Search found 135 matches

by nemesis
Mon Jul 18, 2011 6:15 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 point at lets say (4.995, 3....
by nemesis
Mon Jul 18, 2011 4:44 am
Forum: Design
Topic: July 2011 Development Release
Replies: 14
Views: 12645

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 4:29 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 2:37 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 1:28 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 11:30 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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, 0.6); -- ...
by nemesis
Fri Jul 08, 2011 8:35 am
Forum: Artwork
Topic: More artwork.
Replies: 2
Views: 3389

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 3:30 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4752

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 3:19 pm
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5716

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 2:49 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4752

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 1:53 pm
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4752

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 10:37 am
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5716

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 9:53 am
Forum: Artwork
Topic: Soldiers cheap variations
Replies: 10
Views: 5716

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 6:24 am
Forum: Technical Issues
Topic: Compiling map.cpp forces a complete rebuild
Replies: 7
Views: 4752

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 1:30 am
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 elements in...
by nemesis
Tue Jul 05, 2011 3:36 pm
Forum: Design
Topic: July 2011 Development Release
Replies: 14
Views: 12645

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 9:26 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 13396

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 3:24 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 13396

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 1:18 am
Forum: Programming
Topic: New Programming Contributor
Replies: 25
Views: 13396

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 1:48 pm
Forum: Programming
Topic: Map Code: Ideas, suggestions, improvements
Replies: 42
Views: 20732

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 are moving away from en...