Topic:   Tides of Fáden (out of production)   (Read 56933 times)


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Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #75 on: December 10, 2008, 05:43:13 PM »
Same I use photoshop especially for my world map in Rokeno. it makes placing the tiles so much easier. As for small pixel editing I usually use Appleworks.
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Mystor


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Re: Tides of Fáden (in production)
« Reply #76 on: December 10, 2008, 06:13:04 PM »
Photoshop FTW!!

But I don't have PS on my new comp :(

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Gan


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Re: Tides of Fáden (in production)
« Reply #77 on: December 13, 2008, 04:45:27 PM »
This is really amazing. Very original. Now, only if it had attacking animation and a few less bugs. It gets a little bit hard to figure out if you hit him.


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Re: Tides of Fáden (in production)
« Reply #78 on: December 13, 2008, 04:53:20 PM »
Yeah, there's actually a surprising amount of bugs in that beta. Most have been fixed already, but the most disturbing one (disturbing because it's absurd to think I missed it before releasing the gaddy thing!) is definitely how enemies can walk off the screen, and anything "off screen" counts as an empty tile resulting in enemies seldom reappearing. ::)

By golly, I must have been asleep when I tested that...
« Last Edit: December 13, 2008, 04:53:42 PM by Silverwind »
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EqwanoX


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Re: Tides of Fáden (in production)
« Reply #79 on: December 14, 2008, 11:27:45 AM »
this seems so easy to do, and it turns out it actually is, i sat down and made this from a moded v6 demo in just a few minutes and the characters dont walk over each other which i remember you saying was to hard to do, and if you convert it to use fixed maps it would use even less code

http://www.mediafire.com/file/kontmjjz5ji/tides mod.sit

just an observation, the title and icon indicate that you can sail the ocean which you cant just like in quest of magic where theres no magic  ::)

to stop that problem of all tiles that arent defined are navigable, always let move$="" then when player or npc moves have it check to see if move is valid, if 0 is valid and 1 is obsticle

if move$="0" then
move character
end if
« Last Edit: December 14, 2008, 11:34:07 AM by EqwanoX »

Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #80 on: December 14, 2008, 02:07:09 PM »
I think I know what the bug is I had a similar bug in Rokeno. It seems when they walk to the edge of the screen the monsterH, or whatever variable you use to define the monsters horizontal location, is getting higher but he is not encountering a wall because the other side of the map and down 1 is open terrain and thus when the H is higher the monsters collide is just as if he was on the other side of the screen and trying to move down. ( I hope that makes sense to you because when I read it, it doesn't make much sense to me.)
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: Tides of Fáden (in production)
« Reply #81 on: December 14, 2008, 04:16:33 PM »
@ Eq: Sir - I say sir, I accept your challenge and choose pistols at dawn! Hmmm... though bullets are mighty expensive these days... on second thought I choose smart-ass exactness in the interpretation of your words!

Quote
i sat down and made this from a moded v6 demo in just a few minutes and the characters dont walk over each other which i remember you saying was to hard to do,
I believe that what I said was nearer to if not exactly "I've pondered that during development, and while it would certainly consume more code I don't think it would be very difficult to program. I'll stay with the current system for the first beta, but I'll think about upgrading it in the next one."

Quote
just an observation, the title and icon indicate that you can sail the ocean which you cant just like in quest of magic where theres no magic  ::)
Tides of Fáden is in first beta stage and in no way represents the extent or richness of the content audiences are to expect in the finished product. For further information on the content contained within the finished product, travel forwards in time to the release date where you'll be greeted by a Roguesoft staff member and taken on a complete tour of the factory. (ie: it'll be me with a box of MEGs, and I sincerely doubt the existence of the factory)

As for "Quest of Magic not having magic", I believe the following quote should prove adequate in verbally trampling the suggestion:
Quote
There is magic in the game, the player just can't cast any. There's frequent references to it, such as "I hope those creatures from the Underdark don't attack us next. If they could overcome the powerful magic of the Elves, what chance would we have of fending them off?" "A magic barrier prevents you from crossing the bridge." "You sense a faint magical aura radiating from these tiles. Whatever powers are at work here, they seem inactive." "The artifact's power is interfering with the magic of the teleporter." and so on and so forth.

As for the walk-off screen glitch, I wasn't puzzling over it or anything, it just slipped by me seeing as how I haven't tested the overworld much. Thanks for the fix suggestions though. ;)

Quote
http://www.mediafire.com/file/kontmjjz5ji/tides mod.sit
Wow, that's really cool! :D Sparks renewed enthusiasm in the interface. Hopefully I'll have something like that working in the next update. :)
« Last Edit: December 14, 2008, 04:19:54 PM by Silverwind »
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Swamp7hing


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Re: Tides of Fáden (in production)
« Reply #82 on: December 14, 2008, 05:03:31 PM »
Quote
@ Eq: Sir - I say sir, I accept your challenge and choose pistols at dawn! Hmmm... though bullets are mighty expensive these days... on second thought I choose smart-ass exactness in the interpretation of your words!

