Search found 135 matches

by nemesis
Sat Jul 02, 2011 9:32 pm
Forum: Design
Topic: July 2011 Development Release
Replies: 14
Views: 11824

Re: July 2011 Development Release

Do you have any schedule for the release?
by nemesis
Sat Jul 02, 2011 9:30 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 18738

Re: Map Code: Ideas, suggestions, improvements

Because in a town or other safe place, I'd rather see the sprites walking around continuing their business while I'm talking to a NPC. Seems more realistic that way. I totally agree. Therefore, I implemented it now in a way, that no sprites are paused during dialogues. The problem was also that if ...
by nemesis
Thu Jun 30, 2011 12:00 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 18738

Re: Map Code: Ideas, suggestions, improvements

Just one idea that was just comming into my mind. Right now, independent if there is an event, dialog or something else, everything on the map continues. Two things happen to me that should be removed in my oppinion: 1) During a dialog, enemies continued walk and also attacking. That mean, you are i...
by nemesis
Thu Jun 30, 2011 10:51 am
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 177154

Re: Subversion Commit Log

Committed revision #1987. ============================================================ Files Modified ⋅ M src\modes\defs_modes.cpp ⋅ M src\modes\map\map.cpp ⋅ M dat\maps\river_access_cave.lua ⋅ M src\modes\map\map.h Primary Changes ⋅  Camera movemen...
by nemesis
Thu Jun 30, 2011 7:48 am
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4323

Compiling map.cpp forces a complete rebuild

Right now I don't know anything about the build system of Code::Blocks, but at least for me it happens that the complete project is rebuilt (except for common.cpp as I could see so far) when I change something in the map.cpp file. Basically this should not be intended, i.e. only this source file sho...
by nemesis
Wed Jun 29, 2011 10:08 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 177154

Re: Subversion Commit Log

Committed revision #1985. ============================================================ Files Modified ⋅ M src\modes\defs_modes.cpp ⋅ M src\modes\map\map.cpp ⋅ M dat\maps\river_access_cave.lua ⋅ M src\modes\map\map.h Primary Changes Now, a virtual sprite Map.c...
by nemesis
Wed Jun 29, 2011 12:21 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 18738

Re: Map Code: Ideas, suggestions, improvements

Rev #1981 shows the first code for 1). The basic idea was to temporarly release the camera position from the sprite it is assigned to. Right now, the movement is not smooth (right now I only go step wise for each tile, the offset was not used so far but will be later) and the whole calculation is in...
by nemesis
Wed Jun 29, 2011 12:10 pm
Forum: Programming
Topic: Subversion Commit Log
Replies: 637
Views: 177154

Re: Subversion Commit Log

Committed revision #1981. ============================================================ Files Modified ⋅ M dat/maps/river_access_cave.lua ⋅ M src/modes/defs_modes.cpp ⋅ M src/modes/map/map.cpp ⋅ M src/modes/map/map.h Primary Changes Initail import for smooth c...
by nemesis
Tue Jun 28, 2011 7:14 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 18738

Re: Map Code: Ideas, suggestions, improvements

Roots wrote:Sounds good. :approve: I'll make the graphics for the second item and commit them when I can. If I fail to do so and you're at the point where you need them, send me a reminder that I said I would do that.

Great. The additional graphics were what I feared most. :rolleyes:
by nemesis
Tue Jun 28, 2011 7:09 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 12077

Re: New Programming Contributor

Well I created these with blDraX in mind since he's new and needed some good new-person type tasks to do.


Sorry I didn't know that. :angel:

Good luck @blDraX. :)
by nemesis
Mon Jun 27, 2011 8:55 pm
Forum: Ideas and Game Features
Topic: Dialog feature
Replies: 8
Views: 7310

Re: Dialog feature

nemesis wrote: The main reason for me to work on the dialog system is that it should be completely functional. It already is :/ After going through the existing code you're absolutely right. :rolleyes: I disagree. I think such an improvement would be minor at best. Allowing the player to select one...
by nemesis
Mon Jun 27, 2011 8:08 pm
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 12077

Re: New Programming Contributor

I think I would like to work on item 1) since as stated in viewtopic.php?f=7&t=5379 I'm going to go through the map (and also drawing) code. Was there already someone working on this?
by nemesis
Mon Jun 27, 2011 8:04 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 18738

Re: Map Code: Ideas, suggestions, improvements

As I still want to understand the map code more and also want to add some new features for the dialog system I'm going to assign both to me if there is nobody else wanting to work on the same.

:hack:

So lets go.
by nemesis
Mon Jun 27, 2011 7:30 am
Forum: Ideas and Game Features
Topic: Dialog feature
Replies: 8
Views: 7310

Re: Dialog feature

Since there was not an active discussion about the dialog feature itself I'm going to implement some of my ideas. However, first I need to go through everthing the already exists in detail. After that, a probably longer post will follow containing a very detailed description what is going to happen....
by nemesis
Thu Jun 23, 2011 10:24 am
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 43364

Re: Making battles more player-active

Also bascially I'm still against real-time battles, Well there's not much we can do about that. Some people like real-time battle systems and others do not. We can't design a game that makes everyone completely happy. And to go from an ATB to turn-based system at this point would throw away a lot o...
by nemesis
Wed Jun 22, 2011 8:59 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 43364

Re: Making battles more player-active

PS: This took a really really long time to write. :eyespin: And also a long time to read... Also bascially I'm still against real-time battles, I really do like to idea of multiple available speeds. Therefore, definitely a yes for B). I'm still not convinced in giving the player the choice between ...
by nemesis
Wed Jun 22, 2011 12:46 pm
Forum: Technical Issues
Topic: What the heck? Triple bug report
Replies: 14
Views: 6195

Re: What the heck? Triple bug report

Another thing probably connected to the alt-tab problem. When moving the window (while not in fullscreen) during a cutscene (best option is the introduction in the desert), everything (except for me on Windows) is screwed up. This means, the other karlates stop moving or change direction, Claudius d...
by nemesis
Wed Jun 22, 2011 8:33 am
Forum: Ideas and Game Features
Topic: Enemy Map Behavior
Replies: 3
Views: 5058

Re: Enemy Map Behavior

Just one more thought. - Do we want to optionally allow individual enemies or spawn zones to have aggression ratings that are different from the current one on the map, or should aggression remain a global map value? I do prefer the first one. E.g., if you kill the boss monster, some of its minions ...
by nemesis
Wed Jun 22, 2011 8:30 am
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 43364

Re: Making battles more player-active

Yesterday in the evening I spent some time doing a few battles (also to see, if I can reproduce some of the bugs). However, all the turned out to be in the end a repeated pressing of 'f' without the need of any thoughts. There, you all were right, this is not the way it should be. However, at least ...
by nemesis
Wed Jun 22, 2011 7:18 am
Forum: Ideas and Game Features
Topic: Dialog feature
Replies: 8
Views: 7310

Re: Dialog feature

I always had a few additional though about this topic, bascially exactly those you both already mentioned. In my oppinion, dialogs reflect the best way on giving background informations on anything that happens or will happen (or happened in the past). Basically, the dialog system would be almost th...

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