Topic:   Tides of Fáden (out of production)   (Read 56942 times)


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Silverwind


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Re: Tides of Fáden (in production)
« Reply #120 on: January 26, 2009, 04:33:12 PM »
I got a decent amount of work done last week considering that I only spent two hours a day on the computer, and just today I added the finishing touches to the new and improved NPC AI.

Upon spawning the enemy now wanders around randomly until colliding with a player, at which time it'll enter Follow Player mode. In Follow mode the enemy will relentlessly follow a player until A: The enemy dies. B: The player dies, resulting in the enemy returning to Roam mode. C: The Enemy collides with another player, resulting in a new target for the enemy to follow.

Also, whilst in Roam mode the enemy can determine which directions are traversable from its current location and which directions aren't, thus enemies won't bump into walls anymore. I'm also thinking of adding a distance check routine so that when a player comes within a certain range the enemy "sees" him and enter Follow Player mode.

Oh yeah, entities no longer auto-counter attack on collision, meaning only you do damage when you attack an enemy, not both ways. However, seeing as how enemies enter Follow mode when you hit them, they'll attack you back anyway. The reason I made this change is because it'll allow me to implement status effects like Paralysis and such.
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Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #121 on: January 26, 2009, 07:05:15 PM »
OOOHH!! Paralyzing attacks thats COOOOOL!! That seems like it would be really fun.
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: Tides of Fáden (in production)
« Reply #122 on: January 31, 2009, 05:12:40 PM »
I thought up a new battle engine concept today which could get me around the LoC limitation problem. Basically I'll have a second app running in the background acting like a battle calculator. How it will work: On entity collision the main app writes the sats of both entities in a text file as well as a few details concerning the nature of the attack, such as who's attacking who. Then the battle calculator handles all the number crunching and determines the result. The updated entity stats are then written into the appropriate text files and re-read by the main app.

A simple enough concept allowing not only infinitely complex battle engines, (seeing as how there'll be an entire GM file to accommodate the battle engine) but it'll also reduce the amount of code entity routines use in the main app.

Although the concept of multiple apps has been suggested for various reasons in the past and yet has never been pulled off, I really want to give it a shot for ToF, as I'm already bored with the current battle engine.
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WarHampster


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Re: Tides of Fáden (in production)
« Reply #123 on: January 31, 2009, 06:10:16 PM »
Good luck getting that to work quickly and with no lag.

Silverwind


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Re: Tides of Fáden (in production)
« Reply #124 on: January 31, 2009, 06:18:03 PM »
Yeah, though luck might not be strong enough. Divine intervention might help a little more. ;D
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Swamp7hing


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Re: Tides of Fáden (in production)
« Reply #125 on: January 31, 2009, 10:04:16 PM »
Quote
I thought up a new battle engine concept today which could get me around the LoC limitation problem. Basically I'll have a second app running in the background acting like a battle calculator. How it will work: On entity collision the main app writes the sats of both entities in a text file as well as a few details concerning the nature of the attack, such as who's attacking who. Then the battle calculator handles all the number crunching and determines the result. The updated entity stats are then written into the appropriate text files and re-read by the main app.

A simple enough concept allowing not only infinitely complex battle engines, (seeing as how there'll be an entire GM file to accommodate the battle engine) but it'll also reduce the amount of code entity routines use in the main app.

Although the concept of multiple apps has been suggested for various reasons in the past and yet has never been pulled off, I really want to give it a shot for ToF, as I'm already bored with the current battle engine.

WOAH

You have some hard thinking going on in that head of yours Silver... a brilliant mind usually leads to brilliant things.

Keep
It
Up!

Silverwind


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Re: Tides of Fáden (in production)
« Reply #126 on: February 08, 2009, 05:38:51 PM »
Failed, but due to boredom in the process, not concept flaws. I think I'd better keep to my original, original, original plans for ToF and keep the game simple so it gets finished, then improve it later.

Here's a few sprites I got done last week:


I'm thinking of lowering the shoulders of all the humanoids by 1 pixel like I did with the cloaked Rogue above. It makes entities look a little less robotic, but also
 more "child like" when wearing ordinary clothes. (ie: no cloak) I'm pleased with the sorcerer builds, particularly the second. While the hoods look oddly roundish, they're better than none at all, so I'm happy with them. Finally, the Chamevileon and Bone Lizard were drawn awhile back, but I forgot to post them. (that's Cham-evil-eon in case you're wondering, hehe...)

EDIT:

1,005 posts eh? Wow! :D
« Last Edit: February 08, 2009, 05:43:14 PM by Silverwind »
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WarHampster


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Re: Tides of Fáden (in production)
« Reply #127 on: February 08, 2009, 05:51:46 PM »
Your sprites are amazing, as always.

I think that you should try to make some animated enemies, that would really give the game more life.

Silverwind


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Re: Tides of Fáden (in production)
« Reply #128 on: February 08, 2009, 06:01:52 PM »
Thank you kindly! :) Yeah, I'd love to see some more animation in ToF than QoM had, but it'd be so time consuming drawing an additional frame for each entity. Still though, I'll have to work with animation eventually, so I suppose I should start with a few attack effects in ToF.

Also, I can't wait to add the awesome sprites you guys made into the world. :D
« Last Edit: February 08, 2009, 06:03:43 PM by Silverwind »
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Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #129 on: February 09, 2009, 01:00:02 PM »
Quote
Failed, but due to boredom in the process, not concept flaws. I think I'd better keep to my original, original, original plans for ToF and keep the game simple so it gets finished, then improve it later.

Here's a few sprites I got done last week:


I'm thinking of lowering the shoulders of all the humanoids by 1 pixel like I did with the cloaked Rogue above. It makes entities look a little less robotic, but also
 more "child like" when wearing ordinary clothes. (ie: no cloak) I'm pleased with the sorcerer builds, particularly the second. While the hoods look oddly roundish, they're better than none at all, so I'm happy with them. Finally, the Chamevileon and Bone Lizard were drawn awhile back, but I forgot to post them. (that's Cham-evil-eon in case you're wondering, hehe...)

EDIT:

1,005 posts eh? Wow! :D
Nice Sprites I like the wizards they look cool.
P.S. Congratulations on passing 1000 posts
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: Tides of Fáden (in production)
« Reply #130 on: March 19, 2009, 01:47:44 PM »
I've updated all of the male Human sprites and all of the Elf sprites, implementing the 1 pixel shoulder change previously mentioned. I've also taken away the arm sleeves on the female Elves to help make them look different to the Humans. Best of all though, I've finished the desert tiles! Now they're as rich looking as the grass tiles:



I've still to update the objects placed upon the background tiles, but I wanna finish the mountain tiles first.
« Last Edit: March 19, 2009, 01:48:22 PM by Silverwind »
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Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #131 on: March 19, 2009, 02:50:32 PM »
Did you ever finish the mountain tile?
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: Tides of Fáden (in production)
« Reply #132 on: March 19, 2009, 02:56:49 PM »
Nah, that's what I'm working on now. Has anyone else got any examples I could study?
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GMG Tim


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Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #134 on: March 20, 2009, 12:56:36 PM »
Not much of a mountain tile. More like on a mountain.
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.