CJA's Journal unwonderless
#211
Posted 15 August 2016 - 03:07 AM
I'm looking for some criticism for these. I've heard that it needs to be more consistent re: chiptunes and non-chiptunes, and I'll probably end up replacing the dungeon and town themes with something more consistent and less chippy, probably recycling the motifs from Catacombs or Steam Zone... and making all of the battle music more chippy.
#212
Posted 05 January 2017 - 12:36 AM
Every.
Line.
(Well, not every line, but there IS about one comment per command now.)
I've found that not only did this fix a few wriggling bugs, but it made item drops work again and abstracted units so that I can add a party switcher later instead of one static party for the whole game. Woo!
This was brought on by me absolutely slamming down some story lines into the story planner. Creating a character is such a nice way to move things forward. Also, story interpolation is really good. If you know where your story starts and ends, put those as two lines in a document and just keep inserting new events that happen between any two adjacent events until you get your groove on.
#213
Posted 05 January 2017 - 01:06 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#214
Posted 05 January 2017 - 04:21 AM
CJA, on 04 January 2017 - 04:36 PM, said:
Every.
Line.
(Well, not every line, but there IS about one comment per command now.)
I've found that not only did this fix a few wriggling bugs, but it made item drops work again and abstracted units so that I can add a party switcher later instead of one static party for the whole game. Woo!
This was brought on by me absolutely slamming down some story lines into the story planner. Creating a character is such a nice way to move things forward. Also, story interpolation is really good. If you know where your story starts and ends, put those as two lines in a document and just keep inserting new events that happen between any two adjacent events until you get your groove on.
Story interpolation sounds like a neat suggestion to try. Thanks for sharing that.
What is the purpose of commenting every line, exactly? As a debugging tool?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#215
Posted 05 January 2017 - 04:23 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#216
Posted 05 January 2017 - 04:17 PM
Dr Lancer-X, on 04 January 2017 - 08:23 PM, said:
Oh gotcha. Yeah I could see that.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#217
Posted 06 January 2017 - 01:16 AM
And... Thanks Lancer, I just noticed that I'm at 62K right now. Guess I'll separate the logic for moves and damage. Or honestly I'd just find it easier to run through the file and strip out all the comments before loading. fok.
#218
Posted 06 January 2017 - 02:35 AM
CJA, on 06 January 2017 - 11:16 AM, said:
Is this engine something that needs to grow as you add more stuff to the game? Because if so, the latter approach is only kicking the can down the road for a bit.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#219
Posted 06 January 2017 - 08:07 AM
#220
Posted 06 January 2017 - 11:02 AM
KKairos, on 06 January 2017 - 06:07 PM, said:
Interesting idea. I used this technique in Taoyarin and it worked surprisingly well there - all the enemies would load_bc multiple times per frame to load the different parts of their logic. I used this as a method of making it easier to reuse code between enemies, but it would be a fantastic way of reducing robot memory usage as well - I've never thought about using it for that. The only problem is that you really need to design the robot from the ground up to use this approach - I think converting over might be a little bit troublesome. Depends how compartmentalised your code is.
There's a performance concern, but given how much Taoyarin abused it and it didn't really cause any problems I wouldn't worry about that.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#221
Posted 06 January 2017 - 04:07 PM
In CJA's case I suspect this would be most useful for an auxiliary robot loading different actions with a hub structure, and maybe the main robot(s) using a subroutine and then sending stuff off to aux-bot and waiting to be snapped out of their 'pause' routines.
Anyway before I turn this into a robotic talk thread, good luck CJA and I hope some of this is marginally helpful!
#222
Posted 06 January 2017 - 10:58 PM
CJA, on 04 January 2017 - 07:36 PM, said:
I love this, CJA! I agree with your assessment about characters. In a way, if the story is driven by a character, it's easy to see how events should progress. Further, I really like the idea of story interpolation. I feel like that's an evolution in gamemaking that I have never been able to accomplish. With your technical skills and creative ability, I bet you're churning some pretty worthwhile stuff.
