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First Person Dungeon Crawler

 
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Sephyroth
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PostPosted: Mon May 09, 2005 5:24 am    Post subject: First Person Dungeon Crawler Reply with quote

http://www.castleparadox.com/forum/gamelist-display.php?game=633

The game file is unpassworded and the script is included for those who are interested.
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Moogle1
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PostPosted: Mon May 09, 2005 6:11 am    Post subject: Reply with quote

Your party has encountered 3 Skeletons and 2 Ghosts.

Do you wish to (F)ight or (R)un?
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TMC
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PostPosted: Mon May 09, 2005 11:55 pm    Post subject: Reply with quote

omg sephy u stol mah ideer

The generation is pretty neat because it could be extended so easily. I'm thinking there will be more demos of this?

define constant(10,_A)
define constant(11,_B)
define constant(12,_C)
define constant(13,_D)
define constant(14,_E)
define constant(15,_F)
define constant(16,_G)
define constant(17,_H)
define constant(18,_I)
define constant(19,_J)
define constant(20,_K)
define constant(21,_L)
define constant(22,_M)
define constant(23,_N)
define constant(24,_O)
define constant(25,_P)
define constant(26,_Q)
define constant(27,_R)
define constant(28,_S)
define constant(29,_T)
define constant(30,_U)
define constant(31,_V)
define constant(32,_W)
define constant(33,_X)
define constant(34,_Y)
define constant(35,_Z)


omg npc wastage!
Wow, so many text engines are suddenly springing up all over the place D:
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RedMaverickZero
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PostPosted: Tue May 10, 2005 2:13 am    Post subject: Reply with quote

I like this idea. I mean, I think I could conjure up something similar. My only problem with this is that it runs so very slow. If you could find a way to speed it up, then it would be a lot better. Try and make it an actual game.
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Sephyroth
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PostPosted: Tue May 10, 2005 8:08 am    Post subject: Reply with quote

Quote:
omg sephy u stol mah ideer


I tend to do that a lot, don't I? :D


Quote:
omg npc wastage!


The custom text system is actually part of a game that I plan to make. I need it for random name generation. I'm more upset about this than any of you could be, since (including the four punctuation marks) I'm now limited to 6 free npcs. (Meaning 40x60 npc graphics, though I might be able to make it slightly larger if I really tried...)


Quote:
If you could find a way to speed it up, then it would be a lot better.


I'm guessing that it runs slow because of all the wait commands I used in the keypress script to prevent the game from moving too quickly. I could probably get rid of some of those, couldn't I?


IN ADDITION, HERE'S A QUESTION FOR WHOMEVER CAN ANSWER IT. THIS MEANS YOU, MAD CACTI:

What's the difference between the battleless OHR engine (that zfrt is using) and the normal OHR engine. Would getting rid of the battles allow room for more NPCs (>36) ?
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PostPosted: Tue May 10, 2005 7:37 pm    Post subject: Reply with quote

Hmm... I suppose it could, hadn't thought hard about it. The difference is that it has about an extra 90kb to work with, which could be used for anything, but right now I just used it to allow for 8 times the script buffer and 8192 globals : D

When I said WASTAGE I didn't mean 'a pity it comes at such a cost' I meant 'omg sephy you noob' D:

*hint* each npc has 8 frames...

eg.
Code:

define constant(0,_A)
define constant(1,_B)
define constant(2,_C)
define constant(3,_D)
define constant(4,_E)
define constant(5,_F)
define constant(6,_G)
define constant(7,_H)
define constant(8,_I)
define constant(9,_J)
define constant(10,_K)
define constant(11,_L)
define constant(12,_M)
define constant(13,_N)
define constant(14,_O)
define constant(15,_P)
define constant(16,_Q)
define constant(17,_R)
define constant(18,_S)
define constant(19,_T)
define constant(20,_U)
define constant(21,_V)
define constant(22,_W)
define constant(23,_X)
define constant(24,_Y)
define constant(25,_Z)

script,writetext, ...
...

 variable(temp)
 if(l1<>-1) then(temp:=createnpc(30+l1/8,0,0,(l1,mod,8)/2),setnpcframe(temp,(l1,mod,2),putnpc(temp,10*typex,10*typey),increment(typex),wait(delay))
...

end



...Also, theres a plan in version Rusalka to let you change strings like hero names by having a bank of strings which are set/manipulated by scripts and can be displayed on screen, and letting you imbed these strings in textboxs with something like ${S#}, and finally by letting you use all the special imbed tags in things like hero names as well as just textboxs.

...OHR IRC SIM didn't even use npcs to write text, but I went off on my own and added crude strings to make that work: the OHR will do something different.
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Sephyroth
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PostPosted: Wed May 11, 2005 4:51 am    Post subject: Reply with quote

Quote:
*hint* each npc has 8 frames...


I.. I FEEL LIKE SUCH A STOOPID What?!?!

Also, searching for Rusalka on google brings up pr0n. Big grin Big grin Big grin
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Raekuul
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PostPosted: Wed May 11, 2005 9:13 am    Post subject: Rulsaka pr0n?? Reply with quote

Don't get why that'd be, unless there's a pr0n star with that name...
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The Wobbler




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PostPosted: Wed May 11, 2005 9:19 am    Post subject: Reply with quote

Note from Castle Paradox Administration:
This content has been removed by the user. Contact the original author and link them to this post if you wish to view the original content. Only the author can remove the tags hiding this content.
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Moogle1
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PostPosted: Wed May 11, 2005 11:09 am    Post subject: Reply with quote

Ah, I get it. The Rusalka is an undead maiden from Russian mythology -- she died by drowning and she lures men into the water to drown them.

Hence the Google porn, but really with Google image search, any excuse will do.
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Ysoft_Entertainment
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PostPosted: Thu May 12, 2005 6:19 pm    Post subject: Reply with quote

nice demo sephy, could be very good if wasn't slow.

also, rusalka means mermaid in english for anyone who wants to know.
and the ohr with this codename is going to have strings, if I manage to get on my programming hat, and submit patches for strings before anyone else will.

anyway, this was my kind-of-on topic post
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PostPosted: Thu May 12, 2005 6:54 pm    Post subject: Reply with quote

It's not slow! Look at the code - those "lag's" are due to large waits.

Besides, I see no need for a dungeon crawler to move quickly.
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Sephyroth
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PostPosted: Fri May 13, 2005 9:56 am    Post subject: Reply with quote

Well, whatever.

The file's been updated. With the implementation of Mad Cacti's advice for making full use of 8 frames per npc, I now have more NPCs for other stuff, including (GASP!) numbers.

Also, tweaked the display generation script, so you could toggle whether or not there's a roof. This could be used for toggling between the outdoors and the indoors.

For convenience's sake I made the script faster.
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