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More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #31
quote:
Originally written by Jenkins:

Since I know a few programming languages, I'll finally be able to make some of the things I wanted to. I can't wait for this to actually come out.
If you know programming, how come you don't put your skills to work developing your own system? BoE's graphics engine is easy to mimic. All you do is blit sections of bitmaps to the screen according to an array. :)
Posts: 117 | Registered: Friday, November 2 2001 08:00
continue development...? in General
Warrior
Member # 246
Profile #9
quote:
Originally written by Loki:

I had always planned on porting it to PC and if I use OpenGL as the graphics system.. then it will be much easier...
If you want to make porting even easier, you might want to go with SDL instead. It's already been ported to quite a number of systems, so for the most part your code should be portable without many changes. It handles video, audio, events, etc. And you can use OpenGL with it.

[ Wednesday, October 29, 2003 23:26: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
the inventory thing thing in Blades of Avernum
Warrior
Member # 246
Profile #6
I'm hoping Jeff has it so you can tell it to be on the side you want it on. I would think the engine would be designed to allow that without too much trouble. Otherwise why would he move it to that side? He sure wouldn't do it to add more work (I would hope).
Posts: 117 | Registered: Friday, November 2 2001 08:00
Blades Coverage in Blades of Avernum
Warrior
Member # 246
Profile #4
quote:
Originally written by Haamana:

Q3) Bug fixes. I understand that a certain ammount of consistency is always required and that massive overhauls can sometimes be impossible after the initial release, but Blades has many minor bugs (such as the Stairway-on-connecting-town bug, empties, the resetting 0,0 flag, etc). Will bugs like these be fixed post-release in BoA?
I seriously doubt these bugs will be present. Most likely BoA is using a completely different engine. And if not, then I would think those bugs would be fixed before BoA got released as beta.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Blades of Exile or Blades of Avernum in Blades of Avernum
Warrior
Member # 246
Profile #6
And no more lousy node-based system. Although it probably still functions as such internally (script converted to bytecode at runtime).
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #24
quote:
Originally written by Automator 4000:

What I'd like is a visual editor like "click to show whereabouts the monster will go etc." or a simple one at least which then converts it to a simple script which can then be refined to your heart's content. I hope someone knows what I'm talking about...
Sounds like you want a way to create the path visually instead of using a whole lot of commands.

It wouldn't be hard to create one. You just need to have C use SDL to draw a copy of the grid and then use SDL again to control the mouse. Simple no? :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
How long you been playing Spiderweb in General
Warrior
Member # 246
Profile #20
For some reason I remember play a version of Exile that had crappy graphics. So either I'm crazy or Jeff upgraded the graphics at some point.
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #22
Or you could always implement a natural-language style script such as...

BeginFunction Named "Test"
DisplayMessage "Hello World" Colored White
EndFunction
For that matter... you could write a translator that converts the above into Jeff's scripting language.

[ Sunday, October 19, 2003 14:44: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #19
quote:
Originally written by Void Master:

You are dead on here. My research with low-literate adults years ago indicated that people tend to notice the shapes of words, and capitals help them chunk letters into words. So DoThis is easier to read than dothis. Also, avoid all caps, like DOTHIS - actually the hardest to read of all, because you have no ascenders or decenders to hook on to.
Sounds like somebody would do well to learn Java since it's functions look like that.

But more seriously, I would remove those underscores. They'll just be one more thing to forget (like semicolons are often forgotten).
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #16
I would think you'd be able to. Probably something like this for the spell:

cast_spell([spellnumber], [pc/npc]);

And for the special attack, just have it display a message/put a message in the status and then damage the pc. ;)

[ Wednesday, October 15, 2003 21:27: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
More Blades of Avernum Script Samples. Fun! in Blades of Avernum
Warrior
Member # 246
Profile #5
quote:
Originally written by Spidweb:

[QB]And finally, bear in mind that adapting to script is not as difficult as it looks.[QB]
I would hope it's not as difficult as those nodes were. Of course... it'd be even easier if your scripting engine resembled BASIC. :D

Exactly why did you even go with nodes?
Posts: 117 | Registered: Friday, November 2 2001 08:00
Exile on PALM?? in General
Warrior
Member # 246
Profile #6
You know... I saw a Palm last week that was just as powerful as my computer (400mhz and 64mb ram).

