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I'm happy now, I can't select Cargo ships :D
Did you switch the Scout for the humans? I thought I remembered it being round, it looks like the old battleship now (the portrait is still round as well...)
Fighter's still have very long dog fights, while the large cruisers just rip em to shreds (gotta love large ships). I'm kinda on a human fix right now, variety is fun :D

Seems good for now, still gonna try to find any glitches that could unbalance the game (you know, a bug report, or something of the like... like the infinite money thing I managed to find earlier...)
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Stack errors are caused by shitty scripts that misuse aliases.

Heh, I just learned about this...
Basically what happens is the program is trying to grab the file from a "stack"... you've "stacked" another Alias (or reference) over the first alias the program is calling (it can't take something from the middle of the pile) so it causes a crash... atleast I think that is what's going on.

Granted I've been really tired the last few days and falling asleep in this class (waking up at 6:30 every morning does not fit with my sleep patterns... stupid body)

I would test this, but my internet isn't really reliable enough to download something large (I use satalite internet which likes to D/C at random times, while also randomly increasing pings or kicking me out of online games at crucial times... how does it always know when I'm needed? x.x)
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"Oh look, I have a blackmage with only these skills because of the weapon upgrading system..."

Judge Law "You can not cast Fire, Thunder, Ice"... with no replacement chars (you know, you get to the whole squad system where you stick with the same cast of characters)

"... #@%@%"
Or not realizing one of your weapons deals fire damage...
or my favorite
Judge Law "No Critical Strikes"
I have yet to be able to complete that one without the evil cage dropping down, locking my characters away so I can't revive them...

Oh yeah, and I love JP over weapon learning... had they kept the JP I might not have been so ticked about the Law system...
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Just figured I'd point this out... but the AI seems kinda... limited...
When I battled the Anakaid with humans... I destroyed their large fleet once, along with their medium and small hanger, and they didn't rebuild... I left them alone for about 20 minutes and all they did was gather resources.

Kinda takes the fun outta the fight when you don't have a challenge x.x
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I'm not taking it from FFT Advanced, I'm taking it from the original...
FFTa kinda ruined it with the judge system imo...

I am trying to come up with classes with custom skills... like a paladin or cleric... my original idea I realized probably wouldn't work well, so I'm reduing most of the classes. (Was going to have a Warlock/Warrior/Wizard/Theif/Ranger/Hunter(<is actually different from ranger)/Cleric/Paladin/Shaman/and one other class which has escaped my mind... but kinda made it a bit difficult to fit them into this style of play... trying simpler skills for common classes now...
Though that channelling spell sounds like a good idea...
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Well, I guess here goes nothing...
Awhile ago on the forums (like, ancient times ago...), someone posted that it would be cool if someone took the concept for a Tactics style game, and created it into a board game...

I've been working on that a wee bit...

Here's the rough draft, but here it goes anyway... (Note, this is a huge wall of text... about 5 pages...)

Tactics Advent
by
Jaller141
Basics:
   What the game requires: Miniatures (currently in progress), dice, paper and pencil, board.
   First, Write down all the units (write the units from highest to lowest) Write down Speed____ HP:__ __ __ __ Buffs: Debuffs:
   Example:
Thief: Speed: ___ HP:__ __  Buffs: _______,_______,_______,_______ Debuffs: _______,_______,_______,_______

   
Key Gameplay Elements:

