RPG
#41
Posted 11 November 2003 - 03:15 AM
But its a bad thing of casio that they dont give to all the CP users the new releases of the manager. Also i dont like the idea of 180 days of use limit of the manager, thats really sucks .
#42
Posted 11 November 2003 - 03:38 AM
#43
Posted 11 November 2003 - 07:55 AM
#44
Posted 11 November 2003 - 11:09 AM
#45
Posted 11 November 2003 - 11:16 AM
Anyway, Crimson being trustworthy and loyal is what makes people good admins......well in my opinion
#46
Posted 11 November 2003 - 11:23 AM
#47
Posted 11 November 2003 - 12:41 PM
help me out with something here, I need some ideas I havent thought of before, or at least a fresh perspective on things... what does my RPG need? what kind of battle system should I use? is complexity better than simplicity? freedom or restriction of plot? what is absoultley required for you to enjoy this kind of game? any of your ideas or thoughts would be appreciated, I'm trying to kick start my brain with new ideas (I'm too stuck on the lydonia mechanics).
I've found a way to slightly increase the speed and I'd like to use the stylus for battles (not required but its been drifting arround in my head for a while).
any ideas or comments are welcome. (even from you ppl that cant play it)
#48
Posted 11 November 2003 - 01:57 PM
With weapon , magic , item
The battle should be in the graph screen
And monsters can be pictures (1 picture for Full Hp and one other for Low HP )
And for big monster 3 or 4 pictures
(but with that you can't do a lot of monster because we have only 512 ko CASIO LET US STOCK IN THE ROOOOOMMM PLEAAAASSSSE )
#49
Posted 11 November 2003 - 03:10 PM
#50
Posted 11 November 2003 - 03:38 PM
- descriptions of everthing on the map
- interactive conversations
- story triggers
- map triggers (look at, walk on, touch)
- inside/outside maps (I can actually generate new maps on the fly, might be good for multi story buildings)
- motion for NPCs and map features (when triggered)
- an inovative battle system (must require skill, not just luck or repetition)
- a unique magic system (I have some good ideas for this)
- I'd like to have a multiplayer feature, mabey you could import another persons save file and battle them...
- I have an idea to have "leveled" weapons, I want their to be a penallty for getting a new weapon (so that even if its potentially more powerfull you have to work with it to get it to full strength)
#51
Posted 11 November 2003 - 04:59 PM
#52
Posted 11 November 2003 - 08:11 PM
printf(string): prints a formatted string with escape characters, _ causes a line break and P (paragraph sign) causes it to wait for a key to be pressed before continuing (and clears screen).
printl({list},start,finish,type): prints a list using printf, start is the cell to begin at and finish is the cell it ends at, if it goes past the end of the list "" will be printed. type=1 causes it to display the count in "#)" form before the text (even if past end of list)
Wait2(string): waits for a key to be pressed and stores the value of the press in the variable in "string".
debug(): allows you to edit the contents of any variable durring program run time (if you know how you can change what people say in the RPG).
after I finish this game I'll put together all these functions and more and release them as an open source library everyone can add to (and include in their programs).
#53
Posted 11 November 2003 - 10:20 PM
#54
Posted 11 November 2003 - 10:31 PM
#55
Posted 11 November 2003 - 10:42 PM
frankley, you'd have bitwise doing the same stuff.
#56
Posted 11 November 2003 - 10:53 PM
heres for crimson
PS, did i get carried away with a claping smiley?
#57
Posted 11 November 2003 - 11:06 PM
btw: I was just joking about the "wallow in your own ingnorace"
#58
Posted 11 November 2003 - 11:11 PM
A function like C "kbhit". By example, in a C game, for test the state of a key i dont call the bios function (in the calc. the getkey), only when any key was pressed.
This is a example code:
#include <stdio.h> #include<conio.h> #include<bios.h> int key=0; void main() {clrscr(); while(1) {gotoxy(1,1), printf("No key pressed"); if (kbhit()) {key=bioskey(0); //if (key==19094 etc.... gotoxy(1,1), printf (" "); gotoxy(1,2), printf("key pressed"); break; } } getch(); }
How can i do something like this in the calculator??
#59
Posted 11 November 2003 - 11:15 PM
is that what your looking for?
#60
Posted 12 November 2003 - 01:47 AM
This would make faster programs, because the getkey sentence will be into the pressed key subroutine (no checking the pressed key in every loop).
#61
Posted 12 November 2003 - 03:29 AM
#62
Posted 12 November 2003 - 03:44 AM
#63
Posted 12 November 2003 - 09:15 AM
Version: 1.0
Copyright 2003
Also, i don't think we can save programs. Andy can you??
#64
Posted 12 November 2003 - 02:38 PM
#65
Posted 12 November 2003 - 07:52 PM
#66
Posted 13 November 2003 - 03:55 AM
http://www.crimsonca...d/Games/RPG.zip
#67
Posted 14 November 2003 - 12:45 AM
#68
Posted 14 November 2003 - 11:36 PM
what's the game-story about?hear are some of my plans (some are done):
- descriptions of everthing on the map
- interactive conversations
- story triggers
- map triggers (look at, walk on, touch)
- inside/outside maps (I can actually generate new maps on the fly, might be good for multi story buildings)
- motion for NPCs and map features (when triggered)
- an inovative battle system (must require skill, not just luck or repetition)
- a unique magic system (I have some good ideas for this)
- I'd like to have a multiplayer feature, mabey you could import another persons save file and battle them...
- I have an idea to have "leveled" weapons, I want their to be a penallty for getting a new weapon (so that even if its potentially more powerfull you have to work with it to get it to full strength)
the magic system will be based arround the three primary colors of light (Red, Green, and Blue), and color will play an important part of the game. you will have to select your color alignment at some point, though you wont be restricted to magic of that color it will be your primary type. (probably you will have to buy spells of other colors, and not simply learn them, the bought spells will also be less powerfull). I may also allow for midway colors.
how about multiple endings??
I read is looks a bit like zelda, so I can asume is won't be turn based.
You say that color is an important part of the game, how will the magic system be in the cp300 version?
maybe I should go test it first and come back with more questions and/or suggestions.
#69
Posted 15 November 2003 - 01:16 AM
I'm not revealing the story just yet (mostly because it developes in the game).
the colors will simply be stated, not actually displayed on the screen, the colors will represent good, evil, and life (red, green, blue) and all I can tell you is that it will matter to the plot.
the main game will not be turn based, but so far I cant think of a good battle system that isn't... so the battles will probably will be (though I'm open to suggestions). trust me when I say its going to require skill though, I cant stand the simple (pokemon) games with I hit you, you hit me action.
give it a play and tell me what you think.
#70
Posted 15 November 2003 - 11:19 AM
#71
Posted 15 November 2003 - 12:32 PM
(basic square :
red - chaotic
blue - law
green - neutral
yellow - life)
#72
Posted 15 November 2003 - 12:37 PM
#73
Posted 15 November 2003 - 02:08 PM
#74
Posted 16 November 2003 - 07:51 PM
#75
Posted 16 November 2003 - 07:54 PM
#76
Posted 16 November 2003 - 07:57 PM
#77
Posted 16 November 2003 - 07:58 PM
#78
Posted 16 November 2003 - 08:14 PM
#79
Posted 16 November 2003 - 08:15 PM
#80
Posted 16 November 2003 - 08:20 PM
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