#223
Posted 07 January 2017 - 02:31 AM
KKairos, on 06 January 2017 - 12:07 AM, said:
Funny enough, CJA wrote a tutorial on this some time back
http://www.digitalmz...=0
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#224
Posted 07 January 2017 - 04:57 AM
Graham, on 07 January 2017 - 12:31 PM, said:
Bit different. CJA was talking about programmatically pasting text files from multiple sources together, saving the result to a file, then loading it as a robot.
KKairos is talking about having the robot actually load different text files' worth of stuff to do.
e.g.
code.txt
. "... do a bunch of stuff ..." set "code2.txt" "load_robot"
code2.txt
. "... do a bunch more stuff ..." wait 1 . "Loop back to the original code" set "code.txt" "load_robot"
The thing about the second approach is that you can use this to essentially have one robot with an unlimited robot memory capacity, if it's all laid out carefully.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#225
Posted 07 January 2017 - 05:07 AM
Dr Lancer-X, on 06 January 2017 - 08:57 PM, said:
KKairos is talking about having the robot actually load different text files' worth of stuff to do.
e.g.
code.txt
. "... do a bunch of stuff ..." set "code2.txt" "load_robot"
code2.txt
. "... do a bunch more stuff ..." wait 1 . "Loop back to the original code" set "code.txt" "load_robot"
The thing about the second approach is that you can use this to essentially have one robot with an unlimited robot memory capacity, if it's all laid out carefully.
Ah I see. I've actually used both of those approaches in my game with splendid results.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#226
Posted 08 January 2017 - 01:14 AM
I do like knowing what's going on with the back ends of your projects, though. Interesting Stuff!
EDIT: No, seriously, the comments are massive. I have 20K of comments in here. Holy crap.
This post has been edited by CJA: 08 January 2017 - 01:16 AM
#227
Posted 08 January 2017 - 01:28 AM
EDIT: Crap, this breaks under some circumstances. I'll fix it and make a thread or something.
This post has been edited by CJA: 08 January 2017 - 02:26 AM
#228
Posted 08 January 2017 - 01:34 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#229
Posted 12 January 2017 - 09:02 PM
#230
Posted 12 January 2017 - 11:15 PM
CJA, on 13 January 2017 - 07:02 AM, said:
I liken it to architecture. You need to have scaffolding in place in order for construction to go ahead - you can't just make the whole house at once. So it makes sense to get a particular module into a very basic, completed state as quickly as possible so that you can design around it. A battle engine that shows the enemies you're fighting but closes when you press space, for example. Then you can work on the game and actually "finish" it - in other words, you can "play" the entire game from the beginning to the end. Then you start filling out the incomplete systems and you get a really strong sense of how much work you have to do. It's very motivating.
EDIT: By the way, this is in complete antithesis to the 'vertical slice' model of development, but I don't think much of vertical slice and it's not that important unless you need to demo your game at E3.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#231
Posted 13 January 2017 - 04:05 AM
The player now has the ability to change cores by using key items now (mechanically, it's like changing class in the middle of a battle). And, of course, you can do this out of battle as well. I made sure to program the item system so that the actual item handler (Global robot) does the leg work, and then either it handles the healing outside of the battle with the message system, or it tells the battle engine to do it.
#232
Posted 15 January 2017 - 06:35 PM
forgive the horrendous letterboxing, I just wanted to show off this new attack.
#233
Posted 15 January 2017 - 09:09 PM
CJA, on 15 January 2017 - 10:35 AM, said:
forgive the horrendous letterboxing, I just wanted to show off this new attack.
:-D
That looks awesome CJA! Games with battle systems have never been by forte but I will give this a try. Keep up the good work.
This post has been edited by Graham: 15 January 2017 - 09:09 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#234
Posted 16 January 2017 - 01:05 AM
#235
Posted 28 January 2017 - 04:16 AM
#236
Posted 28 January 2017 - 06:47 PM
KKairos, on 15 January 2017 - 08:05 PM, said:
PS Less late to the party, that video looks awesome.
I dunno what you mean. Are you seeing the black part as their eyes?
#237
Posted 28 January 2017 - 11:39 PM
#238
Posted 11 February 2017 - 12:30 AM
Also: tfw you realize that your game project is named "After <name of the company you work for now>"

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