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Post by tomahomae on Mar 16, 2018 20:54:52 GMT -5
Would it work to add a button press to activate each turn ? ... Hold direction and press B button. Thank you! You're actually thought out the much less problematic way to realise the movement than I searched!
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Post by tomahomae on Mar 10, 2018 22:48:53 GMT -5
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Post by tomahomae on Mar 10, 2018 22:48:25 GMT -5
This topic is devoted to creation of Fallout unofficial spin-off (its mechanic is identical to classic Fallout series mechanic) based upon the "Путь Кассандры" ( Put' Kassandry, eng. Cassandra's Path) anti-utopia dilogy by Julia Voznesenskaya. Maybe, it's will be succeed to add the unrealized in Star J and TLT's cancelled RPG elements to Mega Fallout project. What's realized for now:
- Characters screen movement (based on modified Bull's Hour engine)
- Hexagonal cells on the background
- Limited number of Action points and priority of each character's turn.
Todo: - Add the backgrounds and HUD
- Realize the S.P.E.C.I.A.L. (from the Fallout 2) system in BEX
- Add a NPCs, enemies and other interactive objects.
Main problems: - Diagonal movement
- Centre of cell which character moves to coordinates computation.
Source and screenshots are attached.
My Fallout clone.rar (38.56 KB)
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Post by tomahomae on Feb 28, 2018 6:56:09 GMT -5
I need RDC decompressor code for the map from Genesis RPG Creator example importation to my project.
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Post by tomahomae on Feb 27, 2018 10:31:28 GMT -5
very cool the project man Also doing a RPG,call Legend of leyria I seen - in this video: It's quite deserving genre sample for me. Maybe, I'll ask you for a help in future. And that's the gameplay of my RPG:
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Post by tomahomae on Feb 14, 2018 4:50:34 GMT -5
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Post by tomahomae on Feb 9, 2018 22:53:52 GMT -5
Background drawing bug had been fixed (for now in the BEX source only). Now background looks that:
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Post by tomahomae on Feb 5, 2018 7:25:29 GMT -5
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Post by tomahomae on Feb 5, 2018 7:24:37 GMT -5
Character's moving between interactive objects on the screen is realized already. I planning to realize the "look", "talk", "take" and "use" functions also in future. The only problem is to make an object name text to appear one tile right from arrow pointer during pointing to object with a "mouse".
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Post by tomahomae on Jan 27, 2018 8:02:20 GMT -5
DrawTilesInc 256,0,0,40,28 That shows that it's 40 tiles wide by 28 tiles tall. It's this line of code. Yes, right. I thought Imagenesis must save converted pictures just as such sized tilemaps (some tiles of which are repeating if picture was converted in optimized mode).
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Post by tomahomae on Jan 24, 2018 9:34:27 GMT -5
As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu). maybe because casanova jr overwrites some of the first 256 tiles. you can do so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work. Oooops! Last tiles in the font file is occupied by cyrillic symbols which I printed a text with. Maybe, I should use the [Tile Source Offset from Label] option in LoadTiles command to skip the unused symbols (for example, latin and digits) in the begin of the font file during a font loading?
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Post by tomahomae on Jan 22, 2018 21:45:31 GMT -5
Whats "VN mode"? If you're using more than 1344 tiles, then that's probably causing your issue, especially if you're scrolling the background and/or using more than 1 plane. As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu).
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Post by tomahomae on Jan 20, 2018 1:49:16 GMT -5
And still, what's need to do with a background in "VN mode" to fix a bug (see the second post of this topic) of its drawing?
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Post by tomahomae on Jan 14, 2018 3:47:27 GMT -5
Graphic bug with top/left and top/right movement in "jRPG mode" is fixed. Updated source: RPG example.rar (245.91 KB)
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Post by tomahomae on Jan 12, 2018 10:28:42 GMT -5
You can overwrite the first 256 tiles font. I just dont know how to recover them, or you can load your own font later. I just used my own font in the VN mode. Altogether there is a two font in whole program, and each font is used in a different label (both of them uses 0 as initial tile).
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