   Movement: Movement is an important part of Tactics Advent. Each unit has a move and jump value associated with it. A unit can only move the number of spaces equal to its move rate. A unit can only climb as high as their Jump value, if a unit wishes to reach a tile higher than it can jump, it has to find a way to get high enough to jump onto said spot (So, a Paladin with a 2 Jump cannot climb spaces higher than 2 tiles high.), a unit can also jump to another piece of terrain if
   If a unit moves/is pushed off a tile higher then where they are being pushed to (say, off a cliff 3 tiles high to a cliff of 1 tile high), a unit will suffer damage if they fall further spaces than their jump value. (Our Paladin gets knocked off said cliff; he may suffer damage because he can only fall 2 spaces before he has a chance to get hurt.) A unit can roll to see if they suffer fall damage. Fall damage is equal to the number of tiles a unit descends that are higher than the unit’s jump value *1d6. (Our Paladin, if he falls 3 spaces, only suffers 1d6 damage. If he would have fallen further, say, 5 tiles total, he’d roll 1d6 and suffer 3 times the value of the roll… careful about your jumps!)
   When a unit falls, they can roll to see if they suffer damage. (This is called a save) Divide the fall distance by the jump value of a unit; that is what you are rolling against (We’ll call this the Fall value). Roll 1d6, if the # on the die is higher than the fall value, the unit suffers no damage. However, if the fall value is higher than the # on the die (or if the fall value was larger than 1d6), the unit suffers damage.
   Speed: Speed is important. Speed determines whether or not a unit will be the first, or the last, to move. All units have a speed value, said value is compared against other unit’s speed values. Arrange the units from fastest to slowest (based on speed… see, I told you this earlier) on a sheet of paper If multiple units have the same speed, players have to roll to see who goes first (higher roll goes first, if more than 2 units are owned by a player that have the same speed, the high roller chooses which of his units he wants to go first, then the low roller chooses one of his units to go next, then back to the high roller, continue like this until there are no more units that are marked as the same speed.)
   Note, before arranging units based on speed, mark any buffs or debuffs the units have (say, my Cleric has a -2 on his speed, he'd now be lower than another cleric if he was even before.) If any unit’s speeds are less than zero, their speed is set to 1 for the round.

   Facing: A unit's Facing determines how much damage a unit will take from an attack. If a unit is hit in the front, they will take less damage then being hit in the side. If a unit is hit from behind, it will take more damage than being hit from the side.
   Example:
   Thief hits Wizard in the front, Wizard takes 2 damage. (base Damage)
   Thief hits Wizard in the side, wizard takes 3 damage. (1.5x damage.)
   Thief hits Wizard from Behind, Wizard takes 4 damage (2x damage.)
   Choosing the Correct facing for the Job may make or break your game.
   Spells: Spells are not affected by facing... but units may take more damage from spells then others.
   Also note, when a unit takes a decimal value from attacks (say, 3.7) truncate (or round down) the value so it is an integer (or a whole number)
   Wizard cast Blizzard, hits Thief in the front, Thief takes 3 damage.
   Wizard cast Blizzard, hits Thief in the side, Thief takes 3 damage.
   Wizard cast Blizzard, hits Thief in the back, Thief takes 3 damage.
   Wizard cast Blizzard, hits Wizard, Wizard take 2 damage.
   For example, say Wizards have a Magic Defense of 10% (if Blizzard deals 30 damage, Wizards only take 27)
   Some spells though, require the unit to be facing the caster. (these will be marked)
   Beholder cast Glare, hits Thief in the front, Thief takes 3 damage.
   Beholder cast Glare, hits Thief in the side, Thief takes 3 damage.
   Beholder cast Glare, hits Thief in the back, Thief is immune
(Note, the test values for damage and defense are not equal to what the normal value of the attacks would be… Glare and fireball will not always deal 3 damage.)   
   When rolling to see if an attack hits, the attacking unit rolls 1d6. If the value on the die is larger than the defending unit’s Defense, the attacker deals damage. A units defense is equal to their Def * Facing value (If a unit is facing a target, it uses its full Def, if an attacker is facing the defender’s side, the unit has ½ its Def value, if the attacker strikes a defender from behind, the attack is an automatic success, and deals damage.)

   Action types: Attack/Spell/Skill
   Attack: If a unit is in range of a target, it can attack said target. The unit deals its damage, minus any debuffs, and add bonus damage for facings and buffs.
   Spell: All units have abilities that they are able to use, however, not all abilities are used in the same way. Some abilities Burst*, some abilities form a Line*, while others are just single targets. Some spells also have requirements, such as some require a unit not to move for its turn to cast, or give up HP, or even cause the unit to slow down on the next round. Spells hit a target if they are rolled a higher value then the target's M Def.
   Skill: These are another set of abilities that some units are capable of using. Unlike spells, these values are rolled against a target's Def value. If the spell has a positive effect associated with it, a die is rolled against a said value to check for success.

*Burst: Range and Burst are different in two ways. First, a range of a skill is where a unit can target, within itself and the # of spaces that the range value states. A Burst affects all areas within # of the caster (or the targeted area, if the spell has range). If the spell does not have a range, the caster is not affected by the Burst.

*Line: Line attacks deal damage to all units that are within, say, # (the range of the spell) spaces in front of the caster.