I believe that what I said was nearer to if not exactly "I've pondered that during development, and while it would certainly consume more code I don't think it would be very difficult to program. I'll stay with the current system for the first beta, but I'll think about upgrading it in the next one."

Tides of Fáden is in first beta stage and in no way represents the extent or richness of the content audiences are to expect in the finished product. For further information on the content contained within the finished product, travel forwards in time to the release date where you'll be greeted by a Roguesoft staff member and taken on a complete tour of the factory. (ie: it'll be me with a box of MEGs, and I sincerely doubt the existence of the factory)

As for "Quest of Magic not having magic", I believe the following quote should prove adequate in verbally trampling the suggestion:

As for the walk-off screen glitch, I wasn't puzzling over it or anything, it just slipped by me seeing as how I haven't tested the overworld much. Thanks for the fix suggestions though. ;)

Wow, that's really cool! :D Sparks renewed enthusiasm in the interface. Hopefully I'll have something like that working in the next update. :)

LOL POST OF THE MONTH!

I'll be siggin this:

Quote
For further information on the content contained within the finished product, travel forwards in time to the release date where you'll be greeted by a Roguesoft staff member and taken on a complete tour of the factory. (ie: it'll be me with a box of MEGs, and I sincerely doubt the existence of the factory)

LOL

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Re: Tides of Fáden (in production)
« Reply #83 on: December 14, 2008, 05:08:38 PM »
;D Hehehe... 'tis my duty to spread a little randomness whenever I see a just cause.
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EqwanoX


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Re: Tides of Fáden (in production)
« Reply #84 on: December 15, 2008, 12:37:44 PM »
i messed around with this some more and you gotta check out the nav system, its  a hybrid of scrolling and fixed maps, i put all the maps together so its one sprite and it scrolls only when you go off screen to the next area, i also have a specific enemy for each area and i adjust the timer to make them move faster and attack more frequently, i also made a simple homeing ai

http://www.savefile.com/files/1932012

media fire wasnt working

Tireas Dragon


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Re: Tides of Fáden (in production)
« Reply #85 on: December 15, 2008, 02:24:55 PM »
Hmm seems that you made the battle engine to easy if you can kill a monster in 5 hits you will always win without getting hit.
I just sat in town killing that stupid snake about 20 times without getting hit I just held the move button and walked through it.
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Re: Tides of Fáden (in production)
« Reply #86 on: December 15, 2008, 03:54:55 PM »
Quote
i messed around with this some more and you gotta check out the nav system, its  a hybrid of scrolling and fixed maps, i put all the maps together so its one sprite and it scrolls only when you go off screen to the next area, i also have a specific enemy for each area and i adjust the timer to make them move faster and attack more frequently, i also made a simple homeing ai

http://www.savefile.com/files/1932012

media fire wasnt working
Once again Eq that's really cool! :) I'm definitely gonna implement the "not walking over enemies" thing in the next update, as after seeing it done I can't get used to the old system.

Also, you should make a game with that engine, as it's really awesome and there's been a drought of finished products recently.
« Last Edit: December 15, 2008, 03:55:55 PM by Silverwind »
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EqwanoX


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Re: Tides of Fáden (in production)
« Reply #87 on: December 15, 2008, 05:26:17 PM »
Quote
Hmm seems that you made the battle engine to easy if you can kill a monster in 5 hits you will always win without getting hit.
I just sat in town killing that stupid snake about 20 times without getting hit I just held the move button and walked through it.
calm down, its just a demo, i didnt calibrate the stats, that could be balanced by increasing the hp or reaction time

the main idea was the nav system cause it consolidates everything to one card which makes code much more accessable for bug fixing
« Last Edit: December 15, 2008, 05:27:16 PM by EqwanoX »

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Re: Tides of Fáden (in production)
« Reply #88 on: December 17, 2008, 10:11:58 AM »
Quote

Also, you should make a game with that engine, as it's really awesome and there's been a drought of finished products recently.
ive been working on a few projects so i dont think i could take on another, also i wouldnt want to steal your idea. you definatly stumbled across something cause i never thought live action could be fun but this proves that it can. if you could have a bunch of enemies on screen it would be like diablo cutting through a ton of enemies and have spells that damage all enemies. you managed to have multiple enemies on screen in QoM, could you have even more? i couldnt do this with the demo i made

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Re: Tides of Fáden (in production)
« Reply #89 on: December 17, 2008, 10:53:09 AM »
Quote
you managed to have multiple enemies on screen in QoM, could you have even more?
I'm fairly certain I could. The enemy's routine is only 209 LoC, so I could add an extra enemy and still have plenty of room for added code later on. It certainly would be cooler with 2 enemies.
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