Avalon.

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
CR4SH3D
Citizen
Posts: 67
Joined: Mon Mar 02, 2009 6:00 pm
Location: England
Contact:

Re: Avalon.

Post by CR4SH3D »

nice work! i was going to work on a similar project but i have a question. recently trying to use just 1 timer i think doesnt work very well since it seems to slow down depending on the processor use

the way id have a FF style battle time system would be for each entity in the battle to have its own timer (set to characters speed) how would you do this in order to not rinse the CPU and actually have each incrementing simultaneously (or to similar effect?)
User avatar
napco
Party member
Posts: 129
Joined: Fri Jun 12, 2009 9:28 pm
Location: Ital... ehm...

Re: Avalon.

Post by napco »

It shouldn't be difficult. I've made it with RPGMaker 2000 on a 512MB RAM computer with windows95... And it run at full speed. The trick is writing a good main loop:

Code: Select all

increase battlers atb by their speed
for each battler
        if battler atb > 10000 then
                perform battler turn
                reset battler atb
        end
end
or something like this. (as you see it isn't written in Lua ^^)
User avatar
Sardtok
Party member
Posts: 108
Joined: Thu Feb 21, 2008 2:37 pm
Location: Norway/Norge/諾威/挪威 (Yes, I'm teh back!)
Contact:

Re: Avalon.

Post by Sardtok »

I would usually count down a timer and check for if it reaches 0 (timeleft <= 0), but that's just a question of semantics.
Take off every Zigg for great rapist.
Now, outgay that!
User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: Avalon.

Post by Avalon »

I have a perfectly working ATB system implemented at the moment, with no noticeable change to performance. :)

More screenies tomorrow, and perhaps a demo by the end of the week. o/
User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: Avalon.

Post by Avalon »

Person wrote:This is great work! I just so happen to love J-RPGs and think that this project is great step forward for Löve. Does this engine do overworld maps? What is the magic system like? And can it do (although I totally expect a no) mode 7? ;)
Following a rewrite of the engine, it can now quite happily do mode 7, amongst a number of other amazing things. :)
User avatar
napco
Party member
Posts: 129
Joined: Fri Jun 12, 2009 9:28 pm
Location: Ital... ehm...

Re: Avalon.

Post by napco »

When are you going to release a demo? I'm very curious! ^^ I hope you'll release also a small game with the engine!
User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: Avalon.

Post by Avalon »

napco wrote:When are you going to release a demo? I'm very curious! ^^ I hope you'll release also a small game with the engine!
Hopefully today. :)
User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: Avalon.

Post by Avalon »

Just so you know, a prototype game with the system is now complete - and will be released on 17/12/09 for those of you who are interested. :)
User avatar
Avalon
Prole
Posts: 49
Joined: Sat Sep 12, 2009 11:37 am

Re: Avalon.

Post by Avalon »

Here's a screenshot from something else I've been working on, a "random tactical RPG engine".

http://bit.ly/50GS5R

Image
User avatar
napco
Party member
Posts: 129
Joined: Fri Jun 12, 2009 9:28 pm
Location: Ital... ehm...

Re: Avalon.

Post by napco »

Great! 17/12... I'm looking forward to it!!
Post Reply

Who is online

Users browsing this forum: No registered users and 47 guests