Search found 25 matches

by Atypikal_Arkitect
Sat Jul 02, 2016 10:09 am
Forum: Programming
Topic: Project Setup 7/01/2016
Replies: 3
Views: 1046

Re: Project Setup 7/01/2016

I'm using the MinGW that comes bundled with Codeblocks from SourceForge as of 7/01/2016. From the CodeBlocks website it is: NOTE: The codeblocks-16.01mingw-setup.exe file includes additionally the GCC/G++ compiler and GDB debugger from TDM-GCC (version 4.9.2, 32 bit, SJLJ). Let me look at this issue...
by Atypikal_Arkitect
Fri Jul 01, 2016 3:34 pm
Forum: Programming
Topic: Project Setup 7/01/2016
Replies: 3
Views: 1046

Project Setup 7/01/2016

Hey am trying to setup the project. Have followed the instructions and copy pasted the dependancy folder, now have installed the latest code blocks and mingw bundle. Have encountered an issue related to a function in the utils.cpp file: 'NumberToString' was not declared in this scope, and no declara...
by Atypikal_Arkitect
Tue Oct 13, 2015 7:45 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16321

Re: Quick Programming Q & A

Hey I've just started with some scripting and thought this would make for a good question for project newcomers to scripting.

Do you have any best practice advice/tips regarding scripting in the project, and debugging them?
by Atypikal_Arkitect
Tue Oct 13, 2015 7:35 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13295

Re: Character Moves [Suggestions for 0.1]

To the list of moves I'd also add one that does little damage but weakens some stat e.g armour break.
by Atypikal_Arkitect
Fri Oct 09, 2015 10:49 am
Forum: Design
Topic: [Old] 1.0 Release Maps and Scripting
Replies: 43
Views: 23276

Re: 0.1.0 Release Maps and Scripting

We got the editor working on Windows right? Was wondering if the changes have been pushed through? Am getting 'undefined reference' when trying to compile it. Maybe there are some changes I need to make to my local environment? I guess the editor its probably not essential for scripting but very hel...
by Atypikal_Arkitect
Thu Oct 08, 2015 9:14 am
Forum: Design
Topic: [Old] 1.0 Release Maps and Scripting
Replies: 43
Views: 23276

Re: 0.1.0 Release Maps and Scripting

The last one is much shorter and easier to do and is thus much easier for a new scripter to start on.

Dibs! :cool:
by Atypikal_Arkitect
Sat Oct 03, 2015 6:32 pm
Forum: Design
Topic: Character Moves [Suggestions for 0.1]
Replies: 18
Views: 13295

Re: Character Moves [Suggestions for 0.1]

Yep am still here :)

Since we are temporarily on the topic of doing stuff, Roots I remember you mentioning that you needed some help with map scripting. If you have something in mind I could work on a ticket on that + more battle code stuff? Just send tickets my way.
by Atypikal_Arkitect
Sun Sep 13, 2015 10:47 am
Forum: Design
Topic: Player decisions, rewards, and consequences
Replies: 4
Views: 2527

Re: Player decisions, rewards, and consequences

Considering this matter I too am leaning towards an organic approach. Going with an ethos of there's many paths in life, how about this: ⋅ Present multiple dialog options depending on the situation, and instead of using a hard measure, introduce success percentage to each option based on t...
by Atypikal_Arkitect
Tue Sep 01, 2015 4:14 pm
Forum: Design
Topic: Roadmap - Release 0.1.0
Replies: 30
Views: 14028

Re: Roadmap - Release 0.1.0

Someone needs to step up and volunteer to learn and work on map development. This can't continue being something that only I alone am doing. It's a lot of work, and I'm already stretched thin as it is I have no issues in volunteering for this. Not much of an artist, but I've done a bit of 3D level ...
by Atypikal_Arkitect
Sun Aug 30, 2015 6:43 pm
Forum: Programming
Topic: Battle Effects Discussion
Replies: 5
Views: 2309

Re: Battle Effects Discussion

MapEvents has been done well. So I see no issue here :)

Would we be able to have it so effects can be used together create new effects (Magicka style)? E.g hit with water spell then with lightening does more damage.
by Atypikal_Arkitect
Wed Aug 26, 2015 8:52 am
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16321

Re: Quick Programming Q & A

Hey,

I was wondering if I've added a binding to mode_bindings.cpp, how can I test it? In particular for modes that to my understanding are created on the fly like BattleModes.

