One Day, We May Yet Learn To Forgive dev thread

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Re: One Day, We May Yet Learn To Forgive dev thread

Post by pjbebi »

awesome! Can't wait to play it.
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

I just want to work on graphics stufffffffffffff
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and try to do what the first two ecco the dolphin games did with caves and stuff; the "tree roots" are a low priority to get looking nice, unfortunately
and try to do what the first two ecco the dolphin games did with caves and stuff; the "tree roots" are a low priority to get looking nice, unfortunately
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

The ba'Rebeca twins and their dog, henceforth known as N/S/A, have a Light spell that when used in battle, gives everyone the Blind status. Outside of battle, they bring a scroll of Light as an item. When this item is used, any and all secret passages are revealed and turn into Rainbow Road. N/S/A doesn't need to be in the party for the scroll to be used.

This scroll needs to be used again every time the player character goes through a door.
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the arrows tell you where doors are, blinking ones are where the story progresses; they point toward the exit because this is the tutorial dungeon
the arrows tell you where doors are, blinking ones are where the story progresses; they point toward the exit because this is the tutorial dungeon
ODWMYLTF0034.gif (3.01 MiB) Viewed 1574 times
What happens when you use the Light Scroll outside of maps with secret passages.
What happens when you use the Light Scroll outside of maps with secret passages.
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

BUT WAIT THERE'S MORE

* Liza ba'Tabitha is working on a Teleport spell. Her prototype allows the player to teleport to the beginning of dungeons.
* The minimap brings up a map layer, hidden behind a backdrop, that maps to where the player can and can't walk... with the exception of secret passages, of course. It also shows you where doors link to, and where the exit of the map is.
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Eventually there'll be a tree here.
Eventually there'll be a tree here.
ODWMYLTF0032.gif (663.39 KiB) Viewed 1568 times
yes it looks janky as hell, but fixing it's low priority at the moment
yes it looks janky as hell, but fixing it's low priority at the moment
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Bob the Hamster »

These are cool spells!
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

There's a content warning/18+ only warning that displays when you first play the game.
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This .gif is a message... and part of a system of messages... pay attention to it!
This .gif is a message... and part of a system of messages... pay attention to it!
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

the light spell now persists across doors and saving/loading; it shuts off when you enter an "outdoor" map
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Really hope Alici's visible against dark brown environments...
Really hope Alici's visible against dark brown environments...
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

Today in implementing new graphics features: buildings disappear when you walk behind them and reappear when you walk back in front, allowing you to see more in towns. Credit goes to Artimus Bena for helping me out a ton with this.
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this debug example is with 20 * 20 px tiles; it'll actually be used for 10 * 10 px ones
this debug example is with 20 * 20 px tiles; it'll actually be used for 10 * 10 px ones
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

coming back to things that you did several months ago and didn't comment properly sure is a feeling, as is knowing you'll need to pare back in order to meet a deadline
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Bob the Hamster »

Code: Select all

# good comments are a love letter to your future self
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

^ were attack descriptions introduced in hrodvitnir, I only just now started using them and it's a much better way to organize things in the attacks menu than naming things "STMSW1CRHT"

So. One of the things I wanted to implement in my game was for dead enemies to leave corpses in the field, which is done through transmogrification. Unfortunately, while the dead versions of enemies can't be targeted by the player, attacks made against an enemy that dies before the other attacks are resolved still occur. Since I don't want to recreate the "Ineffective" attacks bug/feature from the NES Final Fantasies, each attack made on enemies has two dummy attacks that go before it: the first is for the player to choose their target directly, and uses chaining to either the actual attack, or if the enemy's dead, to a second dummy attack that randomly chooses another target. If the attack hits all enemies, then the second dummy attack is still there, but it prevents the actual attack from hitting the dead enemy.

Why does that work?

