1. Balenfaire
- Posted by Lewis Townsend <keroltarr at HOTMAIL.COM> Jun 30, 1998
- 505 views
Salutations, (is this getting old yet?) >Oh, and change rand(320) to rand(640)... :) I thought it strange that lightning never struck on the right side of the screen ;) >it's still basically the same. Let me know what you think of it. I like it, the lightning sometimes looks weird when there is a whole lot of it (maybe rand(640) will fix that), but most of the time it looks cool! One thing that I think would make it better is if the flashes would illuminate clouds and/or scenery. This would probalbly need the use of bitmaps though, just in case you have something against that ;) >Vector is easier to spell... ;) Most of the names and words that I make up are kinda weird like that. ;) >The animation for the guy swinging the sword could be a bit >better. It looks like he just pokes it forward. Maybe >something more like what Yeah, I plan on totally redoing the sprites. Maybe using that cool sprite editor (Einar's?) but I don't know how to read the files. Maybe it's documented but I don't think so. > ^--> Shield blocks his left side (if he has one) while attacking > >Ok, well the first thing should be a better attack.. the shield would be >more complex for the rotation model you use. (That would make some >interresting battles, I suppose...) Maybe you could swordfight like Luke >and Darth Vader.. Use swords to block other swords... I thought about that but I may not get around to it until I get a lot of other stuff done. >Oh well, just ideas... Get a demo with an environment you can move around >in with objects in his way first. (And adopt a fast graphics engine.. Mode X ? >black boxes around your guy don't look right. :) I plan on fixing that. >Oh, and a better looking (but same functionality) delay routine: > >procedure delay() > atom oldtime > oldtime = time() > while oldtime = time() do end while -- Wait until clock updates >end procedure >tick_rate(100) -- 100 frames per second! OK, I'll try that, It might run smoother too. >PS: I don't remember what version of Vector you have. The current version >you change secondary weapons with the SHIFT key and fire them with CTRL. I must not have the current version. >It's akward, so I need to find better keys. I'll work on it tonight. Actually I like it that way: in games where you can change the key config, I usually change it to something like that (ctrl, alt, shift and arrow keys). Maybe you should set Vector up so that the user/player can configure the keys. Hey, make save/load game options too ;). PS- I don't have a "daily update" for Balenfaire today. I got a lot of coding done but nothing that actually changes the way it looks Sincerely, Lewis Townsend |\ ____ _ _ _ _ __ | \ | __/ || / | // || / __ \ | \ ||_ || //|| // || ||__\| | \ | _| || // || // || \___ \ | |\ \ ||__ ||// ||// || |\__|| | | \ \|___\ |_/ |_/ || \____/ | | \ \ _____ _______ | | \ \ | __ \ | _ _ | | | \ \ ||__|| |/ | | \| | | \ \ | __ / | | | |______\ \ || \\ | | |___________\ || || |_| Keroltarr at hotmail.com ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com
2. Re: Balenfaire
- Posted by Robert B Pilkington <bpilkington at JUNO.COM> Jun 30, 1998
- 507 views
>>Oh, and change rand(320) to rand(640)... :) > >I thought it strange that lightning never struck on the right >side of the screen ;) So did I. Then.. "Duh! I'm using mode 19, that has 640 pixels across!" So I fixed it. >>it's still basically the same. Let me know what you think of it. > >I like it, the lightning sometimes looks weird when there is >a whole lot of it (maybe rand(640) will fix that), but most of >the time it looks cool! One thing that I think would make it >better is if the flashes would illuminate clouds and/or scenery. >This would probalbly need the use of bitmaps though, just in >case you have something against that ;) There's a point that has the maximum number of forks: if length(lightning) <= 20 then (Or something like that) Change 20 to a smaller number. (This was put in to keep the recursion of Create_Lightning() from potentionally locking the computer up.) As for the scenery, I thought of that too, but I'd have to redraw it each