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  #31  
07-01-2012, 02:31 AM
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How are you developing this?
I think I mentioned how earlier in the thread. I'm using Visual Basic 2008 to create it because it does what I need it to and is something I'm pretty good at programming in. I use 2008 because that's what my school uses so I can work on it there if I want.

:
Sounds like a good job. Question; Are you going to release it with the source code? Incase anyone wants to play on PC?
Yes, I will release the source code along-side the game. The game itself is for PC, it won't be for Mac or Linux (without wine) unless someone wants to somehow port it to them. The game should be for 2000-8 as long as you manage to install .NET Framework 3.5. You shouldn't need 4.0 for this now so it should be more backwards compatible.

Also, I've finished every command so now onto the battle parts...
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  #32  
07-01-2012, 06:03 AM
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I seriously hope this will work with Wine then >_<

I really wanna play this!
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  #33  
07-01-2012, 06:07 AM
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Or you could get xp on mac for a low as hell price and run it. Also, the battle and exp mechanics are now working. Every time there's a huge update like that I will update the code counter in my sig. It shows that it's making progress and not just dead because I don't post for a while.

I will add music from AO in the background of the game as well, and yes there will be an option to turn off music if you wish. It just makes it more interesting than playing a game with no music.
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  #34  
07-01-2012, 07:15 AM
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I can't find one for a low price.
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  #35  
07-01-2012, 10:32 AM
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Hmm, neither can I it seems. I would've thought there would be since it's old although Windows 98SE you can be paying up to £40 for it still.

Another update, a few more things are done:
  • Slig Battle screen pretty much finished, just defense and chance mechs I got to add.
  • Gamespeak for the first mudokon finished.
  • Music Added.
  • Skillpoint mechs added.
  • Leveling system finished (exp works great now).
  • More commands!
About 40% through the first room now. Reason it is taking a while is because as I add stuff in, I'm programming every possible outcome asap so I don't forget later. I'm also writing out proceedures such as the exp thing so instead of writing them out each time, I just call the sub.


Overall, the music makes testing and writing the game much more fun for me and not as boring (programming in silence is unproductive unless some serious math is involved, e.g. the exp system ).

EDIT: Like I said before, each update, the code counter goes up along with the last date and time. Keep track of it. I will be doing more of it soon, gotta go out now.
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  #36  
07-02-2012, 02:10 PM
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Seems interesting
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  #37  
07-02-2012, 11:23 PM
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Did quite a lot of work on it again now. It's taking longer and longer to build as it goes on unfortunately, probably just since there's a lot of code to pass through.

I updated the 'How to Play' page with a more in-depth explaination on the game itself. I did this since I had a few people at school test the game out and they weren't entirely sure how to play and the old guide didn't really do a good job. Added some more stuff to the first room, it's almost done now, and remember it shouldn't take as long once all the subs for specific parts are finished. It only took a while because I was sorting out the how to play page.

Still, the music is cool.
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  #38  
07-03-2012, 12:09 AM
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  • Gamespeak for the first mudokon finished.
I'm slightly concerned for your method after reading this. Are you hard-coding each mud?
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  #39  
07-03-2012, 08:29 AM
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I have to program their reponses, the gamespeak itself is it's own proceedure.
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  #40  
07-06-2012, 12:09 PM
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Another dubble-bubble post!

I got a fairly decent amount of it done just now and so I am able to compile a test version of the new ASCII fangame. This time, absolute ASCII inside a command console. Oh and a new style.

I seriously recommend reading through the How to Play section otherwise you will be stuck! I even made it a nice colour for you!

I'll be working on this a whole lot more now, pretty much everythin for school is done, only one Financial Awareness thingy left and then it's just fun, fun, fun!

Also, I think it may be the most code I've written for one part. Usually Visual Basic tends to generate code for you on the forms thing. This is console, so I have to do it myself, I sort of prefer it that way.

Please tell me of any bugs as usual, and I'll update the code counter again.

Sorry about having to use the external download site by the way, the file is too big for OWFs limit.

