Search found 718 matches

by guo
Wed Mar 22, 2017 12:21 am
Forum: Q&A Discussion
Topic: Change hero order but main hero 1st in caterpillar
Replies: 6
Views: 1305

Change hero order but main hero 1st in caterpillar

Any ideas for this? You can arrange your party however you wish, but the protagonist is still the lead walkabout in the caterpillar outside of battle. Short of removing caterpillar and giving all heroes the same walkabout, I can't think of a workaround at this stage outside of extensive before and a...
by guo
Wed Mar 08, 2017 10:20 am
Forum: Game Discussion
Topic: Bale dev log
Replies: 74
Views: 19097

Experimenting with battle systems. Experiment #43: The random encounter system was ok but it didn't fit with the type of maps and enemies I have designed. For now I have gone back to hand scripting events with some light respawning and randomisation. It feels right. That isn't to say, however, that ...
by guo
Wed Mar 01, 2017 1:05 am
Forum: Game Discussion
Topic: Bale dev log
Replies: 74
Views: 19097

Fishing for ideas: -Do I have formation zones throughout the entire map, or only on certain marked areas? Or something else? -Will there be "safe zones" that will decrement the random encounter frequency? -Equippable items that prevent certain enemies from showing up in the formation? Brai...
by guo
Tue Feb 28, 2017 12:40 am
Forum: Game Discussion
Topic: Bale dev log
Replies: 74
Views: 19097

Removed the enemy spawning system. Was too clunky and prone to pathing/obstruction issues. Went for an optional random encounter system. Under Options, the player can set 4 levels of random encounter frequency: Off Normal Hard Brutal Here are the scripts: #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~...
by guo
Mon Feb 20, 2017 10:22 pm
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12931

One way walls, amazing.
by guo
Mon Feb 20, 2017 1:09 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

Due to the complexity of the maps I am running, I've decided it's going to be far to time consuming to implement this feature the way I envisioned. I'm going to approach it differently, perhaps just having certain "areas" of hostility with roaming enemies. Thanks to those who took the time...
by guo
Mon Feb 13, 2017 10:40 am
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12931

In fact I rescued 23 downloads
That sounds interesting. Could I trouble you for a list of what game files you found? I'm sure I had some old stuff on there.
by guo
Sat Feb 04, 2017 8:57 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

And I meant the "set battle countdown (random (40, 80))" inside the for loop. Since it makes multiple attempts to spawn an enemy, to be totally correct you should reset the counter if all of them fail rather than if any of them fail, by moving it out of the for loop... if I understand the...
by guo
Fri Feb 03, 2017 7:39 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

You misunderstood; " x_dir := 0, y_dir := 0 " should be before the switch but inside the for loop. Makes sense, cheers. You're still not using x_dir, y_dir correctly, since they're relative positions. But that's easy to fix: just add the player X and Y position to them after the switch lo...
by guo
Thu Feb 02, 2017 3:04 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

Thanks Foxley. I think that makes the most sense going forward. Also, thankyou James.
by guo
Thu Feb 02, 2017 2:28 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

hero X (who) Returns the specified hero's X position in tiles. Note that a hero's tile is the tile its top left corner is on. Does this take into account the foot offset? Also, Could I use a switch such as: switch(hero x (me), hero y (me)) do &#40...
by guo
Thu Feb 02, 2017 12:40 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

So you're not going to check that there aren't any walls between the hero and the spawn point, you're just going to mark in the map editor those areas that are safe to spawn? Basically I'm going the zone route because it lets me control from which list of enemies to spawn. Eg, if the script checks ...
by guo
Wed Feb 01, 2017 8:41 pm
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

Thanks TMC. Yea, I won't check walls atm - Could be a pain if there's say a solitary rock in an otherwise empty field that stops an enemy from spawning. That script is rudimentary, however. After testing, I'll see if it's not worth adding the wall check after all.
by guo
Wed Feb 01, 2017 12:33 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

Rudimentary script banged out, to be run as an instead of battle script. plotscript, enemy spawner, begin variable (x_dir, y_dir, enemyzone, enemyspawn) for (attempt, 1, 20) do( # try 20 times switch(random(1, 8)) do( ca...
by guo
Wed Feb 01, 2017 12:04 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

I have a day off today, so I can actually work on this. I'll be spilling stream of consciousness and "planning" stages here: Several scripts will be required, named conveniently so that other scripts can call on them when required. -battle counter hits zero, instead of battle script is tri...