time. (I could do a memcopy. But what about when I turn it into a Win32 screen saver?) I draw black in place of the lightning to erase it... But wouldn't it be cool to have lightning strike a building and watch it burn down? :) >Yeah, I plan on totally redoing the sprites. Maybe using that cool >sprite editor (Einar's?) but I don't know how to read the files. >Maybe it's documented but I don't think so. You can always look at Hayes to see how it's done... >I thought about that but I may not get around to it until I get >a lot of other stuff done. Well, those are the advanced feature ideas that I just want you to keep in mind for when the game is underway a good bit. Early versions should focus on implimenting major features. >Mode X ? I don't know too much about the graphics engines. There was a discussion sometime back, but I lost it. >I must not have the current version. I just fixed the keyboard setup to what I think is the best I can do: SHIFT -> Change weapon ALT -> Fire secondary weapon SPACE -> Fire main weapon The only problem is that on most keyboards, UP, LEFT (or is it right?), and ALT don't work together. ALT isn't detected. (Some keyboards have UP, LEFT, SPACE conflicting also.) Want the current version? (I'm guessing "Yes", but.. :) >It's akward, so I need to find better keys. I'll work on it tonight. > >Actually I like it that way: in games where you can change the key >config, I usually change it to something like that (ctrl, alt, shift >and arrow keys). Maybe you should set Vector up so that the user/player >can configure the keys. Hey, make save/load game options too ;). The SHIFT and CTRL keys were just too far away.. Nobody really liked it. The current setup should work good. I'm more comfortable and responsive with it. _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866]
3. Re: Balenfaire
- Posted by Lewis Townsend <keroltarr at HOTMAIL.COM> Jun 30, 1998
- 510 views
Salutations >So did I. Then.. "Duh! I'm using mode 19, that has 640 pixels across!" you mean mode 18? Mode 19 is 320 x 200 x 256 >Want the current version? (I'm guessing "Yes", but.. :) Sure. >The SHIFT and CTRL keys were just too far away.. Nobody really liked ^^^^^ ^^^^ Umm, on my keyboard they're right next to each other. Sincerely, Lewis Townsend |\ ____ _ _ _ _ __ | \ | __/ || / | // || / __ \ | \ ||_ || //|| // || ||__\| | \ | _| || // || // || \___ \ | |\ \ ||__ ||// ||// || |\__|| | | \ \|___\ |_/ |_/ || \____/ | | \ \ _____ _______ | | \ \ | __ \ | _ _ | | | \ \ ||__|| |/ | | \| | | \ \ | __ / | | | |______\ \ || \\ | | |___________\ || || |_| Keroltarr at hotmail.com ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com
4. Re: Balenfaire
- Posted by Einar Mogen <nord.staernes at ROLLAG.MAIL.TELIA.COM> Jul 01, 1998
- 524 views
>Yeah, I plan on totally redoing the sprites. Maybe using that cool >sprite editor (Einar's?) but I don't know how to read the files. Maybe >it's documented but I don't think so. I intended to document it later, but I of course have not gotten there yet. It's quite simple, tho, it uses HHS sprite format. Include the file "loadsp.e" in your program, then call the function SPRT_load_all() something like this: images = SPRT_load_all("sprites.spr") Now images will contain all the images in sprites.spr, in the same order as you see them in my sprite editor. Now, what is this game you are working on? I've been away for some days, and my modem crashed, so I have no idea what "Balenfaire" is. Explain please. It sorta sounds like a RPG. Einar
5. Re: Balenfaire
- Posted by Robert B Pilkington <bpilkington at JUNO.COM> Jun 30, 1998
- 516 views