Also, why did I make it so that the first attack in the chain deletes stored targets, but later on in the chain it stores the target.
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every enemy has their own death transmogrification, because battlescripting doesn't exist and as such there are no subscripts/subroutines/functions that could do that for multiple enemies
every enemy has their own death transmogrification, because battlescripting doesn't exist and as such there are no subscripts/subroutines/functions that could do that for multiple enemies
ODWMYLTF0041.gif (472.89 KiB) Viewed 1477 times
the backdrop made from upscaled wall and floor tiles is temporary.... if I have enough time to draw something better
the backdrop made from upscaled wall and floor tiles is temporary.... if I have enough time to draw something better
ODWMYLTF0048.gif (1.74 MiB) Viewed 1477 times
What are "PriWpnType" and "SecWpnType"? Don't worry about it.
What are "PriWpnType" and "SecWpnType"? Don't worry about it.
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

Two new features:

- Don't feel like fighting enemy encounters in dungeons? There's an option for making them not occur.
- Immediately before boss fights, "the flames of destiny" appear to give you a quick opportunity to heal up, change your equipment, and save. It also prevents you from running away. It also also means pre-boss cutscenes don't have to replay every time you reload the game! Talk to the boss again and the fight begins.
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the glimmers were shortly afterward changed to rainbow ants
the glimmers were shortly afterward changed to rainbow ants
ODWMYLTF0051.gif (3.68 MiB) Viewed 1440 times
current placeholder animation is done by NPCs confined to one tile and set to wander. NOTE TO SELF at some point learn enough slices to use kiefkrack's animation handler they offered you
current placeholder animation is done by NPCs confined to one tile and set to wander. NOTE TO SELF at some point learn enough slices to use kiefkrack's animation handler they offered you
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

Enemy difficulty (read: how high their stats are) can now be changed at any time in the options menu.
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also enemy stats for non-bosses are slightly randomized
also enemy stats for non-bosses are slightly randomized
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Hedera »

A very unfortunate graphical glitch has been found, involving the light scroll and entering/leaving a battle. Essentially, what happens is that if the light scroll is used, it makes a map layer (here, layer 6) go invisible; by using it and then fighting a battle, layer 6 reappears and for some reason layer 1 disappears. When this happens, the game still thinks the light's still active, so using it again gives you the "it's already lit" message.

Furthermore, if you run away in the battle, layer 1 doesn't disappear, but layer 6 still reappears and you can't recast light. If enemy encounters are off completely, the glitch doesn't occur at all.

Finally, if the glitch occurs and you go through a door on the same map (haven't tested it with a door to a different map), the glitch goes away and everything looks normal again. Why? Who knows.

Here are the relevant (maybe?) scripts.

Code: Select all

plotscript, light scroll, begin


	switch (current map)
	do	(
    		case (0) show text box (71)	# "There's no need to cast Light here."
    		case (1) show text box (71)	#
    		case (2) show text box (71)	#
		case (3) casting light (6)	# turns the map layer invisible by changing its tileset to an invisible one
    		case (4) show text box (71)
    		case (5) show text box (71)
		case (6) casting light (6)
		case (7) casting light (6)
		)
		
	end
	
	
plotscript, casting light, dummy map layer, begin


	switch (check tag (104))
	do	(
		case (false)	change tileset (19, dummy map layer)
				set tag (104, true)
		case (true)	show text box (73) 			# "you already casted it nerd"
		)

	end


plotscript, light already cast, dummy map layer, begin	# autorun script for indoor maps
	

	if (check tag (104))				# has light been cast?
	then	(					#
		change tileset (19, dummy map layer)	# then recast it as needed
		)
	
	end


plotscript, light goes out, begin	# autorun script for outdoor maps


	if (check tag (104))		# has light been cast?
	then	(			
		set tag (104, false)	# then shut it off
		)
	
	end


plotscript, the pillar worker enc, begin
	
	
	wait for mm close
	enemy random stats (16, 19, 13)	# base enemy = tame version, add 1 or 2 to get wary/fierce versions
	from enc group (3, 5, 41)
	
	end


plotscript, the pillar soldier enc, begin
	
	
	wait for mm close
	enemy random stats (16, 19, 13)
	enemy random stats (25, 26, 22)
	from enc group (6, 9, 41)
	
	end
	
plotscript, enemy random stats, dummy enemy range lb, dummy enemy range ub, base enemy, begin