You know what is really sad though... it's actually somewhat cheap. It's the same price as the cheapest Dell computer. IMAGE(Spiderweb Software Boards Exile on PALM_files/frown.gif)

I say we find somebody who has one and get them to try it.

[ Thursday, October 09, 2003 21:40: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Coming Soon - Blades of Avernum in Blades of Avernum
Warrior
Member # 246
Profile #6
Hmm... it's going to be interesting getting used to the inventory being on the left for once.

Kinda funny to read the "stuff that won't make it" section. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Who likes XT's in General
Warrior
Member # 246
Profile #23
quote:
Originally written by Emsam:

Edit: Our neighbour had a commodore and all I remember of it is the horrible loading times.
Heh... it is horrible if you're stuck with one of the 1541 drives. They are common but extremely slow.

Me... I use the much faster 1571. Plus when you consider most of my games have weird turbo loaders (still not sure how they work), I could load Pitfall 2 in under 5 seconds.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Some suggestions to the game in Blades of Avernum
Warrior
Member # 246
Profile #19
Heh... now that you mention it... I did. :D
Posts: 117 | Registered: Friday, November 2 2001 08:00
Who likes XT's in General
Warrior
Member # 246
Profile #19
quote:
Originally written by The Absolut Sagacious stranger:

Have you ever used an old Acorn? We had one at primary school, 's how I got interested in computers.
I started with Commodore.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Who likes XT's in General
Warrior
Member # 246
Profile #13
I had an XT... but then I got rid of it to make room for more powerful computers. But I do keep an older 486 around to play old games without using MoSlo.

One thing about Macs... you'll be playing BoA sooner.

[ Tuesday, September 30, 2003 19:44: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
It's been a while, but... in Blades of Avernum
Warrior
Member # 246
Profile #5
I don't suppose you could have it check for the spiritual trait when you enter a level and proceed to generate weaker/stronger undead according to it's value could you? :P
Posts: 117 | Registered: Friday, November 2 2001 08:00
Some suggestions to the game in Blades of Avernum
Warrior
Member # 246
Profile #16
quote:
Originally written by Drakefyre:

BoA is not going to have an engine change from A3, so the details of programming like 1, 3, 4, and 5 are not going to happen, although there is a slight possibility of number one.
Number 1 should be easy enough to change. It should just be a matter of rearranging the condition statements.

Number 3 is extremely easy (or should be if Jeff is a good coder) and should simply be a change of a constant.

Number 4 is the most difficult with going around associating keys to everything.

Number 5 is ridiculous and for the lazy, but should be simple enough. Just make the items disappear from the inventory (which is probably just a structured array) and increase the gold variable.

[ Sunday, September 28, 2003 17:50: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
It's been a while, but... in Blades of Avernum
Warrior
Member # 246
Profile #2
I thought when it came to undead that there was a flag you assigned to them. Like on some of the Exile games I thought there were weapons that did extra damage to certain types of enemies... like lizards.
Posts: 117 | Registered: Friday, November 2 2001 08:00
Some suggestions to the game in Blades of Avernum
Warrior
Member # 246
Profile #9
quote:
Originally written by Alorael:

(or a good word processing program) is always handy.

Only problem with a word processor is that the game is full screen. :(

But all I do is memorize the location of something. Doesn't work too good with huge maps though.

[ Thursday, September 25, 2003 13:41: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
Scenerio Hub in Blades of Avernum
Warrior
Member # 246
Profile #9
quote:
Originally written by Iabrochium:

Well, let's look at Blades of Exile as our example. In BoE, there is a maximum of 256 terrain, item and monster slots. This is because there are 8 bits (binary digits) used to define each terrain, monster and item, and the maximum number of things you can uniquely define with 8 bits is 2^8, i.e. 256.

At this point you may well say "why not use 16 bits (you have to use a multiple of 8 bits to store a number), so we can have 65536 different terrain slots?" Well, the problem with that is that it's very unlikely that most of those slots will be used, so every scenario file would be padded out with 60000+ terrain, item and monster slots that aren't used, which would take up exorbitant amounts of space. To prevent them from taking up space, Jeff would have to rewrite the way the game handles all these objects, which he's far too lazy and stubborn to do.

Why pad it with 60k+ slots? Just have it check to see what slots have been modified and save those.

As an alternative, he could also use zlib (ZIP) or libbzip2 (BZIP) to compress the files. 60k+ slots (empty ones would be identical) would compress quite nicely. ;)
Posts: 117 | Registered: Friday, November 2 2001 08:00

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