DOWNLOAD HERE
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  #41  
07-06-2012, 01:09 PM
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90 MBs for a text-based adventure game? :S

Still, I'll give it a go.
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  #42  
07-06-2012, 01:14 PM
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Haha, that was really fun, perhaps you could edit your first post in this thread, though, with all the commands you can use, I have a terrible memory and kept forgetting!
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  #43  
07-06-2012, 01:29 PM
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The game is great,cant wait for more updates!
Ugh idk if its a bug but i cant exit the /give menu after I enter it.
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  #44  
07-06-2012, 01:31 PM
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The game is great,cant wait for more updates!
Ugh idk if its a bug but i cant exit the /give menu after I enter it.
If you do not give the right itemid, it will reset. Use /itemlist for a list of items and their specific IDs, I'll have to add the little backspace thing there.
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  #45  
07-06-2012, 01:51 PM
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It doesn't work in wine :'(
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  #46  
07-06-2012, 02:53 PM
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If you do not give the right itemid, it will reset. Use /itemlist for a list of items and their specific IDs, I'll have to add the little backspace thing there.
Ah,it works now XDD thanks.Plus rep+
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  #47  
07-07-2012, 09:48 AM
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Updates going on as usual, here's some stuff done, or that I'm working on:

Key:
+ = Added feature
* = Fixed
£ = In progress
# = Considering


Updates on version 0.0.1a_5:

£ Shadows are being implemented, this will allow you to battle against sligs and whatnot to level up instead of having only ones that exist on the map.

£ Stats signposts are being added to notify you of how many muds you have saved.

£ Adding code for picking up items dropped on the floor.

£ Adding code to recognise variables on RP16.

£ Moolah, a currency to work with buying items from vendos is being added at the moment.

+ Vendos are now added! Instead of having to look for items or ask muds for some, vendos now supply them. You will need sufficient moolah to do this though.

+ Finished design for RP16.

+ Linked RP16C01 to RP15C15, you can move between the maps correctly.

* Fixed a bug in which the topmost slig in RP15 could be walked past without being alerted.

* Fixed the bug with not being able to talk to the mud in the middle of the map on RP15 after rescuing the top mud.

# Thinking about adding mudokons that trade you weapons or abilities for moolah, like the ring muds in AO and AE but with money.

# As a follow up to above, if it happens, I will edit the battles to allow using abilities.

# Might add secrets to the game like there was in AO and AE. I'm not sure how I should hide them without being too secret. It's so you would have to work to get all 99 or over 50 since most were out of sight in the originals to challenge you.


EDIT---
Updates on version 0.0.2a_1:

+ Moolah now pretty much added, just doing the load game screen to show it.

+ /balance command now added to show moolah. It has also been added in the console commands section of the main menu.

+ Amount of moolah now gets saved along with your other data.

£ Still need to test if loading the moolah value works.

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Last edited by RoryF; 07-07-2012 at 10:37 AM..
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  #48  
07-07-2012, 12:32 PM
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Well you could implement secret areas,hiding them behind barrels,wall posters,and stuff like that,then you need to search the area,and move the object to access the secret area.
you could also add some different looking walls,and after Abe goes near it he can search to uncover an entrance to a secret area.Oh and will there be mud losses in slig fights?
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Last edited by Scraby; 07-07-2012 at 12:36 PM..
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  #49  
07-07-2012, 12:42 PM
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That's not a bad idea actually. I shall try fitting it in somewhere eventually.

I've also decided to start logging my progress on each build now and it's changes. I've made quite a bit of progress today. I've sorted out most bugs present in that teaser now at least. I will provide a download link for a build when more is done.

[EDIT]
Some sort of good news...
At the moment I've taken to start learning some C++. Yes, this may delay the project a few days before I know enough to continue but be patient! It's not cancelled unless I say so.

The reason I'm doing this is because C++ has more capability than Visual Basic does. It also means that the file size should be lower and since it doesn't have to be an M$ compiler, it will be compatible with OSes back to Windows 95.

It shouldn't be too difficult to convert, I already wrote the code, I just need to switch languages.
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Last edited by RoryF; 07-08-2012 at 11:19 AM..
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