	# This script takes the stats from a base enemy, and gives them to the versions of that enemy that appear in battle.
	# Health and Tech are randomized between 1x the initial value and 1.2x + 1; the other stats are either randomized
	# between 1x and 1x + 2, or not randomized at all. "multdiv (base #, 6, 5)" is used for health because "base # * 1.2
	# + 1 doesn't work, because something something floating point.

	variable (i)			# dummy indices
	variable (j)			#
	variable (k)			# insert quaternion joke here
	
	k := base enemy				# "base enemy" refers to the tame version
	if (check tag (2) == true)		# if tag 2 is off, then it uses the tame stats
	then	(				#
		switch (check tag (3))		#
		do	(			#
			case (false)	k += 1	# tag 3 off => wary
			case (true)	k += 2	# tag 3 on => fierce
			)
		)

	for (i, dummy enemy range lb, dummy enemy range ub)
	do	(
		for (j, 0, 1, 1)				# Health and Tech are randomized between 1x and 1.2x
		do	(
			set enemy stat (i, j, random (get enemy stat (k, j), multdiv (get enemy stat (k, j), 6, 5)))
			)
		set enemy stat (i, 2, random (get enemy stat (k, 2), get enemy stat (k, 2) + 2))	# Primary's random
		for (j, 3, 5, 1)						# Hit %, Secondary, and Critical % aren't
		do	(
			set enemy stat (i, j, get enemy stat (k, j))
			)
		set enemy stat (i, 6, random (get enemy stat (k, 6), get enemy stat (k, 6) + 2))	# Skill is
		set enemy stat (i, 7, get enemy stat (k, 7))						# Defense isn't
		set enemy stat (i, 8, random (get enemy stat (k, 8), get enemy stat (k, 8) + 2))	# Speed is
		set enemy stat (i, 9, get enemy stat (k, 9))						# Item % isn't
		)
		
	
	end
	
plotscript, from enc group, dummy lower bound, dummy upper bound, dummy formation background, begin
	
	
	# This script is for alternating groups of enemy encounters. Enemy NPCs on the map appear based on whether tag 8 is
	# either off or on, depending on the group. When the battle's triggered, it switches from one group to the other.
	
	variable (dummy randnum)						# This is to ensure that the same random
	dummy randnum := random (dummy lower bound, dummy upper bound)		# number's used for both set formation
	switch (check tag (8))							# background and fight formation.
	do	(								#
		case (false) 	set tag (8, 1)					#
		case (true)	set tag (8, 0)					#
		)								#
	resume npcs								#
	if (check tag (9) == false)						# This is to see if you're even fighting
	then	(								# enemy encounters
		set formation background (dummy randnum, dummy formation background)
		fight formation (dummy randnum)
		)
	end
	
plotscript, wait for mm close, begin
	
	
	# This is so that battles aren't triggered should an NPC move into an adjacent tile while the main menu's active.
	
	if (npcs are suspended == true)
	then	(
		wait for menu (find menu id (0))
		)
		
	end		
This is all in vanilla Hrodvitnir, by the way. I have no idea if running this in a nightly would change anything. Update: ran it in the june 28 nightly and it still happens, exactly as in hrodvitnir

update 2: this still happens when enemies are fought as random encounters, using sets of formations and the walking back and forth. it's definitely the battles themselves

why is this happening. how do I prevent it from taking place.
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The glitch, in all its glory.
The glitch, in all its glory.
ODWMYLTF0058.gif (1.6 MiB) Viewed 1411 times
Ending the battle by running away stops layer 1 from disappearing
Ending the battle by running away stops layer 1 from disappearing
ODWMYLTF0059.gif (1.36 MiB) Viewed 1411 times
Not actually going into battle doesn't trigger the glitch?
Not actually going into battle doesn't trigger the glitch?
ODWMYLTF0060.gif (1.85 MiB) Viewed 1411 times
Going through a door on the same map undoes the glitch
Going through a door on the same map undoes the glitch
ODWMYLTF0061.gif (2.3 MiB) Viewed 1411 times
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Bob the Hamster
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Re: One Day, We May Yet Learn To Forgive dev thread

Post by Bob the Hamster »

Do you have an "after battle" script trigger? You could check the tag 104 in the after battle script, and if it is on, then you fix the layers
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