   Equipment: Equipment is shown on each character, allowing players to see what stats the items are boosting... Equipment can not be changed, or reequipped unless a character has the reequip command (this does not take a turn, however, it can only be used on the unit's round). Reequip replaces 1 target item that has been rended/removed, or can change to another item that a player owns (say, a player spends points to unlock a stronger weapon, and they kept it unequipped, they can now place it on the unit with reequip, or if said item is destroyed, they can replace it with the original item.) If a player owns no duplicates of an item, it can not be replaced.

What happens in a Round:
   A Round is divided into Phases:
Section 1: Speed Check
Section 2: Unit actions
Section 3: Round reset.
   1: Speed Check: Look at speed from above; do that.
   2: Unit Actions: First: Check the speed sheet. The unit on the top of the list moves first, then the unit after the first unit moves, and so on and so forth. A unit is able to move and/or use an action (some skills require that the unit has not moved, while other skills have other debuffs.)
   Once all the units have had a turn, move to step 3.
   3: Round reset: First, check to see if any units can use an ability to revive themselves. If a unit revives itself, its hp is reset to ¼ of its max hp and is left on the field. Remove any units with 0 or less hp. Repeat step 1 until all of the units of one team are removed from the board. (note, some units, such as the Shaman, have abilities which bring them back to life. The unit returns to the spot it died in, or an adjacent spot if the spot is occupied.)

   
Units   
   There are 3 types of units in the current build of tactics advent.
   Class Units: Each one of these units has a class associated with them... each class plays differently.
    Hero Units: Hero units are stronger then class units, however, they are also more expensive. Each hero also comes with another class benefit, for example, Gathindor the Holy Paladin has skills from the Paladin class, and his own set of skills.
   Hero units are rare, and can change battles drastically... however, they usually cost around double the amount of the average strong unit.
   Monsters: Some units do not have a class, but are instead, a creature/monster/elemental/etc. All creatures have abilities that are specific to their type, however, some also have unique skills. Monsters range in value from being a very cheap (fodder) unit, or a very expensive (Boss) unit…

Glossary

Unit cost: All units have a cost associated with them. Some units cost more than others (Class units all cost around the same, while Monster units all vary with price.) At the beginning of the game, set a total wage for all players (say, a wage of 10). The players can “buy” their units before each game (so, say I buy a Paladin for 2$, 3 Wizards for 2$ each, and a Cleric for 2$, while my opponent buys 2 Black Dragon Whelps for 2$ each, and a Black Drake for 6$). I suggest keeping the values small, to keep from having to micro manage too many units (Who goes next, what did he just do, can he hit him? Just a few of the many questions that may rise from large armies fighting each other… of course, more experienced players may get a kick outta larger groups.)

Unit HP: This is the unit’s life… whenever damage is dealt to a unit, this value is lowered. When a unit reaches 0HP, it is removed from the game (this is, if it can’t resurrect). If one (or both) players lose all their units, the game is over, and the player who controls a surviving unit wins (or it’s a draw if all units die… no one wins, losers.)

Unit Def: This is what the unit rolls to defend against attacks… remember this value, its important when choosing which unit is going to stand and take hits, and which unit, you know, isn’t…

Unit M Def: This is what attacks marked as spells roll against. Even when a positive affect is used, it has a chance to be resisted by a high M Def, so choose defenses wisely.

Move, Jump: Both of these will have different values, their purpose have been explained more in dept above, however… Move is how many spaces a unit can move in a turn, while jump is how high of terrain they are able to traverse, how far they can fall before suffering fall damage, and how far they can jump off one tile to another. However, if a unit can jump a distance, but can not normally move that distance, they are unable to make the jump.

 Lets say there are 3 pillars of about 2,4, and 6 tiles high within 3 spaces of each other. Our thief has a jump of 3, and a move of 5, so our thief can jump onto the first pillar, leap the 3 spaces to reach the 2nd pillar, and even though she can reach the third pillar, she is unable to jump because she has moved her move value... the next turn she can jump onto the third pillar, and has a nice view of the battlefield, unable to be hit by melee enemies.

Speed: Speed is matched with other units speeds in order to determine who moves first in a round. If two or more units have the same speed

Character Classes (WIP):

Squire: A squire is a warrior attempting to become a knight, trying to get the prestige to move up in the ranks. Squires have the ability to throw stones, and increased accuracy on their main attack.

