Search found 135 matches

by nemesis
Mon Jul 18, 2011 12:15 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

The A+ algorithm was correct, except for the collision detection, which is now fixed. Therefore, the path that is found is correct. However, I try to explain the problem I saw: ⋅ Assume your last point was (4,3) and the next point is (5,4). ⋅ When the sprite is near the next poin...
by nemesis
Mon Jul 18, 2011 10:44 am
Forum: Design
Topic: July 2011 Development Release
Replies: 14
Views: 12283

Re: July 2011 Development Release

Greate. :approve:

Since we do not tag releases it would be nice to give to revision number here. This would help us reacting on feedback I guess.

Therefore:
Release July 2011: Rev# 2023
by nemesis
Mon Jul 18, 2011 10:29 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

Yesterday I fixed some bugs for the path-finding. Basically, the collision check was not performed correctly. -> I switched to using the existing collision detection. However, there is another problems I don't want to discuss now that occured. I put a workaround in the code for path-finding that wor...
by nemesis
Thu Jul 14, 2011 8:37 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

Since I can reproduce this I can work on A) or Bertram will. ;) No I can do this. Unfortunately I didn't have much time the last week. I try to fix pathfinding for the next release and later will work on the dialogs, sprite movement and the bugs we have discovered.
by nemesis
Thu Jul 14, 2011 7:28 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

The first bug also happens for me in windowed mode. I already put it somewhere in the forum here but it is very good for me to know that this happens for other Windows users also. Thanks for this confirmation. :)

This one should definitely be fixed.
by nemesis
Mon Jul 11, 2011 5:30 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

So I would suggest having something like: sprite = ConstructSprite("Karlate", 2503, 242, 8); sprite:SetMovementMode(Map.LISTMODE); moveList = ConstructMoveList(); moveList:AddWayPoint(242, 8, 2000); -- A moveList:AddWayPoint(280, 8, 2000); -- B moveList:SetRandomStop(1000, 3000, 0, 3, 0.3,...
by nemesis
Fri Jul 08, 2011 2:35 pm
Forum: Artwork
Topic: More artwork.
Replies: 2
Views: 3312

Re: More artwork.

When the tile artwork will be as good as your enemy shapes, Allacrost will look really good in the near future :bow: (even better than today ;)).
by nemesis
Wed Jul 06, 2011 9:30 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4603

Re: Compiling map.cpp forces a complete rebuild

So you can change other code that also includes utils.h, like the battle code for instance, and when you re-compile that it does not recompile everything as it does for changing the map code? Yepp, changing files like battle.cpp or main.cpp only cause a compilation of this specific file. But when I...
by nemesis
Wed Jul 06, 2011 9:19 pm
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5536

Re: Soldiers cheap variations

However, I dont' want to see a bunch of different colored slimes and what not in the game already. Me too. Variations of older enemies can come in later chapters, That was exactly what I was thinking about. With changed values for the attributes would lead to completely new enemies for e.g. deeper ...
by nemesis
Wed Jul 06, 2011 8:49 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4603

Re: Compiling map.cpp forces a complete rebuild

I'm using Windows with Code::Blocks. That is where I have trouble. Almost all files include utils.h and have therefore this inclusion. However, I can only tell how it is for me. When changing any file in the map folder all files including utils.h are compiled. If I change the map folder to a differe...
by nemesis
Wed Jul 06, 2011 7:53 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4603

Re: Compiling map.cpp forces a complete rebuild

The problem is <map> from the C++ STL and not our map.h.
by nemesis
Wed Jul 06, 2011 4:37 pm
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5536

Re: Soldiers cheap variations

Thanks for the link. I guess I will try it later for the slimes. :)

Really nice work you all did for Mana. :bow:
by nemesis
Wed Jul 06, 2011 3:53 pm
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5536

Re: Soldiers cheap variations

That's cool. The variations look really nice. I'm completey pro for changing some of the sprites in the opening scene. :) Basically I also wanted to write some post regarding color variations of existing sprites (bascially triggered by a post from lostgarden). I thought about making the green slime ...
by nemesis
Wed Jul 06, 2011 12:24 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4603

Re: Compiling map.cpp forces a complete rebuild

It took the full lunch break ... The reason for this is the line #include <map> in utils.h . The bad point here is that we also have a folder map , and since all source directories are passed as search directories, there is some confusion for the build system. Some file in map was changed -> somethi...
by nemesis
Wed Jul 06, 2011 7:30 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

Just another thing for the maps, since I want to implement this first for the next release. Following some ideas about enemies roaming in a map. Bascially right now, two cases exist. ⋅ Player is in the near distance: The enemy moves directly toward to player. However, if there are blocking...
by nemesis
Tue Jul 05, 2011 9:36 pm
Forum: Design
Topic: July 2011 Development Release
Replies: 14
Views: 12283

Re: July 2011 Development Release

Okay, next Friday sounds good. I will work on the pathfinding. Just remembered of one algorithm I knew. ;)

Details will follow tomorrow in the map improvement topic.
by nemesis
Tue Jul 05, 2011 3:26 pm
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 12879

Re: New Programming Contributor

Thanks for having a look on the change. :) I needed the time for PHASE 1 for the HasStarted() function. Wanted to be sure, that there and in Update() the same time is used. And once I needed PHASE 1, I wanted to keep them together. Okay, when I don't use the time for phase 1 there but a undependentl...
by nemesis
Tue Jul 05, 2011 9:24 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 12879

Re: New Programming Contributor

2) is fixed in Rev #1995. 10 minutes work including testing. Perfect for a short coffee break. :)
by nemesis
Tue Jul 05, 2011 7:18 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 12879

Re: New Programming Contributor

If no body else is assigned to 2) I will fix this. To be honest I wanted to have this fixed long ago since I really didn't like this. And also the next release knocks at our door and this is one issue that really looks bad.

I don't guess it will take some time.
by nemesis
Sun Jul 03, 2011 7:48 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20002

Re: Map Code: Ideas, suggestions, improvements

Basically we can also give NPCs a few more properties. One could be their behavior if enemies next to them. Different options for such a flag can be: ⋅ Fight enemies: Not a real fight but they are moving against enemies rather than standing at a fixed place. ⋅ Avoid enemies: NPCs...

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