Thanks,
by Atypikal_Arkitect
Sun Aug 23, 2015 7:40 pm
Forum: Artwork
Topic: Goliath Scorpion Sprite
Replies: 25
Views: 11830

Re: Goliath Scorpion Sprite

I'm liking the transition to bronze. Quite Dune-esque :)
by Atypikal_Arkitect
Fri Aug 21, 2015 5:37 pm
Forum: Design
Topic: Battle UI Improvements (Part IV - Now With Fatigue)
Replies: 38
Views: 8987

Re: Battle UI Improvements (Part IV - Now With Fatigue)

I like the new mock up: ⋅ Feels the least cluttered. ⋅ Smart use of color, and space. ⋅ Using darker variants of bar would probably suffice for showing fatigue graphically. If your considering reducing the space taken up by the portrait the additional space could be giv...
by Atypikal_Arkitect
Tue Aug 18, 2015 10:00 pm
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16321

Re: Quick Programming Q & A

Yep that makes sense :) I've had a go at implementing what you mentioned, and in attempt to find why it wasn't working I attempted to debug it. You mentioned that start runs only once when the event begins, my implementation starts from there. Thing is the BattleEvent create, and the constructor wer...
by Atypikal_Arkitect
Tue Aug 18, 2015 9:45 pm
Forum: Design
Topic: Dungeon Meta
Replies: 59
Views: 12610

Re: Dungeon Meta

Sure, it gives you more buttons to press...but you're always going to have to (optimally) reconsider the state of the battle anyway, so it feels like a false choice. It's also "optional," but, as someone who didn't WANT that option, I kept accidentally opening it during gameplay. I agree ...
by Atypikal_Arkitect
Tue Aug 18, 2015 8:13 am
Forum: Programming
Topic: Quick Programming Q & A
Replies: 29
Views: 16321

Quick Programming Q & A

Having a :huh: moment. Post your programming questions here! I'll start off: In map_events are a number of defined events dialogue, battle etc. That I imagine through map_bindings are translated and used in the lua files. I was wondering where and how dynamic events are processed, and how would you ...
by Atypikal_Arkitect
Sun Aug 16, 2015 8:07 pm
Forum: Design
Topic: Lets talk about stats and formulas
Replies: 16
Views: 4162

Re: Lets talk about stats and formulas

If we're talking about adding separate evade stats to enemies only Yep. So umm.....stamina is pretty much the most accurate word I think exists to represent this trait Sure, just I as a gamer associate stamina with some kind of exertion of effort (like the stamina bar we have) rather than as a form...
by Atypikal_Arkitect
Sun Aug 16, 2015 1:52 pm
Forum: Design
Topic: Lets talk about stats and formulas
Replies: 16
Views: 4162

Re: Lets talk about stats and formulas

Renaming of stamina attribute How about Endurance? Make evade stat numeric instead of a percentage and develop a good formula Will continue to consider the issue. Proposal of separating evade stat into separate physical and ethereal evasion stats I think this would be good for enemies, as it gives ...
by Atypikal_Arkitect
Sun Aug 16, 2015 12:28 pm
Forum: Design
Topic: Dungeon Meta
Replies: 59
Views: 12610

Re: Dungeon Meta

I think the idea of applying fatigue to SP as well seems fine to me. Easier to understand with the player needing to consider to manage fatigue. I'm interested in the implications (particularly at higher levels of play) of removing any wear and tear associated with lower cost spells and damage. Test...
by Atypikal_Arkitect
Fri Aug 14, 2015 2:19 pm
Forum: Design
Topic: Lets talk about stats and formulas
Replies: 16
Views: 4162

Re: Lets talk about stats and formulas

I'd consider accuracy, definitely. I might also consider actually SHOWING your % chance to hit, especially if we want body part targeting to be encouraged. Good idea. Through my first play through I ended up just spammed attacking the head of creeps, so I agree definitely more info needs to be conv...

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