Cost: 1 Point

HP: Low (15-25)
Def: 2
M Def: 3
Attack: 0
Speed: 5
Move: 4
Jump: 2

Abilities:
Blitz Strike
Cooldown: 2 Turns
Effect: Blitz Strike increases the Squire's attack roll by 2.

Stone
Cooldown: N/A
Range: 4
Effect: The Squire throws a stone at a target, dealing 1d6 damage to the target.


Knight: After a Squire is knighted, they learn the Arts of War. More powerful then their beginner counterparts, able to take more damage and they have the ability to rend equipment.

Cost: 2 points:
HP: High (50-80)
Def: 3
M Def: 3
Attack: +3
Dmg: 1d6
Speed: 3
Move: 3
Jump: 2

Abilities:

Rend Equipment: The Knight strikes with such force that the enemy's armor is damaged, to the point it is unusable. If the knight rolls a 1 on this attack, it succeeds, if he rolls a 2, he must re roll as an attack roll. If 3 or higher, the attack misses.

Passive Ability:
Parry
Effect: The knight can roll 1d6 instead of using his defense stat against an attack roll made against him. (Edited)

Archer (New!):

Cost: 2
HP: Low
Def: 2
M Def: 2
Attack: +4
Range, mid: 2
Range, max: 4+
Dmg: 3d6
Speed: 5
Move: 4
Jump:2

Abilities:
Passive: Height Advantage:
Effect: When the archer is higher than a target they are attacking, the archer gains X bonus to her max range, X being the number of tiles higher than the target.

Volley:
Range: Attack Range
Burst: 2
Effect: Roll 2 Dice, X (Dice total) units within the burst radius suffer 1d6 damage. If there are less than X amount of units in range, effected units can be hit multiple times, however, all units must be hit evenly. This effects allies and enemies.
Example: You roll an 8, with 5 units as the target. 3 of the units are your units, while 2 are the enemies. 2 of your units may be hit once (or twice... if chosen) while 1 of your units are guaranteed to be hit twice. The two enemies units can be hit twice (or once, if you decide all your own units will be hit twice.)




More classes on the way... After some beta testing

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Starwars for the Snes...
Couldn't get off Tatooine, there was this large starship in the hanger that kicked my ass... hard
Damn you storm troopers !!!!!
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>

#define COLS 80
#define ROWS 23

/**************************************************************/
/* Author:      Daryle Niedermayer, I.S.P., ITCP, PMP         */
/* Date:        2009-Nov-15                                   */
/* Version:     1.0                                           */
/* Title:       CIT-154, Assignment 5                         */
/* Purpose:     To demonstrate how to read a graphical        */
/*              language from a text file and rasterize the   */
/*              graphical elements to a screen matrix.        */
/* Copyright:   2009, Daryle Niedermayer, all rights reserved.*/
/**************************************************************/

/* Function prototypes */
int init(char);
int display();
int drawPt(char, int, int);
int drawRect(char, int, int, int, int);
int drawLine(char, int, int, int, int);
int fill(char, int, int);
int save(char* filename);
int loadFile(char* filename);

/* Global variables */
char screen[COLS][ROWS];

int main(int argc, char *argv[]) {
    /*Author: Sean Skulmoski*/
    /* Stu Num: s1234567 */
/* Date: 2009-Nov-30 */
/* Class: CIT 154-C01 */
/* Assignment: 5 */
/* File name: main.c */
/* Description: This program will take a file and convert its coords to a graphics file
Then hopefully, saves the graphics files under a new file name. */
   
    /*Variables, Variables, and more Variables...*/
     FILE *infile;
     char *infilename, *d, c;
     char *outfilename;
     char t1[]= ",\n";
     char *x1, *y1, *x2, *y2;
     int row1, row2, col1, col2;
     char *i;
     char command;
     char buffer[80];
     infilename= "Final Assignment.txt";
     /* Here we are uploading the file*/
    infile= fopen(infilename,"r");
    /*If the File isn't a valid file, or is Null, the program ends*/
    if(infile == NULL){
          printf("Warning, the File you have inputted is NULL\n");
          system("PAUSE");
          return 0;
    }
    /*For it the program works*/
    else{
    printf("%s\n", infile);
    system("PAUSE");
    while(fscanf(infile,"%c,%s",&command, buffer)>= 0 ){
                                       
          switch(command){
                          case 'D':
                               /*Simple enough, just calls display*/
                               display(command);
                          break;
                         
