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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 05:57:44 am    Post subject:

programming the events is going to be a nightmare lol Neutral
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Oct 2008 07:36:51 am    Post subject:

Oh, Trust me, I know. I have played through the game before, many times, and beat them without the use of cheats and such. Razz
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 10 Oct 2008 07:36:54 am    Post subject:

*snickers* So many fond memories of the entirely-too-long walk back to Oak's... :P

This is just getting cooler and cooler. Have you made any progress on the battle system since last? I don't even know how you're going to handle battle triggers (trainer battles)... are you going to have to...no, that wouldn't work.

What I was thinking of was, I assume you currently have a list of "active spots," that refers to another chunk of code if you're on one. I was thinking of hardcoding the active spots, but would that work after the trainer battle, or for when you're talking to them...or if you want them to turn...?

Keep up the good work.
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 09:09:18 am    Post subject:

*idea*

load event trigers to the graph screen and test them whit pxl-test!
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 10 Oct 2008 01:38:38 pm    Post subject:

But he's on the home...but pxl-Test doesn't...does pxl-Test show the graphscreen? That would be genius if it didn't.
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 02:05:23 pm    Post subject:

that was exacly my thougth...

*goes to test*

edit: w00t, it works

*goes to requist pxl-test-based-hit-detetion-while-showing-graphics-on-homescreen-routine at celtic topic*


Last edited by Guest on 10 Oct 2008 02:08:55 pm; edited 1 time in total
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Oct 2008 02:06:23 pm    Post subject:

Honestly, I have no idea. I have used pxl-test absolutely 0 times, since I have never needed it in any of my games.

It is something to look into though.
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 02:09:12 pm    Post subject:

it WORKS
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Oct 2008 02:18:41 pm    Post subject:

Only one catch.

One would have to unarchive, and recall that pic. Recalling that pic will cause it to pop up anyways. :/
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 02:28:13 pm    Post subject:

uhm... you load the data when changing maps...
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 10 Oct 2008 02:58:39 pm    Post subject:

But, when you talk to an NPC, it overwrites the graphscreen. I will keep in mind your suggestion, for the moment, I will leave it as list form. It is easier to keep track of data that way, instead of checking if a pixel is on or not in a specific spot.
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 10 Oct 2008 04:02:28 pm    Post subject:

its probaly the fastest way of checking events, thougth

2nd fasters way would probaly be... equation vars
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 11 Oct 2008 12:40:55 am    Post subject:

Elaborate?

EDIT: Verb, not adjective.


Last edited by Guest on 11 Oct 2008 12:41:08 am; edited 1 time in total
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 11 Oct 2008 04:37:48 am    Post subject:

if u <--- conditions to be checked in u, someting like y=whatever and x=whatever
*event prog*

it is slower whit lists, because list size is undefined

if Y=eventY and X=eventX <-- slower when the list size is.. say.. <4
*event prog*
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tifreak8x


Elite


Joined: 27 Aug 2005
Posts: 956

Posted: 13 Oct 2008 08:57:10 am    Post subject:



This is the new Event engine, it uses lists to tell the NPC and Char where to go. I could totally make the game out of just this... just let the players suffer through it playing all by itself... BWHAHAHAhahaha... *cough-hack*

Anyways..

These show that you can enter either of the two * and still make it to the door. I still have a couple things to add. Like 1, make it so that you don't force Prof. Oak up the front of his lab, and 2, see about adding in the door/stair detection at the end of the loop, so that it actually will see it.
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 14 Oct 2008 07:24:13 am    Post subject:

Sweet. Hack potential is enormous--tool-assisted-speedrun doesn't quite cut it anymore.
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 15 Oct 2008 12:52:35 pm    Post subject:

Cool. All BASIC pure almost I think. Only a program to archive, unarchive programs with data or extra instructions, right?

What a pain a so big project in BASIC. It looks very cool by the way but BASIC... well, just the speed blows almost all!

How much KB of data you have right now? O.O

[sarcasm]The unarchive and archive will deteriorate the flash like no other program will![/sarcasm]
PS: do not follow the sarcasm comment by heart. But is true that it is very aggressive to flash...


Last edited by Guest on 15 Oct 2008 12:56:33 pm; edited 1 time in total
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 15 Oct 2008 02:43:31 pm    Post subject:

Actually, the program he uses merely copies the program from archive, so it doesn't wear down the flash. Smile
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 15 Oct 2008 03:10:19 pm    Post subject:

My mouth is stuck in a smile. It has been for three days, since I viewed that screenshot.
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angel14995


Member


Joined: 13 Oct 2007
Posts: 181

Posted: 15 Oct 2008 03:29:40 pm    Post subject:

Must... restrain... happiness....

Awesome screenies thus far. Keep it up.
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