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Question: So, for the people who are in the DC revival project, should we help Joao or continue on our own?
I want to help Joao - 1 (33.3%)
I want the project to be made by us - 1 (33.3%)
Other (leave post) - 1 (33.3%)
Total Voters: 3

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jjppof
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« Reply #150 on: December 12, 2014, 12:01:16 PM »

Well, yes, but that method has more lines of code. I guess I like things simplified too much. (As long as it doesn't make things too confusing anyway... Usually this is the case: More lines of code equals more confusing.) Fewer lines of code could help in decreasing file size... And sometimes the benefit of fewer lines leads to faster execution, but this should only be a concern when things are executing too slowly.

@Move psy: By the way, where is that code? (I have no idea if I thought it was the same code as the push one or not... but oh well.)

Yes, we all have to make the simpler. You are absolutely right.
In the push event, the if-else I showed at the last reply is splitted into two if-elses, because in 'conditional branch' I just can check things once. So I had to do a 'gambiarra' (maybe in english you call it macgyverism ahahahahah) to make the two things a needed to check (face and button pressed) work.

The move event is the one below. That's the one that needs some improvements. In my list I checked it as yellow.  Happy
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Fox
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« Reply #151 on: December 12, 2014, 12:22:21 PM »

Quote
The move event is the one below.
Thank you! The tile below. Got it. Didn't see that one before.

EDIT:
Quote
'gambiarra' (maybe in english you call it macgyverism ahahahahah)
Don't know either word... But workaround seems to sound best for me.


« Last Edit: December 12, 2014, 01:38:33 PM by Fox » Logged

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jjppof
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« Reply #152 on: December 22, 2014, 04:22:06 PM »

well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
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« Reply #153 on: December 22, 2014, 07:54:17 PM »

well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
Spoiler for General description of the functions... but this can be ignored.:
1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.
« Last Edit: December 22, 2014, 08:21:37 PM by Fox » Logged

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*Cross my fingers and hope we have Big Brother All-Stars next year... with Paulie & Cody Califorie(sp?)... and Vanessa & Tiffany Rousso.... Would be fun? :P Especially if one of the boys got evicted early since there's usually some all-guy alliance in there, right?
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jjppof
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« Reply #154 on: December 23, 2014, 01:57:20 AM »

well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.
And furthermore, the work to adapt the engine is usually not effective and always leaves gaps ... He did something that everyone has laziness about doing: made his own engine. But the more impressive is the fidelity he's keeping with the original GS, I just can't see difference. Very very nice work.

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
Spoiler for General description of the functions... but this can be ignored.:
1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.

Well.. I'm waiting something based on a API like opengl, those filters he's using is probably a clue... I'm waiting some battle videos to try understand better the engine base. One thing I'm almost sure is that the code will not be organized (thought) as assembly, the latest paradigms greatly facilitate the programming work. Unless he's doing the engine directly based from the game ROM, here your work will be of extreme importance. But even so, I bet only on formulas and game data in general.
« Last Edit: December 23, 2014, 11:29:02 AM by jjppof » Logged

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Fox
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« Reply #155 on: December 23, 2014, 02:08:23 PM »

The code not being organized the same way as the games is one reason I'm interested in knowing how their code is organized.

The games have a Battle Mechanics section, but the battle menu stuff is in the dialogue/menus section, and there are some battle-related functions in Party Mechancs as well. (Elemental stuff, including the Attack/Cast/Healing functions; the RNG, and some Ability Effect related code.) (And yes, I think that RNG is only used for battles? But there's another RNG  in another section that is for general use, I believe.)

I'm willing to bet OpenGoldenSun will feature a real RNG, and that there will only be one. I'm also willing to bet that the Battle Menu and Ability Effects stuff will be with all the other battle stuff... but I dunno.
« Last Edit: December 23, 2014, 02:31:44 PM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...
*Cross my fingers and hope we have Big Brother All-Stars next year... with Paulie & Cody Califorie(sp?)... and Vanessa & Tiffany Rousso.... Would be fun? :P Especially if one of the boys got evicted early since there's usually some all-guy alliance in there, right?
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jjppof
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« Reply #156 on: February 23, 2015, 02:40:42 PM »

Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.

