Action RPG v014
Aug. 22nd, 2007 02:42 pmI released version 0.014 over the weekend, fixing a few of the bugs and implementing a more polished (and functional) object system. "Object" of course includes both monsters and items. The difference between the two types are entirely in their collision and AI routines. Monsters generally move towards the player and attempt to cause damage etc. Items generally sit there and look pretty until picked up etc.
That's an overly simplistic view, but that's the general idea behind the object system.
A few bugs showed themselves only after I released v014. So I've been fixing them the last couple of days. In most cases I know the cause so it was just a matter of opening the source and doing a couple patches to the code. Things like not being able to pick up objects if 2 were already in the room (variable mistype, fixed), the screen jumping if you move an object outside a room through the left or right exits (object X-coor being out of range, thus eating up more cycles than allowed - thus adding an extra scanline which bumps everything - now fixed.) a one-off error on the second object's Y coordinate if two are in the room. (On the right track to fixing it, but still needs a little testing.) and whatnot. Little things like that.
Animated objects (monsters etc) are going to be something of a pain as it is right now. Mostly in the space it'll need. I just thought up an idea of how to manage them a little better - but I'll see if that's any good however later on. One animated object that I think I can do with the current system are castle gates. With a single picture/frame, I can probably manage it by having it's AI program alter when to start drawing the sprite, it's position, and sprite height after loading them into the hardware sprites.
Yeah, I know most of you probably don't have a clue what I'm rambling about. ^^
That's an overly simplistic view, but that's the general idea behind the object system.
A few bugs showed themselves only after I released v014. So I've been fixing them the last couple of days. In most cases I know the cause so it was just a matter of opening the source and doing a couple patches to the code. Things like not being able to pick up objects if 2 were already in the room (variable mistype, fixed), the screen jumping if you move an object outside a room through the left or right exits (object X-coor being out of range, thus eating up more cycles than allowed - thus adding an extra scanline which bumps everything - now fixed.) a one-off error on the second object's Y coordinate if two are in the room. (On the right track to fixing it, but still needs a little testing.) and whatnot. Little things like that.
Animated objects (monsters etc) are going to be something of a pain as it is right now. Mostly in the space it'll need. I just thought up an idea of how to manage them a little better - but I'll see if that's any good however later on. One animated object that I think I can do with the current system are castle gates. With a single picture/frame, I can probably manage it by having it's AI program alter when to start drawing the sprite, it's position, and sprite height after loading them into the hardware sprites.
Yeah, I know most of you probably don't have a clue what I'm rambling about. ^^