>>So did I. Then.. "Duh! I'm using mode 19, that has 640 pixels >across!" > >you mean mode 18? Mode 19 is 320 x 200 x 256 ^^^ Should be 8, (8 bits per pixel), although that's probably acceptable. Ok, then... "Duh! I'm NOT using mode 19, that's the one that has 320 pixels across!" :) Or I was thinking 18, but my finger hit 9 instead. (Probably the reason. A typo. Trust me. ;) They're right next to each other, you know. Mode 18 is 640x480 16 color. (640x480x4) >>Want the current version? (I'm guessing "Yes", but.. :) > >Sure. Good thing I didn't attach it there. Not everybody wants an .EX file without it's includes. :) It's attached in a private message to you, just VECTOR.EX and VECTOR.TXT. > >>The SHIFT and CTRL keys were just too far away.. Nobody really liked > ^^^^^ ^^^^ >Umm, on my keyboard they're right next to each other. Too far from the spacebar (main fire). I know close, but the at the edge of the keyboard, it just feels that way. For some reason, human response time to fire a weapon using CTRL isn't fast enough. ALT seems easier to press with the current control set I use. PS, that last message from me wasn't meant to be on the listserver... (didn't know he replied back via listserver), but I didn't change it to Lewis's address because I had to clear up the typo.. :) _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866]
6. Re: Balenfaire
- Posted by Lewis Townsend <keroltarr at HOTMAIL.COM> Jul 01, 1998
- 486 views
Salutations, <--is this getting old yet? >I intended to document it later, but I of course have not gotten there yet. >It's quite simple, tho, it uses HHS sprite format. Include the file >"loadsp.e" in your program, then call the function SPRT_load_all() something >like this: "loadsp.e" is in your sprite editor package? (don't have it here at work so can't check yet) >images = SPRT_load_all("sprites.spr") >Now images will contain all the images in sprites.spr, in the same order as >you see them in my sprite editor. cool! >Now, what is this game you are working on? I've been away >for some days, and my modem crashed, so I have no idea what >"Balenfaire" is. Explain please. It sorta sounds like a RPG. You're correct rigth down to the "sorta" part. It's really going to be less of an rpg than DIABLO is: Balenfaire is a top down action/rpg: action...because you directly control the hero's movements with the keyboard rpg......because the hero's experience increases and makes him/her faster, stronger, etc. Balenfaire will have: 36 direction scrolling up to 7 or more playable characters a map with dozens of levels (towns, dungeons, castles, etc.) to run around in and fight monsters. In each castle, a hero/heroine resides; when you find and defeat him/her, he/she joins your group and you can play as him/her. Maybe in the later versions, your group members will run around with you in the levels and help you fight. Maybe you'll be able to split forces and two goups or more in different areas. That would bring in a sense of strategy (which would be good I think). History: Upon Balenfaire the planet sits Balenfaire the continent. On this continent sits Balenfaire the country. In this country is a lake called Balenfaire lake and in the lake is an island city called Balendarral. Balendarral is the capital city of the Elves. Balendarral is ruled by Quintali the queen; daughter of the late king, Quintarr. Quintarr's death is a freak accident that Quintali believes is a conspiricy of Green Cap, the king's closest friend and general. Quintali kills Green Cap so his family and friends flee to the forest for refuge. Green Cap's son, Green Cap, takes his father's legendary magical hat and prepares to avenge his fathers death... even though he is secretly in love with Quintali. On his way, Green Cap discovers the sinister cause of Quintarr's death and his mission changes dramatically... but he still must defeat Quintali and convince her of the truth. ... there is much more ... OK, maybe I got a little dramatic but the story line is the center of a good game. If you want to check out my demo and didn't catch it the first time, I'll send it to you (and anyone else that wants it for that matter). I saw your question about the facing function. If Pete's solution is faster than any with trig functions then I can't do any better... Wait I have an idea! OK, don't wait, I'll send it in another post Sincerely, Lewis Townsend |\ ____ _ _ _ _ __ | \ | __/ || / | // || / __ \ | \ ||_ || //|| // || ||__\| | \ | _| || // || // || \___ \ | |\ \ ||__ ||// ||// || |\__|| | | \ \|___\ |_/ |_/ || \____/ | | \ \ _____ _______ | | \ \ | __ \ | _ _ | | | \ \ ||__|| |/ | | \| | | \ \ | __ / | | | |______\ \ || \\ | | |___________\ || || |_| Keroltarr at hotmail.com ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com