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-Truevision ORPG *Under Construction*-

Discussion in 'Map Development' started by Sverkerman, Jun 26, 2011.

  1. Sverkerman

    Sverkerman

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    Cmon Nestharus stop going off topic.
     
  2. Bugz

    Bugz

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    To make everythiNg simple .. I dont make it :) since i dont have photoshop, but i got my connections :)
     
  3. Marsal

    Marsal

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    Yeap. In photoshop it's easy. You just have to convert the background layer into a normal one and you can make transparent part by deleting them.
     
  4. Nestharus

    Nestharus

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    I am talking about the map ^)^. I go over 1 system at a time rather than all at once ;D.

    For example, the next thing I'm planning to address is the wasd movement system. The only plausible way to do that would be with abilities on items as regular abilities would have a delay and a very slight cast time. Believe me, I once tried to use regular abilities as sort of commands too and that is how I know ^)^. However, items do respond incredibly fast because they don't have the weird cast time that the regular abilities have (even with a channel of 0).


    It's good to address the core systems before you actually start them >: P


    But anyways, as long as you are educated in the tools that can be used for save/load, I'm totally ok ^)^. Like I said, a lot of people just code it the wrong way or go to CodeGen/Acehart's and I try to prevent that =D.

    edit
    Also keep in mind that for the ability hot key idea for movement, a user would have to keep hitting the keys over and over again in order to move as they couldn't just hold it down. This is the reason that only arrow keys have been used in the past.

    It's just not feasible to do wasd movement ^)^. And for online, arrow keys aren't really a good way to go as they have way too much delay : ), that's why most maps just go with point n' click.
     
    Last edited: Jun 28, 2011
  5. Sverkerman

    Sverkerman

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    Do not comment on the core systems what so ever. Thanks.
     
  6. Nestharus

    Nestharus

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    er, that's what I comment on when I comment on a map... I deal primarily with system design... what do you think I'd comment on, art?

    : P
     
  7. Hagge5

    Hagge5

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    No problem, I know arrows has incredible delay, and Ive dealt with all of these issues.
    The wasd uses wasd, and triggers when a unit begins casting, therefore removing this cast delay.
    When you move, you won't have to spam-click, it works like this:
    W: Start moving forward
    W (when moving): Stops moving forward
    A: Turns X decrees left (X will be setable for each player, they choose themselves)
    D: Turns X decrees right (X will be setable for each player, they choose themselves)
    S: Turns 180 decrees (to turn around quickly and get to some angles without having to spamclick a/d 10 times)

    --------------------------------------------------------------------------

    About savesystems, the one you called simple gui-compatible or w/e seemed kinda nice actually. From what I understand it generates codes for everything on It's own.

    I'm a little confused though.
    First thing first, I cant find which part of the code actually LOADS stuff, therefor its kind of hard to add items after load etc.
    A little tutorial on how I can refer to the integer the loading player wrote in the code would be nice (whats the udg_/Local called?)

    I'm also abit confused on how I do when I add new variables:
    Code (vJASS):
    //copies GUI variable data into array vars
    private function CopyData takes integer id returns nothing
        set test[0]=udg_test[id]
        set test[1]=udg_test2[id]
     nb   set test[2]=udg_test3[id]
    endfunction
    //loads values from code into arry vars
    private function LoadData takes BigInt i, integer id returns nothing
        set test[2]=i.divide(10000)
        set test[1]=i.divide(100000)
        set test[0]=i.divide(1000000)
    endfunction
    //erases GUI vars
    private function UnloadData takes integer id returns nothing
        set udg_test[id]=0
        set udg_test2[id]=0
        set udg_test3[id]=0
    endfunction
    //writes to GUI vars (creates units, does w/e)
    private function FinalizeData takes integer id returns nothing
        set udg_test[id]=test[0]
        set udg_test2[id]=test[1]
        set udg_test3[id]=test[2]


    I assume I'm supposed to create a new array for each test, Increase the divide thingy for last divide*10 and... yeah, pretty much that. Will it work on It's own afterwards?

    If I save an item, I set an integer thingy like the test(X) to the item that is saved? Like, I have a list of items saved in arrays...

