Posts Tagged ‘ActionRPG’

ActionRPG Update: Axes and Shields

February 26, 2009

Nothing really big to announce, just did some tweaks and added a couple of new usable drops: Axes and Shields.

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I really only need to get Helmets and Jewelry (Rings and Amulets) and I’ll have all of the equipping slots covered in Diablo I. As for the melee weapons, there’s really only Clubs/Maces and Staves to put in. I’m not sure how I’m going to deal with two-handed weapons yet.

Next I’m going to put in Bows and probably put a youtube up to see whether people [don’t mind] or [absolutely hate] what I’m going to do for targetting. I’m going to use the same system for missile targetting as I am for spell placement, and doing it with Bows saves me the trouble of having to first build the magic subscreen. After that, I’ll get some of the important spells in, so you guys can get a good idea of why I’m going this route.

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Almost caught up!

February 22, 2009

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The only thing I have left to do is get the townsfolk back in. After that, it’s back to actual work. Lots to do!

ActionRPG update

February 22, 2009

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Items are back. Gotta get that HUD back up now. I think I’m almost caught up now.

ActionRPG Update

February 18, 2009

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Got monsters back in, and damage counters are bouncing again. You can attack with your sword again, but I’ve improved melee with an arc path instead of just holding the thing in front of yourself. Progress!

Steady progress on ActionRPG

February 13, 2009

I’ve been plugging at it and I’m pretty confident about getting caught up soon. I’ve gotten things cleaned up in my code base better, and XNA has solved a few of my previous issues with MDX for me. One little problem I don’t know how to solve yet:

ActionRPG tile edge problem

ActionRPG tile edge problem

I don’t know how to get rid of the lines between tiles on my map. I know why they’re there, but I don’t have a simple solution to it at the moment. I don’t want to make 2×2 patches for every tile, that’ll quadruple my tilesheet sizes. I’ll be satisfied to turn off the antialiasing for now, but I’m thinking I’ll need to render the tilemap to an offscreen buffer and blit that somehow. Not sure how to do that yet.

Next I’ll be adding in the sword attacking again, but I’ve built a small prototype program in Allegro/C++ that I used to try a sword sweeping motion. I liked it, and I’ll be putting that in directly. Also in the testbed was a missile shooting test that I’m going to need to definitely get input on. I’d like to use it for most of the directed/placed spells as well, and I think it’s an ok method. If you’ve played Children of Mana or Crystal Chronicles, you’ll have an idea of what I want to do.

[update]
Tried a few things including SamplerStates fiddling (thanks Blecki, Jolle, X-0ut, gustav, DrPetter, and anyone else I missed over at #ludumdare). Found the best solution was to render the scene to a 1:1 destination and then stretch the thing out, using a manually created RenderTarget. I like the texture sampling, I just wanted to get rid of my bleeding/seaming issue.

ActionRPG//Diablo//2009 progress begun

February 10, 2009

Quick blurb:  I finally got started converting ActionRPG, and my god is XNA ever making it easy. Not only am I winding up with cleaner code, I’m actually removing big blocks of now useless code. I’m more than pleased with it.

On the other hand, my source code from two years ago is incredibly bad. I’m shocked at the things I was doing; and I refuse to settle with copying some of it. You’d be sickened by the number of times I’ve used the keyword static – and how I decided to get around class scoping rules. It’s better if I not go into any detail. Shameful, shameful code. I’m bitter.

ActionRPG, XNA style

February 4, 2009

I’ve been digging around and considering my options, and it looks like I’m going to be able to rebuild ActionRPG with a very minimal amount of work. Most of the code I had can be moved around and be easily refit into XNA’s game framework.

One of the things I was worried most about, was using SpriteBatch to draw tilemaps with. Back when I was building the first iterations of the game, I was having trouble with framerate when using SpriteBatch; I then picked up my MDX book and learned how to use VertexBuffers and got my framerate back to something reasonable again. Well all of the tilemap methods I could google were all using SpriteBatch!

Just for fun, I went back and looked into my old versions that still had the VertexBuffer <-> SpriteBatch drawing toggle, and checked it out again. There was no difference! I realized that since then I’ve gotten a new computer and upgraded it somewhat, so I’m going to guess that’s the reason. (On top of that, I saw in the code that I wasn’t culling offscreen tiles during draw: naughty me!)

So I guess that’s what’s on the agenda right now. I’m actually pretty happy to get back into my code again. The best thing about all of this is that when I’m done, I’ll have something that I should be able to port to the Xbox 360! That’s cool.

Sampling of new ActionRPG Items

January 30, 2008

I took a quick run through just to make sure the new Magical Items were working out right. The following is a couple of my interesting finds.

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Wow. That’ll be selling for 1 gold when I get the shops in. I’d even say you should have to pay just to be allowed to show Griswold this peice of trash. Yay for cursed items!

On the flip side..

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The most damage the monsters can do to me is 80, by the Darknuts. With the simple calculation I use, the poor Darknuts don’t even have a chance to hurt me. All those extra HP are only going to make them cry more.

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The Darknuts weigh in with a MaxHP of 99. You would kill them three times over with one hit. Look out, Darknuts. Your day is nigh.

So yeah, that’s a sample of the better magical items you can find right now. You can do better than even these if you keep your eyes peeled 😀

ActionRPG update

January 30, 2008

I’d like to have something interesting to post every day, but that I don’t think that’s possible. Still, I try.

I’ve made a few minor additions to ActionRPG, and I’m richer for the experience. Such additions include:
– Allowing magical items the possibility for both a prefix AND suffix.
– Adding all of the property ranges for those I’ve already defined, as per the tables found on Planet Diablo.
– Refactoring related to the above.
– Constant Random Seed, for reliable replication of environment (for testing purposes).

I haven’t yet taken a look at Quality Level, which determines what magical properties can be used on an item. Also, item “quality” is still completely random – so it’s possible to wind up with The Best Item In The Game on the very first drop.

I really want to get some magic into the game. Really Badly. Perhaps I need to be poked with a stick to get it underway.

CryptFloors: random generation, go!

January 28, 2008

I decided to see how hard it would be to hook my Random Level Generator to ActionRPG. I had it going in under an hour. I’m shocked at my own efficiency:

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So yeah, there you have it. For the first four levels under the church, I’m randomly generating rooms and filling them with a crapload of entities. I found the levels to be too small at 32×32 so I jacked them up to 64×64. I’m not sure if thats too big or what, I’ll have to playtest a bit more before I can really tell. I’ll probably drop back to 48×48 if I find it’s too big the way it is now.

A few additional changes that may not be readily apparent:
– The stats panel in the upper left is now shortened until you open the inventory.
– The player can now move on diagonals. You couldn’t get him through doors unless you had a wall to line him up, before.
– Doors are available as a tile used in the random generation, though they act as floor tiles right now.
– Randomizer uses constant seed system now. Great for saving games with.

There’s still a ton to do, I’d really like to try out the Cellular Automata Method for the Caves. I think it will yield very good results. I’ll be doing it in the Level Generator project before I move it in here. That testbed was a super-great idea. I’m so smart.