Plunge game

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Postby SpaceBoy2000 » Tue Jun 08, 2004 8:21 am

I have read the Wanderer's Guide Book, and it isn't as simple as you think. Well, for one thing, link attacks aren't explained yet, which is a pain. And the problem of graphics isn't making them for me to use, is that Turing is a bitch when it comes to doing graphics. For me to do the jump between each player everyplunge would probably take as much code as the engine itself (okay, a bit of exageration, but you get the point). The effect of each blade art would be even harder to do, since I can't do semi-transparent stuff in Turing (who would write a language which i can't do transparancies to graphics? Jeez...). So, yeah, I was going to use Turing to test out the actual system, and then rewrite it in Java when I get good enough in it for the final product.

Needless to say, the text version would be out within a week of me figuring out how linked attacks and blade arts specifically function (that involves me digging in RM2K and try to make sense of the code there) and the graphical version would be released...I'd say right after I play episode 6 if Lun works fast enough, since I want to see if I missed anything that introduced to the Plunge system, especially *gasp* new blade arts.

Of course, I could expand it even more later on when using Java by having it run as an applet (or PHP coding, but that mean no animation) and have it run off a database of users. Then there could be things like ranks of each player, and everybody could start having actual stats that they work for. But this will be way after episode 6...and I have a lot to learn before then. First thing first, I must master Java soon.

And yes, it will be open source, though the Java version I might use for my ISP, depending on what Lun says and what the criteria for the ISP is.
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Postby Telephalsion » Tue Jun 08, 2004 11:26 am

SpaceBoy2000 wrote:I have read the Wanderer's Guide Book, and it isn't as simple as you think. Well, for one thing, link attacks aren't explained yet, which is a pain. And the problem of graphics isn't making them for me to use, is that Turing is a bitch when it comes to doing graphics. For me to do the jump between each player everyplunge would probably take as much code as the engine itself (okay, a bit of exageration, but you get the point). The effect of each blade art would be even harder to do, since I can't do semi-transparent stuff in Turing (who would write a language which i can't do transparancies to graphics? Jeez...). So, yeah, I was going to use Turing to test out the actual system, and then rewrite it in Java when I get good enough in it for the final product.

Needless to say, the text version would be out within a week of me figuring out how linked attacks and blade arts specifically function (that involves me digging in RM2K and try to make sense of the code there) and the graphical version would be released...I'd say right after I play episode 6 if Lun works fast enough, since I want to see if I missed anything that introduced to the Plunge system, especially *gasp* new blade arts.

Of course, I could expand it even more later on when using Java by having it run as an applet (or PHP coding, but that mean no animation) and have it run off a database of users. Then there could be things like ranks of each player, and everybody could start having actual stats that they work for. But this will be way after episode 6...and I have a lot to learn before then. First thing first, I must master Java soon.

And yes, it will be open source, though the Java version I might use for my ISP, depending on what Lun says and what the criteria for the ISP is.



first. since i use a simpler builder it's a breeze. I've finished every aspect of the plunge save for blade arts.
second. Link attacks are easy to understand. (for me atleast) If you need help ask lun for a detailed reviewq or talk to traziun at matalan when plunging the lyn for a tutorial of link attacks. :P

Delphi (my builder) is an easy visual builder. it can make programs that would fit any windows veersion. :) so graphics are not an issue. maybe making the sprites move?

So far I'm done with the following aspects.
each one in an own procedure.

the stats involved.
damage roll table.
choosing the correct attack.
risk attacks.
combining right attack with risk. (a little buggy yet)
health points.
choosing your rank between wanderer to Pharaphalyn.
damage threshhold.

I'll have a single player test version ready before ep6 i beleive.
If I work hard that is.

But we'll see how all of this progresses.
My hope is that we get a functioning plunge game capable of being played between two people.
Greatchickenman wrote:I'm up for any type of female at least once.


Any type of female.
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I can help

Postby PeculiarlyLargeTesticle » Wed Jun 09, 2004 4:23 pm

Turing does not allow plain transparency or partial transparency but you can code it yourself. It just takes a bit more knowledge of turing than what is taught in school.

If you really want you could shoot me a copy of turing and I could write up the code for you as an external file (just like the graphics file) or even write a new graphics file to make it even easier.
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Postby SpaceBoy2000 » Sun Jun 13, 2004 4:17 pm

Plain transparency I can manage, but partial? Now I'm really interested. I'll shoot you something either through PM or email. Meanwhile, I'll continue my Java lessons.
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Postby Telephalsion » Mon Jun 14, 2004 3:05 pm

I've hit a small bump in the road, and usually it's those small bumps that cause the entire cart to break down. The builder complains over a very basic line saying that a variable isn't decaled... fucking windows (if you don't know whats wrong blame microsoft)
Greatchickenman wrote:I'm up for any type of female at least once.


Any type of female.
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