    Like this if he has crown of kings?:
    Item[1]==Claws of attack
    Item[2]==Crown of kings
    set test4==2



    If you explain these things to me, I would actually consider it. Not because it's shorter, but because it seems safer compared to my GUI version, were player names will be slightly altered (nothing advanced, something like all Z=Y and B=A, etc.) and then scattered throughout the code.

    I really suck at jass, so we'll see if I can make it work



    Oh, and sverker, I actaully don't mind him posting about this stuff, since he's just making sure were doing a good job.
     
  8. Nestharus

    Nestharus

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    Ok

    The framework thing I linked automatically does the save/load commands for you. It also automatically calls those 4 functions correctly during save/load. You don't need to know where the save/load is done.

    If you don't want case sensitive codes, what I can do is add a small line to it for you to make it so that codes aren't case sensitive =).

    So, what I'll do here is go over those 4 functions for you.

    The first thing is that those GUI variables are just there as a demonstration. You create your own GUI variables.

    The next thing is that you really only need 1 array for everything. First value goes into slot 0, second value into slot 1, etc. You'll see why the data isn't just put into the GUI variables in a few =P.

    This function copies all of your data into the array. All values, units and etc, should be copied over to your array here. This only copies the data, that is it.

    For example, in the demonstration, I'm copying my 3 test variables into my test array.

    The integer id refers to the id of the player being copied.
    Code (vJASS):

    //copies GUI variable data into array vars
    private function CopyData takes integer id returns nothing
        set test[0]=udg_test[id]
        set test[1]=udg_test2[id]
        set test[2]=udg_test3[id]
    endfunction
     


    This is done when a code is loaded. The code is passed to this function as a BigInt, i. The id again refers to the player id (player loading the code).

    In this case, the values stored inside of the code are being read into the array that stores values. Remember that integers have to be read backwards, so this is why the last value is being read first.

    Now, it doesn't seem like you understand how integers are combined and taken apart.

    This is from my Saving and Loading tutorial, which explains how save/load systems work.
    Code (vJASS):

    //loads values from code into array vars
    private function LoadData takes BigInt i, integer id returns nothing
        set test[2]=i.divide(10000)
        set test[1]=i.divide(100000)
        set test[0]=i.divide(1000000)
    endfunction
     


    This next one erases GUI variables. This is also where you'd remove a player's units or w/e. This is done when a coded is successfully loaded before it is actually finalized (everything is created).

    In this case, I'm just resetting all of the GUI variables back to 0. Resetting these variables is rather pointless for my demonstration, but this shows you that you should erase any data that needs to be erased here. For example, removing units.
    Code (vJASS):

    //erases GUI vars
    private function UnloadData takes integer id returns nothing
        set udg_test[id]=0
        set udg_test2[id]=0
        set udg_test3[id]=0
    endfunction
     


    The final one creates all of the data. In this case, I'm just writing to my GUI variables, but this is where you'd create units and set the player's gold and what not.
    Code (vJASS):

    //writes to GUI vars (creates units, does w/e)
    private function FinalizeData takes integer id returns nothing
        set udg_test[id]=test[0]
        set udg_test2[id]=test[1]
        set udg_test3[id]=test[2]
     


    So as you can see, this framework is very low level. You essentially have to do all of the save/load yourself. However, it is much easier to use this than creating an entire save/load system from scratch =).

    This does require vjass knowledge obviously. I can't make it go through GUI because of BigInt, otherwise I would =). I can easily call 4 GUI triggers and pass the necessary information to them so that all of the code can be done in GUI, but again, the BigInt stuff makes that kind of pointless : P.

    -Movement Stuff-
    I don't think a lot of players will like that very much =).


    edit
    Also keep in mind that if you want to save things like items and heroes, you will still need catalogs.

    To learn all about save/load, I really recommend you read this tutorial -> http://www.hiveworkshop.com/forums/jass-ai-scripts-tutorials-280/saving-loading-192851/

    Just the first 2 chapters. Chapter 3/4 cover Encoder specific material.
     