                          case 'R':
                          /*c==fustration... I will get this done!*/
                          /* We're currently trying to call command, break it into different tokens, use said tokens for the rectangle*/
                          /*cords, and print out the rectangle (which should happened in the drawRect function... if case R would work*/
                          d= strtok(buffer,t1);
                          c=d[0];   
                          x1= strtok(NULL,t1);
                          y1= strtok(NULL,t1);
                          x2= strtok(NULL,t1);
                          y2= strtok(NULL,t1);
                         
                          /*As said above, said tokens are being converted into integers to work with the drawRect Function*/
                          col1= atoi(x1);
                          row1= atoi(y1);
                          col2= atoi(x2);
                          row2= atoi(y2);
                          drawRect(c, col1, row1, col2, row2);
                          system("PAUSE");
                          break;
                         
                          case 'P':
                          break;
                         
                          case 'L':
                          break;
                         
                          case 'I':
                          break;
                         
                          case 'F':
                          d= strtok(buffer,t1);
                          c=d[0];   
                          x1= strtok(NULL,t1);
                          y1= strtok(NULL,t1);
                         
                          col1= atoi(x1);
                          row1= atoi(y1);
                          fill(c,col1,row1);
                          break;   
                         
                          case 'S':
                          i= strtok(buffer,t1);
                          saveFile(i);
                          break;
          }
    }
 }                     
                               
                               
                               
                       

    system("PAUSE");
    return 0;
}

/**************************************************************/
/* init: Clears the screen by assigning all pixels the passed */
/* character. Receives a character to use in clearing the     */
/* screen.                                                    */
/* Success returns a 0.                                       */
/**************************************************************/
int init(char p) {
    int x, y;
    for (x = 0; x < COLS; x++) {
        for (y = 0; y < ROWS; y++) {
            screen[x][y] = p;
        }
    }
    return 0;
}

/**************************************************************/
/* display: Prints the screen matrix to the console.          */
/* Success returns a 0.                                       */
/**************************************************************/
int display() {
    int x, y;

    /*The following line just puts a border above the screen    */
    for (x = 0; x < COLS; x++)
        putchar('_');

    /*Print out the screen matrix to standard output            */
    for (y = ROWS - 1; y >= 0; y--) {
        for (x = 0; x < COLS; x++) {
            putchar(screen[x][y]);
        }
    }

    /*The following line just puts a border below the screen.   */
    for (x = 0; x < COLS; x++)
        putchar('_');
    return 0;
}

/**************************************************************/
/* drawPt: draws a point containing a border character using  */
/* coordinates x,y.                                           */
/* Returns -1 if the coordinates are out of bounds and 0 for  */
/* success.                                                   */
/**************************************************************/
int drawPt(char b, int x, int y) {
    /*Test for out of bounds */
    if (x < 0 || x >= COLS) return -1;
    if (y < 0 || y >= COLS) return -1;

    /*Otherwise, draw the point */
    screen[x][y] = (char) b;
    return 0;
}

/**************************************************************/
/* drawRect: draws a rectangle with a border character using  */
/* coordinates x1,y1 and x2,y2 to form opposite corners.      */
/* Returns -1 if the coordinates are out of bounds and 0 for  */
/* success.                                                   */
/**************************************************************/
int drawRect(char b, int x1, int y1, int x2, int y2) {

    /*Test for out of bounds*/
    if (x1 < 0 || x1 >= COLS) return -1;
    if (x2 < 0 || x2 >= COLS) return -1;
    if (y1 < 0 || y1 >= ROWS) return -1;
    if (y2 < 0 || y2 >= ROWS) return -1;

    int c = abs(x1 - x2); /* temporary counter variables */
    int r = abs(y1 - y2); /* temporary counter variables */
    int x = x1 >= x2 ? x2 : x1; /* Set x to the lowest coord.  */
    int y = y1 >= y2 ? y2 : y1; /* Set y to the lowest coord.  */

    while (c >= 0) { /* Draw the horizontal lines.  */
        screen[x + c][y1] = b;
        screen[x + c][y2] = b;
        c--;
    }

    while (r >= 0) { /* Draw the vertical lines.    */
        screen[x1][y + r] = b;
        screen[x2][y + r] = b;
        r--;
    }

    return 0;
}

/**************************************************************/
/* drawLine: draws a line with a border character using       */
/* coordinates x1,y1 and x2,y2 to form opposite ends   .      */
/* A line can be expressed in the form y = mx + b             */
/* Returns -1 if the coordinates are out of bounds and 0 for  */
/* success.                                                   */
/**************************************************************/
int drawLine(char line_char, int x1, int y1, int x2, int y2) {
    int horz, vert, horz1, vert1, low, high;
    float m;
    return 0;
}

