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WGMD battle system demo released
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Nov 24, 2003 11:02 pm    Post subject: Reply with quote

Sorry for the late reply (hey, my harddisk just went to the land of my sleepout here I stack up broken components into 5 metre towers... not, its dead), but here gos.

I thought that the first version (well, the one before the last) was pretty good (good to see someone FINALLY go for 40x40 pics), but I don't see much difference with the current version. Yes, you've improve the menu, and fixed the bug when the box bounced.

But other than that, I see you've also added some bugs into the new version. Has NOONE noticed this? To be quite honest, it was so buggy it was almost deliberate, and also funny. Why the hell is the walkaround map screwed up so impossibly badly? It shouldn't have any scripts running on it!
Ok, the first battle ran fine, but after that, the map was severly screwed up, with random tiles and npcs all over the place, my party included a cursor, and I couldn't turn right (or something funny, can't remember).
After that the battles were fairly normal, but a script overflowed or crashed every 2 seconds in a endless chain.

Now, script buffer overflows? I had a look at your included scripts, it was quite ovbious why you get these errors. The health meter scripts could be 15 lines all together, but are monsters. For loops and your trusty 'mod' math function would do wonders there.

Other than that, keep it up, it looks pretty good (well, until the bugs strike)
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Nov 25, 2003 1:23 am    Post subject: Reply with quote

one bug i've found is that you can bring up the menu while/before you are selecting your action. I know it's not a big deal, but wait until spells come into play, then you'll see why i'm pointing this out now.
to get round this problem, is to get a script going to control the movement of the censor.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Nov 25, 2003 2:17 pm    Post subject: Reply with quote

MC, I'll have to figure out what that problem is next time I get a chance to look at the scripts. Oh, and they're actually 20x40...

Flamer, I didn't understand a word you said. Try to elaborate, please.

I didn't get a chance to work on it this weekend, 'cos the laptop never came home. This upcoming weekend doesn't look good, either, but Arian will hopefully be in good shape soon...
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Nov 25, 2003 6:25 pm    Post subject: Reply with quote

you know how you can press the directional keys while selecting the action you want? (attack, run and wait)

well, if you press ALT or ESC, before you press enter or spacebar to select the action you want, you can bring up the menu.

say you had a cure spell and it was usable outside of battle, if the player entered the menu he/she can heal without wasting a turn.


what i suggest to get round this problem is to... ahh, forget it. i'm no good at explaining this problem fully.
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If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Nov 25, 2003 10:54 pm    Post subject: Reply with quote

Actually, I thought it was pretty cool that the menu comes up. Any custom battle engines I write take away control of the heros and suspends the player. It allowed me to quit out of the game when the scripts started mucking up.
Besides, who says that the spells are added to the heros spell menus? If so, it'll probably be only for show.

That was 20x40? Yikes, too big. I'm sticking to 20x30.

Hahaha.. I figured out the cause of the bugs (I think)- I completely forgot I was running on a version of game.exe about 2 or 3 updates too old (esperable I think it was..)
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Uncommon
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Joined: 10 Mar 2003
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PostPosted: Fri Nov 28, 2003 12:37 pm    Post subject: Reply with quote

Flmaer, that is completely intentional, mainly for reasons that Mad Cacti already stated. I'll probably disable it as soon as I get the custom menu system up, but it's fine for now...

MC, I hope that's the reason for the problem, 'cos no computer I've played it (three, one 95, one 98se, one XP) on has done that...
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