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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Tue Jan 11, 2005 9:42 pm Post subject: |
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Yeah, usually. Sometimes I get sidetracked by other little things I want to put into the engine, though.
Today I changed around some of my menu code. Before, the cursor only moved once when the key was pressed. Scrolling through long menus, like the Inventory, was a real chore. But just detecting if a key was being pressed made the cursor zoom around like crazy. So I finally figured out that I should use a delay after detecting the keypress, and it works better.
In the battle system, though, it'll be a little tougher to handle the delay. Everything keeps updating while you're in the menus, so I'd have to use a timer instead of a delay.
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Fri Jan 14, 2005 11:45 pm Post subject: |
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Making good progress. The battle engine loads data, fills up the ATB counters, the menus are fully functional, and you can select targets.
Now I just need to make it actually do something when you select an option. And that means lots of scripts and script interface functions.
After that, I have to make it process all of the end-of-battle stuff. And I still haven't implemented the enemy data loader, but that's just reading an XML file. I'm just waiting until I actually have some enemies to load before I put that in.
Then I can get back to making sprites, so I can have different characters in the battle. But that might be quite a way off.
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Fri Jan 21, 2005 12:27 am Post subject: |
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Pretty much all of the battle engine is coded, except for the end-of-battle stuff (counting up EXP, dropped items/money, etc.). After that, it all relies on the scripts. I still have to finish all the data for those.
The item/technique effects are all controlled by the scripts, and each character has a script that contains animation data, enemy AI, and such. I have to finish all of those before I can do serious testing.
After that, I work out the mechanism for calling the battle from the map scripts.
Then, it's back to work on the sprites.
[EDIT:] End-of-battle code complete. Taking the weekend off, then I'll start testing.
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