Topic:   The iPhone Project   (Read 395192 times)


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WarHampster


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Re: The iPhone Project
« Reply #210 on: November 11, 2009, 09:41:12 PM »
I too think that we should use a real time battle system, it'd be easier and would work better with the touch screen.

Silverwind


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Re: The iPhone Project
« Reply #211 on: November 12, 2009, 07:24:07 AM »
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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.
Whoops! My mistake. By turn based I didn't mean a QoM style battle engine, I meant a Yipe! style nav engine. As in, the NPC's turn initiates after the player moves, not on a timer. The battle engine would be the same either way: attack on sprite collision.

But anyways, I'm quite happy with either system. :)

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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.
I'll post a concept soon.
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Gan


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Re: The iPhone Project
« Reply #212 on: November 12, 2009, 05:10:09 PM »
Awesome. :) This week has gone fast, weekend's almost here... Well, I'll probably be all busy tomorrow and Saturday. I'll hopefully find time on Sunday to get on the item and battle system.


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Gan


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Re: The iPhone Project
« Reply #213 on: November 12, 2009, 10:34:05 PM »
Major battle engine question:
Should attacking be based on speed(speed also is the speed of nav movement) or should they take turns attacking? Whichever should be picked, how well would that work with multiple attackers?


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Tireas Dragon


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Re: The iPhone Project
« Reply #214 on: November 12, 2009, 11:57:30 PM »
Well if attack is based on speed then people with a fast finger would do very well. If it is the monsters would both attack you at the same speed they move(I would assume so anyway). If the battle engine is turn based then every time you attack the monsters attack.
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.

Silverwind


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Re: The iPhone Project
« Reply #215 on: November 13, 2009, 04:00:39 AM »
Here's a quick dialogue window concept: http://www.mediafire.com/?nmz1ywmjn2l
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Gan


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Re: The iPhone Project
« Reply #216 on: November 13, 2009, 06:47:59 AM »
Aha, that looks great. :) Non crowding, easy to use, lots of space, and it fits the interface perfectly. Also leaves room for more.

I'm not sure that I'll make an attack button. I would have no idea where to put it, so like in Oberin it'll probably auto-attack. Though with the attacking, the player would have a set speed too that he would attack with.
Hmm, what do you guys think?
Turn based or real time?
Based on the speed variable or your finger mashing speed?


-Gandolf
« Last Edit: November 13, 2009, 06:56:17 AM by Gandolf »

Silverwind


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Re: The iPhone Project
« Reply #217 on: November 13, 2009, 07:10:46 AM »
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I'm not sure that I'll make an attack button. I would have no idea where to put it, so like in Oberin it'll probably auto-attack.
Certainly, and just to clarify what I meant earlier (and what I think TD in implying), I'm not suggesting a button oriented battle system if we go with turn based, simply that the NPC routine initiates directly after the player's routine, like in Yipe!. So when the player clicks one of the arrow buttons and moves to a different grid space, so do the NPCs (directly afterwards).

The attack routine would initiate on sprite collision regardless.
« Last Edit: November 13, 2009, 07:13:10 AM by Silverwind »
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Gan


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Re: The iPhone Project
« Reply #218 on: November 13, 2009, 07:37:41 AM »
Ah, I think I finally see where you're coming at. The attack happens when they collide... Meaning that your attack button would be the arrow keys you move with. Did I get that right?


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Silverwind


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Re: The iPhone Project
« Reply #219 on: November 13, 2009, 11:50:14 AM »
Here, download the example in V6 example in my first post of this topic: http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=CX;action=display;num=1242048270

Check out "Test 3" which has an NPC routine. The NPC moves after the player has moved and the NPC dialogue window pops up when the player collides with the NPC. That's exactly how I suggest the battle engine should work. :)

EDIT:

Actually, while you're at the thread you should check out my last post. It shows you how to have "giant" sprites as playable characters without rewriting the grid map variable. ;)
« Last Edit: November 13, 2009, 11:51:28 AM by Silverwind »
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Gan


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Re: The iPhone Project
« Reply #220 on: November 16, 2009, 06:34:32 AM »
Thanks, I'll look into it later.
Alright, just to stick this out there... I'm clearing the project off my plate for this week. I'm falling a bit behind in homework and school work. Learning motivation has dropped greatly and iPhone proj. motivation has risen. I'm going to try to reverse this a bit for the time being and get things done. I'm not going to be on the forums very often and I will be joining the swim team. Even though I can only do the doggy paddle.(And I can do it pretty good.)
So the only progress you guys should expect is the progress you make yourself. If you want to get lots done in my absence, discuss and build more on the storyline or start making maps you think will work.


-Gandolf
P.S. It's going to be a bit rough evening things out. Many times I'm doing my homework and I get distracted so easily. I'll stare at the ceiling for 10 min or waste time on the computer. Things that should only take 30 minute take around 1-2 hours. I'm going to try to fix this. Chances are that I may not get things wrapped up until Thanksgiving when I can finally enjoy coding with tons of free time and no responsibilities.
« Last Edit: November 16, 2009, 06:35:41 AM by Gandolf »

Silverwind


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Re: The iPhone Project
« Reply #221 on: November 16, 2009, 07:07:35 AM »
Sing a song about the task you need to concentrate on. Helps me all the time.

Quote
Oh!
The dishes need cleaning and the bedroom's a mess,
The garden needs weeding and it's causing me stress,
So I'll won't dilly dally and I won't waste time,
I'll get the house tidy whilst singin' a rhyme!

Oh!
Tidying,
Tidying,
Ever more!

Sweeping,
Sweeping,
Up the floor!

Cleaning,
Cleaning,
All day long!

Get the house tidy whilst singin' a song!
« Last Edit: November 16, 2009, 07:11:21 AM by Silverwind »
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Gan


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Re: The iPhone Project
« Reply #222 on: November 16, 2009, 03:12:04 PM »
Ahaha.;D Brilliant, can we QOTM a post that large?


-Gandolf

Gan


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Re: The iPhone Project
« Reply #223 on: November 25, 2009, 10:40:08 AM »
This project has been in neutral for way too long. It's time to kick it into drive.
So where are we at?
I think I was last working on the battle system... maybe. I'll look into the code. Or was I partially into optimizing my code?
Todo:
*Optimize, tie up loose ends, and prepare other features to come.
*Simple sprite collision battle engine.
*Give Npcs the talk feature.
*Build item system.
*Make Npc and Player inventories.


-Gandolf
« Last Edit: November 25, 2009, 05:26:05 PM by Gandolf »

Silverwind


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Re: The iPhone Project
« Reply #224 on: November 25, 2009, 11:18:59 AM »
Cool. :) Way to keep the project alive Gan!
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