Topic:   Labyrinth Progress Topic   (Read 40136 times)


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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #30 on: May 19, 2008, 12:26:08 AM »
Well if you want to know how progress is going I have just completed making the fireball spell which works quite well. [Warning: Casting fireball close to enemies or walls may cause self damage.]
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #31 on: May 20, 2008, 10:35:25 PM »
Alright, The moment we've all been waiting for.
I present to you.

Labyrinth BETA [cheers]
 http://www.mediafire.com/download.php?by1eos5rn32

P.S. Its ten times better than before.
« Last Edit: September 09, 2008, 05:32:52 PM by Tireas_Dragon »
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Silverwind


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Re: Labyrinth Progress Topic
« Reply #32 on: May 21, 2008, 03:27:17 AM »
Wow! This is really, really cool! :D I haven't entered combat yet, but the nav is excellent!

To stop the jumpy loading of wall sprites, give each sprite a negative sprite number except the last one that's loaded. Then they should all load at the same time. Like this:

SPRITE -1 sprite1X sprite1Y wall1.gif
SPRITE -2 sprite1X sprite1Y wall2.gif
SPRITE -3 sprite1X sprite1Y wall3.gif
SPRITE -4 sprite1X sprite1Y wall4.gif
SPRITE 5 sprite1X sprite1Y wall5.gif
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #33 on: May 21, 2008, 05:09:37 AM »
Quote
SPRITE -1 sprite1X sprite1Y wall1.gif
SPRITE -2 sprite1X sprite1Y wall2.gif
SPRITE -3 sprite1X sprite1Y wall3.gif
SPRITE -4 sprite1X sprite1Y wall4.gif
SPRITE 5 sprite1X sprite1Y wall5.gif
I don't understand how would loading a single sprite load other sprites at the same time.
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Mystor


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Re: Labyrinth Progress Topic
« Reply #34 on: May 21, 2008, 06:14:53 AM »
A negative number doesn't load the sprite until another SPRITE command is called.

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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #35 on: May 21, 2008, 09:10:15 AM »
Can negative number sprite do something other than hide the sprite? Cause I still don't see how all the sprite would load at the same time.
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Re: Labyrinth Progress Topic
« Reply #36 on: May 21, 2008, 10:24:58 AM »
You will if you use the code. ::)
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #37 on: May 21, 2008, 11:00:44 AM »
Wow thanks silver wind although this code take more lines than the previous it works a whole lot better. You can move forward in long hallways.
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Re: Labyrinth Progress Topic
« Reply #38 on: May 21, 2008, 11:45:25 AM »
Cool. :) Can't wait to see the finished game. It looks like it's gonna have one of the greatest interfaces ever made in GM.
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #39 on: May 21, 2008, 02:36:41 PM »
Inserting this new code into the BE has been a nightmare!! Most of the time I am at 500 lines or just 2 below it.
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Re: Labyrinth Progress Topic
« Reply #40 on: May 21, 2008, 03:27:01 PM »
You mean the negative value sprite thing? How does it take up more code?

You should post up another demo when you've got the jumpy sprite thing fixed, as I'd love to see it running smoothly. :)
« Last Edit: May 21, 2008, 03:28:51 PM by Silverwind »
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #41 on: May 21, 2008, 06:04:02 PM »
Doesn't matter its so much better the extra lines is worth it. Also to abide to your request. of   "I'd love to see it running smoothly. :) "
 Here you go http://www.mediafire.com/download.php?by1eos5rn32 This should run better.

EDIT: All Links have been updated.
« Last Edit: September 09, 2008, 05:34:07 PM by Tireas_Dragon »
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WarHampster


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Re: Labyrinth Progress Topic
« Reply #42 on: May 21, 2008, 07:05:44 PM »
Pretty amazing... its like a one of those old DOS rpgs, or a fake raycaster! I'm going to steal your wall sprites (if I may) and try to make something like this in SC.

Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #43 on: May 21, 2008, 07:13:41 PM »
Well you can steal them as long as you don't steal them and ask for my permission which you already have so yes you may borrow them.
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Re: Labyrinth Progress Topic
« Reply #44 on: May 21, 2008, 08:22:16 PM »
Thanks :)