/**************************************************************/
/* fill: fills an area with a supplied fill character,        */
/* replacing all empty spaces (those pixels with a space      */
/* character in a horizontal or vertical direction.           */
/* This function uses recursion.                              */
/* Returns -1 if the coordinates are out of bounds, 1 if the  */
/* coordinates are not a space and 0 for success.             */
/**************************************************************/

int fill(char fill_char, int x, int y) {
    /*The first half of the function should, if the requirements are correct, report that the program works.*/
    /*The second if statement is the error check... if we @#$%@#ed up the code, the it returns a -1, resulting in a termination of program...*/
    /**/   
    if(screen[COLS][ROWS]!=' '){
                                                 return 0;
                                 }
    if((x> COLS)||(y>ROWS)){
                            return -1;
                            }
    return 0;
}

/**************************************************************/
/* saveFile: Prints the screen matrix to a file.              */
/* Success returns a 0.                                       */
/**************************************************************/
int saveFile(char *filename) {
        int x, y;
        FILE *infile;
        infile= fopen(filename,"w");

    /*This prints the data to the file we wish to save too.*/
    for (y = ROWS - 1; y >= 0; y--) {
        for (x = 0; x < COLS; x++) {
            fputc(screen[x][y],infile);
        }
        fputc('\n',infile);
    }

    infile=fclose(infile);
    return 0;
}

Alright, guess I'll start this off simple...
This code is to make a picture out of Coordinates from a txt file...
the problem I'm having right now though, is that my fill function isn't working...
What is fill supposed to do? It takes a type of character we wish to fill, along with coordinates, and puts it into the image instead of the ' ' characters that are between said coordinates...
However, I'm having an issue getting it to print out the characters along with the image (I got it to print out the characters, but it then decided to erase those when the image was printed.)
I know there's something I'm missing, but I don't know what... and my head is getting all bloody from how many times its hit the monitor...

This is the Txt file I'm using
the file name is Final Assignment.txt
I, ,
D
L,/,0,0,79,22
L,\,79,0,0,22
L,|,39,0,39,22
L,_,0,11,79,11
R,#,0,0,19,6
R,#,59,16,79,22
F,#,78,20
P,A,2,20,
P,S,3,20,
P,S,4,20,
P,I,5,20,
P,G,6,20,
P,N,7,20
P, ,8,20
P,5,9,20
P, ,10,20
P,#,11,20
P,1,12,20
L,*,39,16,80,20
L,*,39,16,0,25
L,*,39,16,-5,60
L,*,39,16,0,-10
R,O,60,5,85,10
P,!,65,65
D
S,assignment5-1.txt,
I, ,
R,o,5,18,11,14
F,o,7,16
R,o,4,17,12,15
R,o,7,19,9,13
D,
L,#,65,17,74,9
L,#,65,17,67,6
L,#,67,6,74,9
F,#,69,12
D
L,O,65,17,56,9
L,O,56,9,67,6
F,O,60,12
D
L,#,35,16,44,8
L,#,35,16,37,7
L,#,37,7,44,8
F,#,39,11
D
L,O,35,16,26,8
L,O,26,8,37,7
F,O,30,11
D
L,#,50,16,65,4
L,#,50,16,53,1
L,#,65,4,53,1
F,#,54,12
R,#,60,9,56,8
D,
L,O,50,16,35,4
L,O,35,4,53,1
F,O,46,8
R,O,44,6,41,8
R,O,42,9,44,9
P,O,40,7
D,
L,`,0,10,26,10
L,`,74,10,79,10
D
F,`,60,20
D,
F,.,1,1
D
P,#,66,15
P,#,36,14
P,#,51,14
D
S,assignment5-2.txt,
Any help would be greatly appreciated... also, sorry if my formatting is still "bad"... just I'm still getting the hang of it.


