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877994 Posts in 32897 Topics- by 24323 Members - Latest Member: nickFromPaintteh

May 21, 2013, 12:36:54 AM
TIGSource ForumsDeveloperFeedbackDevLogsLast Ascent
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DustyDrake
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« Reply #15 on: June 22, 2012, 10:51:25 PM »

C++ and XNA, huh? Not very familiar with either, but can't you just substitute the object list with a modifiable list class?
Success!
Well, not quite with what you said.
I just made it into an array that can expand itself as needed, and it works quite nicely so far.
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toipot
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« Reply #16 on: June 23, 2012, 04:18:14 AM »

I've got a Room class which contains a List<T> of Objects.
My plan was to have the game add objects to that list when needed (like when a bow is shot), however it appears that you can not edit a List<T> while the game is running, which is annoying.

Is this just an stl list? I'm guessing your problem was invalidating your iterator when using something like push_back?
If you want to modify a list while iterating through it, list::insert and list::remove should work fine, they'll return a new iterator.

Otherwise if you're using some XNA container then I have no idea  Smiley
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DustyDrake
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« Reply #17 on: June 23, 2012, 10:16:55 AM »

It was giving me an error about how I cannot modify a list while the game is running, because it might be unstable.

And I've already found an issue with the code for removing objects from the array! I cannot reliably use the objects ID that it gets assigned because every time I remove an object the entire array beyond it gets new IDs.
Hm, I have an idea on how to fix this though.
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SolarLune
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« Reply #18 on: June 23, 2012, 12:13:06 PM »

It was giving me an error about how I cannot modify a list while the game is running, because it might be unstable.

And I've already found an issue with the code for removing objects from the array! I cannot reliably use the objects ID that it gets assigned because every time I remove an object the entire array beyond it gets new IDs.
Hm, I have an idea on how to fix this though.

That sounds like a problem with looping through lists in Python. Basically, when you remove an object from a list in Python, it skips the next object in the list because the next object gets the previous object's index, which is the one that the loop is on. That could probably also cause a crash if you removed the next to last element in the list.

To solve it, you just make a copy of the list and loop through that, removing what you want from the original list.
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toipot
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« Reply #19 on: June 24, 2012, 05:59:38 AM »

It was giving me an error about how I cannot modify a list while the game is running, because it might be unstable.

Could you post the error? I modify stl lists while looping through them all the time and have never had a problem. You definitely need to be careful when doing so but it's not impossible.

And I've already found an issue with the code for removing objects from the array! I cannot reliably use the objects ID that it gets assigned because every time I remove an object the entire array beyond it gets new IDs.
Hm, I have an idea on how to fix this though.

I always end up using the pointer value as a key, which is probably a bad idea  Grin
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DustyDrake
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« Reply #20 on: April 16, 2013, 12:52:41 AM »

120 days? Try... 395, give or take a few..

S'a long time...

Last Ascent's first recorded (I've forgotten the first day I actually started on it) birthday's coming up.
Y'know, I didn't even realize it, up until a few days ago...
Lemme start from the beginning of this, I guess, might come out of left field, so bear with me.

See, I was watching my dad play Skryim, advancing through the Dark Brotherhood quests. When I thought about making a game about just that. Getting a contract and killing someone, all for the favor of a dark god, but randomly generated contracts and levels, with ways to kinda kill how you want.
So, I sat down to talk with one of my friends about the idea. Didn't really talk about much, before I started trying to use some old art for the project, from a plaformer rougelikeish idea. I didn't like how small it was, so I up-sized and smoothed it out. Came out quite well, if I do say so myself. I had used specifically that art because I wanted to use a character from Last Ascent as the character in the assassination game, just like I wanted to use a different one for the rougelike game.
I told my friend this, and he started asking for the stories of these characters, who they were and why they had ended up in the tower. Being a deathmatch type game, I hadn't thought of it too much. I gave him some rough details, and kinda out of nowhere, he spits a story back at me. It wasn't much, but it got me thinking... I've kept trying to use these characters for something, why not put them back where they belong? But this time, do something different. No deathmatch, no multiplayer. Just the characters, the tower, the story, and the game.
S'all that really matters, right? The who, the where, how and why. I just have to make them entertaining.

You may have seen me trying out 3D models, looked something like this:

Well if you've been following what I've been doing in the pixel art thread, you may not be surprised to see that it will likely look something like this instead:


I'm thinking something a bit more RPG-ish, like final fantasy. But with less of a clear distinction between "exploring" and "fighting", so where you are in the world when you enter battle, could matter. Especially if there are traps around..

I'd post more but the text editor here seems to be lagging a bit with how long it is now.
(In viewing the preview for this post, it's weird seeing the 3D wanderer s close to the 2D one...)
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DustyDrake
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« Reply #21 on: April 16, 2013, 12:56:06 PM »

Have I mentioned I hate spriting grass and dirt?
And anything natural for that matter..
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DustyDrake
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« Reply #22 on: April 22, 2013, 02:04:07 PM »

Wanted to post this about 12 hours ago, but the forums went down.

So I was thinking about the different classes, and the roles they served. See, originally, they were all going to be playable, but now with some getting delegated to being NPCs, things have changed a bit. With the Mage, Knight, Blacksmith, Merchant, Priest, and Void Knight being locked in as NPCs for the story, rather than players, I need to fill the roles they left behind. Specifically the ones the Mage, Knight, and Priest had filled. I also want to introduce some other races, because the world (I jokingly call it Last Ascentia) is a vast place, filled with more than just humans.
And let's face it, humans are boring.
So with that in mind, here's the character that will fill the role of 'healer' with also a bit of a combat role (Kinda like a Red Mage? My FF knowledge is fuzzy):


The Alchemist



I love the idea of Gnomes being eccentric fellows, with crazy hair and fancy clothes.
Being an alchemist, he can concoct special potions on the fly to heal/damage allies/enemies. Most of the time, you have a choice on what the potions do, but one ability he has is to brew a random potion, which you will then have the choice of using on your party, or the enemy.
I think I'll make it so that if you watch what he puts together, or perhaps he'll talk to himself as he's mixing ingredients, which will give hints to what he's making, so that it's not a complete shot in the dark.



As for the roles of offensive magic and tank, I'm not sure yet.
I do know I want the tank to be some sort of scaled creature, lizardpeople or half-dragon would probably be the case. Perhaps a Naga? Hm, again I've yet to decide on that.
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