Here is a video of what is going on:



I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor). Look some images:

- The map editor with buildings hidden and, on the left, the tileset  I created:



- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:



- The physics editor with the magic wand to select where you want the char to don't walk:



To create a collision image, is just hide the collider layers in map editor and export the entire map as image.

In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.

Look the other city I made



This last map was bad, because I used 32x32 px tiles.

Do you think if It is easy to create maps and chars? What you guys think?
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Luna_blade
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« Reply #157 on: February 23, 2015, 08:04:08 PM »

Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.
Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?

I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor). Look some images:
- The map editor with buildings hidden and, on the left, the tileset  I created:


- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:


Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?
- The physics editor with the magic wand to select where you want the char to don't walk:
To create a collision image, is just hide the collider layers in map editor and export the entire map as image.
In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.
Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?
Do you think if It is easy to create maps and chars? What you guys think?
Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!
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jjppof
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« Reply #158 on: February 23, 2015, 09:03:30 PM »

Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?
Yes, these ones.

Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?

No, not yet. It's too recent. The next step will be the menus, cause I need them to make the battle system. Probably I'll be using Feathers (http://feathersui.com/).

Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?

Yes, using Flash and Box2D. The RPG Maker collision system was horrible and annoying to adapt. With Box2D I could make a collision system with a precision I want. Look these images:

In game:

High precision(unnecessary):


Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!

Of course I didn't make the map editor, texture packer and physics editor. But the flash project is mine. What I want is make something for who is gonna make the art don't get bothered with codes.
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« Reply #159 on: February 23, 2015, 09:11:36 PM »

So you combined those projects into one?
And are you making an engine for the whole game like the RPG project or just map making (im guessing the whole game)?

Okay that is indeed a better collision system.

I'm not sure if you already have some kind of beta, but I'd like to try it out. Map making is also really I like.
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« Reply #160 on: February 23, 2015, 09:46:17 PM »

An engine for whole game.

You can try making a map in the tiled map editor (download here: http://www.mapeditor.org/download.html). It will be preferred that you use 16x16 px tiles, but you can use whatever you want. I attached the madra example, so you can see how It is. Give me the final project of the map (tmx file from the editor), that I will record a video explaining how to make the collision thing with your map, It's quick and easy.

Just make sure to separate the collision and the 'over the hero' layers.


* Outiside_town_00.png (59.99 KB, 176x432 - viewed 457 times.)
« Last Edit: February 23, 2015, 09:48:28 PM by jjppof » Logged

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Luna_blade
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« Reply #161 on: February 24, 2015, 07:19:56 AM »

Even though we use multiple programs now, I think this is better and faster then RPGmaker.

I don't think I even need a video for it.
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« Reply #162 on: February 24, 2015, 04:05:43 PM »

I found a place to host the swf file so you can tell me what Is needed to improve.

http://www.fastswf.com/PLwXoNc

You can pass me the maps you build and test in this website.

SHIFT dash.

Be sure you have a good flash player version: http://get.adobe.com/flashplayer
« Last Edit: February 24, 2015, 04:42:52 PM by jjppof » Logged

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« Reply #163 on: February 24, 2015, 04:43:13 PM »

Demo is great Joao, Whilst there is things that rpg maker would naturally limit your build is really good. Can ladders be adjusted so it shows climbing animation or is that the best the editor can do. Jumping puzzels and jumping in general is a big part of the game. Im intrigued to see how you will get around that with the editor.

Great work. 

 Isaac Garet Ivan Mia
 Felix Jenna Sheba Piers
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« Reply #164 on: March 27, 2015, 06:34:00 AM »

jjppof, I was wondering if you already have an overworld in your flash game.
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