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in more important news Pillars of Eternity is out today
Been playing this lately. It's pretty difficult but I guess that's why I chose hard mode, right? My main character is a Chanter (Bard). I only have four members in my party so far: chanter, warrior, priest, and wizard. I haven't hired any custom-made heroes because I figured my first time through should be with the story-related characters.
Battledome Alpha
author=kentona
I implemented saving Friday afternoon. It was surprisingly simple... Java has come a long way in file operations since v1.1! I just made serializable classes and used basic output steams to save your battler to a file for now. I'll upload the latest version soon.
I actually avoid serializing objects. It gets really messy when I make updates to a game and those objects no longer match the current objects in the game. It's much safer to save straight data and build new objects from those.
[Poll] Using Chiptunes, 8bit or 16bit Music in New RPGs
author=Housekeeping
If the aesthetics don't match the chiptunes, they'll feel out of place, just like if you put traditional orchestration behind the first dragon warrior, it wouldn't make sense to us.
This is a horrible example, because Dragon Quest music has always been baroque symphonies done in chiptune, and translates fantastically to actual orchestration.
Ah... Nevermind. You're talking about the mismatch between graphics and audio. But I'm leaving the rest because it sounds awesome and people should listen.
Battledome Alpha
For saving I just make flat text files. I don't bother encrypting or anything because I don't care if somebody cheats. But this is for single player games... It sounds like you plan on putting this online. If you plan on saving everything server-side, then a database would be a lot cleaner to keep track of all the players. JSON works well.
Battledome Alpha
For turn order it just depends on what you want. I've done ATB like Final Fantasy 4-9, turn-based like Dragon Quest, and turn-based like Final Fantasy Tactics. Basically you just need to decide if you want speed to make entities act first or if you want speed to make entities act more frequently.
I built ability-selection into the abilities themselves. First of all, abilities have a priority attribute, such that the highest priority ability is attempted first. After that, abilities have a conditions attribute, which is just an array of functions that must all return True for it to execute. The functions can be anything, like checking for a cooldown, if there are any status conditions in play, if there are multiple enemies, if the actor's HP is below a certain value, etc, etc. The game this was for was about collecting abilities, so choosing abilities for -when- they'll be used was equally important to what the ability actually did. If your game has fewer abilities, you might want to make the conditions/priority adjustable by the player.
My damage formula just looks like this:
The Power being the strength of the ability, like 1.0 or 1.5 or 0.5. Modifier being the stat that increases it: attack, magic, whatever. Reducer being the target stat that diminishes it: defense, resist, whatever. You can modify the 100 or 25 in that formula to whatever feels right, but it creates a nice curve. Straight "damage = offense - defense" works just fine too, but it depends on what your goals are. Necropolis used that, for example, but that was because it was built around multi-hitting-but-weak attacks being stronger versus low defense, but ineffective against higher defense values.
Consider implementing saving earlier than later. It can become a headache later on if you don't take care of it now.
I built ability-selection into the abilities themselves. First of all, abilities have a priority attribute, such that the highest priority ability is attempted first. After that, abilities have a conditions attribute, which is just an array of functions that must all return True for it to execute. The functions can be anything, like checking for a cooldown, if there are any status conditions in play, if there are multiple enemies, if the actor's HP is below a certain value, etc, etc. The game this was for was about collecting abilities, so choosing abilities for -when- they'll be used was equally important to what the ability actually did. If your game has fewer abilities, you might want to make the conditions/priority adjustable by the player.
My damage formula just looks like this:
damage = power * modifier * (100 / (25 + reducer))
The Power being the strength of the ability, like 1.0 or 1.5 or 0.5. Modifier being the stat that increases it: attack, magic, whatever. Reducer being the target stat that diminishes it: defense, resist, whatever. You can modify the 100 or 25 in that formula to whatever feels right, but it creates a nice curve. Straight "damage = offense - defense" works just fine too, but it depends on what your goals are. Necropolis used that, for example, but that was because it was built around multi-hitting-but-weak attacks being stronger versus low defense, but ineffective against higher defense values.
Consider implementing saving earlier than later. It can become a headache later on if you don't take care of it now.
Battledome Alpha
Look at you, actually using your computer science education. I dig it. I don't know how far along you are, but if you need ideas on how to go about making certain things, I've done a lot of work with simulators like this and have probably already solved whatever problem you end up encountering.
Whatchu Workin' On? Tell us!
author=CashmereCat
@JudeWhoa what the heeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeasidjgoaisdjogiasjdgasodijgaosidjgaosidjgd
That is beyond amazing, it's so smooth. Mouse support always seems a bit finnicky for me though in tile-based systems, but still, the rain effects and everything are utterly spectacular.
You can play it with a keyboard/joypad too. Well, mostly... It doesn't work for menus yet, but that's a design issue and not a programming one so it will wait until everything else works and I can actually design proper menus.
author=kentonaauthor=JudeNow that you've shown it off and gotten rave feedback, are you going to abandon it?
Just been messing around with some stuff lately. Not for anything specific, but some minor feature expansion to my RPG engine.
webm
Yes.
[Done] The Great RMN Migration
author=Max McGee
The server change is an instance of change so invisible and intangible that even I am comfortable with it.
Thank goodness.
Whatchu Workin' On? Tell us!
Just been messing around with some stuff lately. Not for anything specific, but some minor feature expansion to my RPG engine.
webm
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