Work in Progress



GAMELEGEND 2020-02-28 16:00 (Edited)

Use the skills play around with the code see how you like it

I am going to create people can hold lots if inventory items how does 50 sound and yes there are items that stack

RPG(NAME ?).nx | Open in app
2020-02-28 16:00

was8bit 2020-02-28 18:16

Here are the values in real time... it lets you use only 2 skills then you cannot use any more skills at all ever... is this your goal?

RPG(NAME ?)debug.nx | Open in app
2020-02-28 18:16

GAMELEGEND 2020-02-28 18:29

no that is not my goal this is the beta version of the skills part of the game i will be adding somthing that gives you mana every now and then depending on your class

GAMELEGEND 2020-02-28 18:32

for example healers will get more mana and faster then rouges

was8bit 2020-02-28 19:44

Ah.... pretty cool :)

GAMELEGEND 2020-02-28 20:03

and you max mana goes up when you lvl up for example rouge will get 10 mana added to there maxmana every 3 lvls
And healers maxmana will go up 5 every 2 lvls

GAMELEGEND 2020-02-29 00:12

I have a question about my location stuff before i code it
Which option is better or is there a better option and dont give many ((!!ANY!!)) code i want to see if i can figure this stuff out on my own first

Option 1:
I have a 2d array that looks like this the one in the game will be bigger


And the one is were the player is and then i have another two d array with like this

Graveyard Nowhere Castle
Sky NoobArea Someplace
Underground SkyCastle MiddleOfNowhere

So right now the player would be in NoobArea
And lets say the player wanted to go to Sky and sky is to the left of NoobArea and then the first 2d array would now look like this


For another example lets say the 1 is at 0,0 they at were ever i put the thing were it prints out the location it would find the 1 which is at 0,0 so then it would go look at 0,0 in the other array and print out graveyard

Option 2:
Graveyard Nowhere Castle
Sky NoobArea Someplace
Underground SkyCastle MiddleOfNowhere

Lets say the current location is sky it would look at all tue adjacent locations and print out where you can go first options does not usually print out where you can go you just go there most of the time you just go there but the second option will always ask if you want to go there

was8bit 2020-02-29 06:49 (Edited)

Hmmm maybe create several same sized arrays... so take your whole game map, and if you grid it 5x5, then create a 5x5 array MAPNAMES and assign specific names like "Graveyard Castle" or generic names like "empty field"

Then create another 5x5 array MAPLOCATION which tracks both where the player currently is and if player has been there as well as where player hasnt been (unexplored)... 0=unexplored, 1 has been there, 2 player is currently there..

Then create other 5x5 grids for things like MAPLOCK where a value of 0 means open, any number means you need item# or need flag# set before it gets open (a flag could be, have visited the swamp or talked to the old man in the woods, etc.)

So long as each array matches your main map grid, you can create layers of things specific to each place on the map... :)

Your main map can be 3x3, 5x5, or whatever... just have all your arrays match your main map grid size :)

GAMELEGEND 2020-02-29 13:36

Yeah and there could be another array that show how many quests you have in that area

was8bit 2020-02-29 14:36 (Edited)

Exactly... as long as they all use same array size, they will match up to the game map, and by naming each one well they should be very easy to use in your game code :)

and you can be clever with what the data means... bottom line, make them easy and useful for YOU

GAMELEGEND 2020-03-02 16:23

Lets say a sprite is at x: 50 y: 50 is there a way to copy the sprite to x: 70 y: 70 without making another sprite i looked in the help section but i did not find anything and but i dont think there is a way anyways

was8bit 2020-03-02 22:14 (Edited)

Technically, graphics exist only as characters you create with CHARACTER DESIGNER... BG 0, BG 1 and all sprites simply store a character reference # along with a palette # and a few other settings...

So, if you drew a person in character #3, you can put 3 into any background cell, or into any sprite.. and that person will show up in everything that references to character #3

If you use PEEK POKE commands to edit or change the graphic CHARACTER #3, then instantly ALL cells and sprites referencing #3 will reflect that change....

was8bit 2020-03-02 22:17

CELL X,Y,3 tells NX that CELL X,Y should use character# 3 as its graphic
SPRITE S,,,3 tells NX that sprite#S should use character#3 as its graphic

was8bit 2020-03-02 22:22

COPY $8000+CHARNUM*16,16 TO $8000+3*16

Will copy (in NX live game memory, not your permament character data file) the image data from CHARNUM and overwrite the image data for #3, which instantly changes any cell or sprite that references #3

COPY and PEEK POKE are advanced stuff, i just added it just in case you were interested in advances stuff... ;)

GAMELEGEND 2020-03-02 22:45

I am intrested in the advanced stuff but i am kind of in the middle a bit passed the basics

GAMELEGEND 2020-03-03 03:59 (Edited)

V1 of my game someone saves the game i update do they have their save data in v2 and all the version after that

GAMELEGEND 2020-03-03 04:02 (Edited)

Wait because v1 and v2 are the same game are the memory addresses the same and can they access files from V1 and use them for v2

GAMELEGEND 2020-03-03 04:08

And one more question is everything about lowres in the help section if not were can i find that other stiff

was8bit 2020-03-03 04:34 (Edited)

Its best practice to add version #'s to your file names to make it easier to tell them apart

An NX game file is simply a text file.... all game data (images, sounds, music, backgrounds, etc) are saved at the bottom as text data, and NX uses the text data to reconstruct the game data..

So, if each NX game is a text file, then each text file is it's own file, and any changes made to v2 are in v2, and v1 is still the same as it was...

When you run a game, NX reconstructs game data into images, etc. and creates virtual runtime memory to run the game... you can use PEEK POKE to change runtime game memory, but running the game does NOT change the .NX text file

TOOLS can change the .NX text file, like CHARACTER DESIGNER, BACKGROUND DESIGNER, and SOUND COMPOSER... but they only edit the game data files at the bottom of page... only your text editor can change the actual game code...

was8bit 2020-03-03 04:36

Yes, everything should be in the included HELP section... putting it all together and understanding it all can take time..

... never hesitate to ask any questons :)

GAMELEGEND 2020-03-03 04:40

was8bit did you help make lowres or are you just really good at this stuff becuase it kindof seems like you know all the same stiff has timo

was8bit 2020-03-03 05:01

Timo is the creator of both lowres, old version and NX version...

I am just a huge fan \(^_^)/

GAMELEGEND 2020-03-07 02:01

Okay i have decided to still go with this game but change it from a text based game into a video game i might have some questions about the scrolling not how to make it scroll but stuff that pops up during the scrolling for example lowres galaxy how do you make the aliens pop up randomly

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