Frick, I fail... Meant to put this in Coding x.x
Tab Browsing got me x.x...
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Jeez, armies of double/triple post are taking me back to the days when I didn't realize there was an edit button...
On a more serious note... I (personally) wouldn't make a "fan game."
I mean, coming up with ideas is easy, all you have to do is make the objects (I'm gonna us RPG maker as an example. Tilesets, Chipsets, Music, battle animations... etc). Granted, it takes time... as with anything, and if you've got a story that you think will match that of an FF game, make it your own. Sure, you'll get a bunch of the fan boys for FF crawling to see your game, they'll shoot it down, but they'll come... if you stick to an original game/idea... you might get a smaller audiance that'll help you improve yourself.
GW helped me alot (granted... I did have some pretty stupid post a while ago... jeez so many bad ideas...) but they helped me to learn to filter through the crap that people post, and ways to improve my idea (Granted... some of the warns I got I think I got for making joke post when I was serious... which I still think I deserve... made me a more, conservative poster...)
Also, stick with one account man... having 3-12 is just confusing to try to explain things to you (It's like trying to teach the same class to the same person who's changs their skin the next year... they already know what we're saying, but how the hell are we supposed to know that?... probably bad example...)

I like to be a nice guy when I can (look, if I offend you... I meant it the other way... if that still offends you... then, well, get the stick outta your ass...), but from your second post saying "well then loop it" (Paraphrasing... don't correct me on this... oh shit am I explaining everything? oh... um... look a tree!) with a smartass comment you basically put up a sign saying "I can't take critism and I won't change my shit even if people tell me how to improve..." Thus this whole flame war started (and ended... yay, happy dance!). Well, here's hoping your game goes well (again... try and ditch the FF if you can... if you feel you need it... keep it) and good luck with future projects...
Speaking of which, I should probably finish my C and Javascript assignments...
C+Javascript= confusing Q.Q... object oriented langauge I that acts sorta like C with different commands...
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Hey, does anyone know any good (free) troubleshooting software that'd I'd be able to use?
I want to test to see if my computer is running at... well, what's its supposed to run at, and if my videocard (or other hardware) needs to be fixed/replaced...
It seems fine, but I'd rather allow it to run at its best then what just works...
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BTW, u can turn the auto-engage off :P
Really? I probably overlooked how when I was reading the controls... I tried clicking the auto engage image but it stays on...
I'll have to try the november release when I get home... I don't think the college likes me using .exe s on their computers...
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I think he's posting an idea for someone to make... that, or he's really good at screwing with our heads...
Its something about a sci fi game as far as I can tell, utilizing weight, cargo capacity, and other goodies.
The only flaw is that you don't really need a stronger engine when you're not working around gravity, an object in motion will remain in motion unless acted on by an opposing force, I believe Newton said.
Granted, flying too close to a planet might ruin your day, but odds are you'll be moving at a fast enough speed to just sling shot around (all objects fall at the same speed, no matter the weight, it's the air resistance you've got to worry about)
Also, objects do not fall in a vacuum (so weight is irrelevant. The actual size of the ship may be of more importance in space, as it will be acting against a larger force... or would it matter in a vacuum?)
Wow, something with physics actually stuck...
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Can we just kill this topic now, its becoming nothing but name calling and insults (from what I'm reading).
Gamingw will not be getting a RPG maker specific database from what we can tell (more then likely not)
Besides, its not like we can't screen a game before it comes out now (I mean, we do have a demo and finished games topic, that should be good enough for the RPGM fans until more good games show up, right?)

And Skelly, can you calm down a bit, I mean, you're throwing out the most insults outta all the people here. I can understand honesty, (I mean, seriously, some people do need to be smacked upside the head and called an idiot) but what you're doing right now is just insulting for the sake of insulting, just answer a question and move on, don't throw in a "How can you be this stupid" or "L2R noob". Not all people pick up the same thing from reading over post as you do. (Also, how am I supposed to know a page ago that we weren't getting a database, we were discussing it.)

