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Feedback / Specific Suggestions / Criticism

Adam P

Augur
Joined
Oct 10, 2004
Messages
63
Location
Silly American
With the houses, yes lumberjacking, if the trees, or base of trees, are saved as part of the ground file, you could mask the tree with a stump graphic, I think your leaves of the trees are a seperate layer and would most likely be easy to get rid of, as for houses, for the floors and walls you could use large immobile item tiles created one by one by the user with carpentry, providing an option to imput doors and also destroy existing walls to either expand an existing house or fix an error, as for roofs, once a rectangular or other shape for that matter, set of walls has been constructed, the user could then, either inside the walls or on the prospective roof, then make the ceiling tiles. Using this process, you wouldnt need the check if materials are there except in the bag of the user, which would make things easier, because he creates his new house a tile at a time. I may have over looked some things, but using this process, despite bogging down the loading times as you have tried to prevent, you could drammaticly cut down on extra programming.

As to bows, I didnt know that, sorry :wink:

and numbers, yes, numbers, I love numbers

With the graphics, it is a graphics output problem as the tiles flash the different items, i dont think if you could get to them that they would be of any use. I will mess with the graphics and see if i cant get the problem to go away.

Another thing I noticed, the bucket that is in the corner of the beginning house reads "bucket with milk" if there is a liquid in an object its not "with" it, it is "of" it

:D
 

Wolf Mittag

Wolf Mittag Software Development
Developer
Joined
Dec 18, 2003
Messages
331
Location
Shanghai
Hi AdamP, thanks for that idea. You're right, masking the existing ground tiles with object tiles would be the easiest way to do it. Right now, I'm working 16 hours a day on finishing my current fantasy RPG project DARGHUL, i.e., I have no time for any extras; but after that's released, I'll really implement lumberjacking and house-building the way you suggested. And thanks too for the other suggestions!
 

Adam P

Augur
Joined
Oct 10, 2004
Messages
63
Location
Silly American
How far are you on with your new game? Because I would like to see some screenshots posted maybe on your website. ;)
 

Adam P

Augur
Joined
Oct 10, 2004
Messages
63
Location
Silly American
hmmm, looked again at your website, not really a good place for it, but I'm sure you could figure something out ;)
 

Anonymous

Guest
Fantasy RPG DARGHUL: Well, game world and plot are complete - you can play the whole thing through from the beginning to the end. However I still need to implement a number of spells, place a number of monsters in those of the dungeons that I've not yet finished, furnish a number of houses, fine-tune the cave/monster/treasure generator, fine-tune monster combat stats, fix some minor bugs, etc. Since I'm currently working full time on that, I ought to be able to complete all of this by Oct. 31st, and release a first (German) version. Depending on how content I'm with the result, that'll be either a Beta or a first official version. Then translation to English would follow, the website would be made over, and after about two or three weeks, mid-November if all goes well, I'll release the English version.
(Wolf Mittag (didn't log in))
 

Adam P

Augur
Joined
Oct 10, 2004
Messages
63
Location
Silly American
Awesome you dont have too far to go then, looking forward to it, and the english version considering it would probably be faster than me learning German :P
 

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