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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sat Mar 06, 2004 6:44 pm Post subject: |
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I have the npcs compressed so that three are only one tile wide. Current HP + / + Max HP = three tiles. However, with your method, the current HP and max HP would be stretched out across three tiles each. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Mar 07, 2004 11:25 pm Post subject: |
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Nowhere did I say that. You can still use put npc to stick the npcs within a couple of pixels of each other, it makes no difference. _________________ "It is so great it is insanely great." |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Mon Mar 08, 2004 12:11 am Post subject: |
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you can easily have three digits placed across 1-2 tiles, instead of three tiles.
put npc, walkabout graphics change and the such are all viable ways in achieving it. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Mar 08, 2004 6:34 pm Post subject: |
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Well, to do that, I'd obviously need more than two npc for the entire display, now, wouldn't I? Thus, we come to way I'm already doing it. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Mar 10, 2004 12:40 am Post subject: |
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Sorry? You can do that with 2 different npcs, you will just have 6 or however many instances of those 2 npcs. How on earth could you make a 6 digit display with 2 digit npcs?
How does it change a single thing? _________________ "It is so great it is insanely great." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Wed Mar 10, 2004 8:24 am Post subject: |
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No. If I did it that way, all of the numbers would overlap, leaving me with only one number, but six npcs. You see, when you do an "alter npc" command, it kind of effects each copy of that npc. |
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mamoru Jack the Pumpkin King

Joined: 17 Jul 2003 Posts: 17 Location: In a white room... with black curtains.
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Posted: Wed Mar 10, 2004 7:31 pm Post subject: |
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:flamedevil: Finally got enough code to run most of the menu system! Woohoo! Got a screenshot of it. here ya go
http://www.geocities.com/alugasoft/screenshot.bmp
it's a bit simple at the moment, but i'll send more screenshots as i progress. Note that this is nowhere near complete.[/img] _________________ "My dearest friend if you don't mind, I'd like to join you by your side, where we can gaze into the stars, and sit together now and forever" |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Mar 11, 2004 2:09 am Post subject: |
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mamoru: That system looks great. ITs just like the menu system you see an any professional SNES RPG. But, explain, again:
1) How will the item system work?
2) What is this menu system for anyway? Will you release it on the public domain?
Uncommon:It seems that in your system, you have 6 npcs, of different id numbers, next to each other as the digits. You change the digit each npc displays by changing that digits walkabout picture, right?
I suggest destroying the 6 npcs everytime the number is changed (err.. or make that just the 3 current hp ones), create 6/3 new npcs of the correct id, and change their frames/directions so that they display the correct digit.
Alternatively, you could have 6 copies of the first digit npcand 6 copies of the second digit npc off screen somewhere, and simply move them into place and change their visible frame, instead of creating and destroying them, which is much faster but a little trickier. _________________ "It is so great it is insanely great." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Mar 11, 2004 4:44 pm Post subject: |
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Those graphics look nice, mamoru.
MC, I don't really have any problems with speed on my system. The way the HP display is now is fine. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Mar 11, 2004 10:13 pm Post subject: |
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Well... meh. You did say that you did not have enough free npcs to add another hero. And anyway, I was aiming the suggestion at everyone, because everyone does it the other way. _________________ "It is so great it is insanely great." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Fri Mar 12, 2004 10:11 am Post subject: |
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Well, there is no way for me to use less npcs in the HP display without compromising other things that I'd rather keep. I'm pretty sure we'd already resolved that. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Mar 12, 2004 4:14 pm Post subject: |
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You mean compromising the simplicity of the hp display? Ok, I think the argument is over. Back to the topic at hand. _________________ "It is so great it is insanely great." |
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T-Master
Joined: 10 Dec 2003 Posts: 74
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Posted: Fri Mar 12, 2004 4:17 pm Post subject: |
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Cacti, I'm creating a menu system the way you said. I pondered posting the method here, but I didn't feel like explaining it. |
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mamoru Jack the Pumpkin King

Joined: 17 Jul 2003 Posts: 17 Location: In a white room... with black curtains.
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Posted: Mon Mar 15, 2004 2:35 pm Post subject: |
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Cacti, the menu system is set to hold 20 items at a time, which may seem like only a little, but it'll be a good challenge for the tactics battles. Besides, the items will have pretty strong effects, so it's not like healing 2 HP at a time or anything. I can ballance it pretty well. And as for weapons, they will not count off of your items holders, so that'll help emensely. Anyway, I'm actually experimenting with some of the stuff still. I'm loving the feel of the control that the code gives you over your game... Did you know that you could make a really professional looking fighting game with the OHR? I'm not going to, but I'm just saying that it is possible. Alas, I depart...
\m/
- _________________ "My dearest friend if you don't mind, I'd like to join you by your side, where we can gaze into the stars, and sit together now and forever" |
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Mon Mar 15, 2004 3:37 pm Post subject: |
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Yes, it is possible, but it'd be weak because it's hard to have sfx that sound right. |
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