Edit: You know what, nevermind... I'm just gonna crawl into a hole and continue my C programming...
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Yeah probably... just I have a habit of not formatting my list well...
Probably should do post in MS Word and copy from there, might work better...
To sum up...
1. Deci Cargo ship is costing a ship spot, while their larger cargo ship cost no spots, not sure if this was a glitch or intentional.
2.The ship you have in the bottom corner sucks in fighter units... not literally, but they try to attack it, get point blank, then they won't go anywhere I tell them to... (damn auto engage x.x)
3. Could you make the cargo ships have a loaded with # crew, #cargo thing, occasionally when I make fighters I'm doing it when the station is pointing towards the planet, and I catch some cargo ships heading back to the station, when they get off the cargo route, they have to fly back towards the planet (lose of resources... those whole 2 guys and 8 minerals hurt when they don't make it)
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I like the new system for the commercial upgrades, you can still continue if you build a second tourist attraction you can still get it lower but not "OMG look, munnies"
The Deci cargo ships cost 1 guy... is that intentional (because the larger cargoships for them don't cost a ship spot)... That ship in the bottom right corner keeps attracting my damned fighters (they can't hit it, but I can't get them to fly where I want them to if they get into combat range of the damned thing... that ship's there because it'll glitch the game without it right?)
So far I like human's the best as a race... wide variety of units is always fun (of course... nothing is as exciting as watching 5 cruisers tear enemy ships too pieces...)
Haven't picked up much else (the list seems fixed, now it just ignores the cargoships... not that it really matters... stupid cargo ships...)
And I don't really care if you give the stations weapon's or not, it was just a suggestion (I mean, losing your last ship and watching that large group of enemy units flying towards you and you have almost no way to defend yourself screams "Game over man, game over", guess for a lore point of view you can have a tractor beam or shields or something to compensate for space debris... look, I've been thinking about a space game for awhile and these things are starting to bug the hell outta me)
And would you be able to make a loading/ unloading thing on the cargo ships... I occasionally misclick and cargo ships that are returning to the station get pulled away (those fighters you know...) I tell them to continue their run, and they head back to the planet...
Again, stupid cargo ships.
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I have to agree with Demon... this topic has become useless now...
It used to be a simple question... will GW have a RM database, then it got into an argument over
"RM sux, no one uses it"
"Hey, some of us do!"
"Then you noob"
"No I aren't"
Lets just face the music here... RM is around, some (if not, many) people still use it from time to time (whether they actually make or finish *cough me*cough any games is the point.) Heck, look at the "rare RPG maker\game demos" topic forum... people are interested in RM games still, though GW might not get an RM specific database, it can still have a reference to RM games in like, the other game makers section... right?
Can we just put this topic to rest and get an answer to the damned question... will there be an RPG maker database, or will there be any rpgmaker games?
I'll sit down, shut up, and get on the shortbus now...
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Well, I should probably look at how other people are using GW rather then just assuming that there are people using GW like I do... then my opinion won't be based around my experience with it...
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Hey Vell, isn't that an loophole? Asking for help is going out of your way to get help...
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Hey, I never said I had a thing against game maker, just I support the fact that RPG maker should still be used.
And I used to hang out in the resource forum (until the huge update, when I took a break) and my spriting went from completely useless to decent (might not be a great improvement, but Ocean and them really helped me improve.)
I still see some places were people are telling me how to improve (take a look at encryption in the coding section) there are still vets here who are trying to help people out, you just have to learn to filter through the junk.
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Look, we can keep arguing that "RPG maker sux" ,"RPG maker should stay","Everyone should go gamemaka cause its uba!"
Or we can look at the facts here...
GW has been (for the short time I've been here) a place for beginners and pros to come together and get into the grand view of Game Design...
Some people may say "Well its changed over the last 6 years" there's still an underline concept... newbies are coming here for help with their games, and veterans are coming here to freshen up and improve their current skills (such as spriting, scripting, map making, etc)
Sure, there are more newbies coming in, but does that me that we should shoot down a means for them to make games without having to master the art of programming?
Not all game designers are gonna be programmers, not all game designers are going to be capable to design and model their own "heroes and villians" with sprites or in 3d, and not all designers are going to know how to write Shakespeare... why should we be forcing them to use the "harder" designing programs when RPG maker is there and is capable of doing what they want to do. (why use a chainsaw when you can use a knife)
Let the programmers move onto harder languages, let the graphics jockeys move onto photoshop and 3d modeling programs (such as blender and the like) and let the script writers start writing their novels... everyone has to start somewhere, and RPG maker has been a good place to start.
Obviously not everyone will look at GW as I do, but I still see it as a place for beginners to improve themselves and Vets to get to see their world with fresh eyes...