npc sprite beside text to show you who you are talking to? If one of you would like to attempt a npc pop up text box mock-up, that would make my life so much easier in implementing it.


-Gandolf