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Battle movement completed, going forward

At 20,630 lines of C/C++ code, I'm sure getting some really interesting things to happen. That's not actually very many lines of code despite what Vegeta would tell you. Anyway, you can move and run (double tap left or right to run in that direction) somewhat fine and smoothly. It feels really great actually, it's a bit loose and the sprite is always animated.

Battles take place on separate maps which act as the backdrops for whatever area you are in. Fun multi-person battles are hard to have anywhere on normal maps. That's not all, I can put whatever I want in these battle maps. It would be easy to implement destructible objects and traps to watch out for (just like Smash Bros.) that fit the area you are currently in. If I can offload object meshes to ODE somehow, I can even have Havok-like physics take over for things on the map. That would be too involving though, and I'd think ruining a library would still be fun with conventional game physics.

This is where the action in my game takes place so I need to be careful and put lots of effort into it. All this other stuff was just stuff you had to have in order to explore and manage your team.

Posts

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Neat! Destructible environments sounds pretty cool. Keep going dude, this is one of my most anticipated projects.
This sounds great, can't wait to try it.
"dude?"

I actually hope to get it so that you'll enter random battles and immediately the victory condition will happen so you'll get 0EXP and 0SP, then be returned to the original map without any loss of event states. This should be implemented before I continue making the battles themselves, lots of really nasty glitches can happen if you don't properly maintain the state of the previous map (which is hard in Acknex because loading a new map wipes out anything on the previous one).
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