  9. Sverkerman

    Sverkerman

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    Ah sorry, I thought you found it rather annoying xD

    You may keep on posting these very interesting posts, Nestharus :p
     
  10. Bugz

    Bugz

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    All that seems 2 complicated for me
     
    Last edited: Jun 29, 2011
  11. Sverkerman

    Sverkerman

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    That is not true.
     
  12. Bugz

    Bugz

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    theyre is ? or i misunderstood the point of moving, i guess you tried to make it like a human walking? taking steps?
     
  13. -Bloody Hound-

    -Bloody Hound-

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    I would for a change like to see more realistic thing's in this ORPG, well fishing is OVER USED in allmost every single ORPG i said allmost.

    I would like if there would be a black smith or a leather worker or a tailorer for a job's that you will do for other's and yourself, i would like it to be a mini game like i dont know use a hammer on a hot piece of metal and get your blade? :D and for leather working you need to stich the pieces of leather that you hunted and i dont know this kind of games will bring WHOOLE another level of gaming, i think this is extremely possible to do.
     
  14. Sverkerman

    Sverkerman

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    Trust me dear Burke, we already got that planned :)

    In alchemism you will have to brew the potions yourself, adding the correct ingredience at the right time and use a ability for "mixing it up". It will be kinda 3D.

    Herbalism wont be like that.

    Hunting not decided.
    Magic the game.
     
  15. Bugz

    Bugz

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    Hunting idear:

    Learning Hunting:

    1) Find the hunter outside in the forest
    2) Complete the hunter's quester
    3) he ask you if you wanna be a hunter

    First part of Hunting is Skinning:

    How to:

    1) Kill a animal
    2) Use your knife to skin the animal
    3) You get mats
    4) Rare skins is also available to be dropped, but from things like dragons

    Second part is Leather working

    1) Take your skin back to the hunter, and find the table.
    2) decide what you want to make with your profession menu (thinking like building menu, just with ability's
    3) use your knife to create the material.
     
    Last edited: Jun 29, 2011
  16. Sverkerman

    Sverkerman

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    Extreamly good idea Gamer.

    Also, I've added a introduction movie. Enjoy.
     
  17. Bugz

    Bugz

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    Thanks You! I Love the video >:)
     
  18. Hagge5

    Hagge5

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    You made the video well, sverker.
    You haven't read up to well on the combat though, inflicting damage while he is under the effect of Open Wound will break it, it will also disappear after Spine Crush.

    Noticed a bug were "switch" didn't grant you the mana if you had max mana while casting cuz of it, lol.

    A little spell list, so you all understand better. All spells costs 50 mana, no buffs stacks:

    Offensive:
    •Slice - Deals ? damage
    •Thrust Stab - Deals ? damage and inflicts open wound. Open wound deals ? damage after 5 seconds. It will dissapear if the target takes damage.
    •Spine Crush - Deals ? damage. If the target has Open Wound it deals ? extra damage and removes the buff (that extra damage is more than the open wound end damage)

    Defensive:
    •Switch - Changes spells and grants you 60 mana. Still costs 50 mana to cast.
    •Protection Barrier - All allies will take 50% less damage for 6 seconds.
    •Complete Block - The next hit you take deals 0% damage, and then the buff is removed. Lasts (max) 3 seconds (or something, dont remember). If both this and barrier is active at the same time, barriers effect will not apply until this buff dissappears.

    Makes up for some timing with shields, and some teamwork with the Open Wound buff.
    More strategies will be avilable with the future "magic" spells.
    Idk what you meant by "magic the game" sverker, but as far as I know we havent decided how you earn it, just that it is one or more extra spells.


    Yeah something like that, except you dont have to complete a quest to get the prof (just annoying). You won't have to select your knife to get it, it drops like loot (several mensu opens were you will choose keep or drop for each item). Then you go to some shop and make some stuff/trade for stuff (I like the idea of trading more, since you could give everything from equipment to berries).

    Don't think hunting will be an ''official'' proffesion, but more the general creep-killing of the game.
     
  19. Bugz

    Bugz

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    Alright.
     
  20. AnektoD

    AnektoD

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    Awesome! Good work.