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Everything posted by Tsukihime
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I can test MV and MZ games at the same time now lol
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@Kayzee my experience porting plugins has been 99% compatible depending on what classes you're touching.
Sprites have been refactored into more abstraction for each object, windows use a Rectangle for initialization instead of direct x,y,width,height specifications, some methods were "fixed" by giving it a "better name", etc.
But I still have to test it on both engines to make sure a sneaky little change isn't causing problems. -
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Can't believe that Tag Manager I wrote in Ace is coming back to MV so that I can finish my grid battle engine.
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Mainly used for restricting usage of things.
Like, if one has a 'LBD' item meant to be worn only by smaller actors...
<tag: LBD> on the database object (actor/class/enemy/state) meant to wear it and <tag_cond: LBD> on the item.
I think notetag manager is the external note field manager you speak of. -
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Went and learned Puppeteer overnight just so I can bot my MV games
I went and sped things up...And then I went and sped things up a bit more...
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Ah...classic BFS...
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@Kayzee I'd do it just for the sake of solving puzzles lol. It's honestly just a huge puzzle game at this point trying to figure out how to use simple algorithms to accomplish what you want.
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The kind of weird problems I have to solve for grid battle system (picture)
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@Kayzee pretty much lol. They just have the property that they all have a specific row/col position and the relationship between each is defined by the position.
It'd be interesting to see whether my code could be generalized to hexagon grids, triangular grids, etc.
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I mean really a 'grid space' could be seen as spots/polygons on the screen and a way to tell what space to go to for each direction you can move in. Different types of grids could just be a matter of different constructor functions for how the grids would be set up. Maybe there is a way to just have one constructor, but really square grids, hexagon grids, and triangular grids are basically the only kind of grids you can do anyway... assuming every grid space has to be the same shape and size and you stick to the euclidean plane of course. I doubt anyone is going to try remaking HyperRogue in RPG Maker any time soon though.
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Can't wait to get "any target" selection working with this grid-based target selection. You can literally just move your cursor left and right and it'll jump from grid to grid (video)
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Got the states on the tiles, so you can step on a poison tile and get poisoned, or step on a regen tile and get regened.
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@MGC there is some experimental features in my "movement" plugin that provides a bunch of random movement related stuff.
So when it's done, in theory you could push someone into AoE range and then they get toasted.
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Went and build a custom inventory system
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I put some chickens on a grid as a joke and also to test grid logic, but now it's turned into a joke game
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Finally, couple hours of ranting about bugs and things not working, I managed to write 10 lines of code to implement the ability to summon a chicken on an empty tile on the map (video)
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@Kupotepo you don't make your food work for you?
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Chess has some annoying rules lol castling and en passant...
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@Tsukihime It might be useful to think about the notation system they use here. Knight moves and the double pawn movement are marked in a pretty simple way. They can be thought of as a series of constraints. Think of it like a check each square must pass to be valid to move to
For example pawn is notated 'o1>, c1X>, oi2>'. It loosely translates as:
(is empty && one moves away && in front) ||
(has enemy && one moves away && diagonal && in front) ||
(is empty && is first move && two moves away && in front)
It would probably be possible to parse a notation like that and just have one generic chess piece class that decides what moves are valid based on the stated rules. Though I have no idea how castling would work with a system like that since it involves moving two pieces at once.
@PhoenixSoul 'Fairy Chess' is kind of a generic term for all kinds of chess variants, though having four players might be a bit much for a simple chess engine. There are also versions that alter the board in lots of weird ways that seem like it would be hard to support.
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Yeah, like 3 and 4D Chess? I've never even tried that; sounds like it's more complicated than need be.
Battle Chess is played on a standard eight by eight board. You have one Queen that acts as the Battalion Queen (the standard move in any direction any number of spaces Queen), and the other Queen moves either like a Rook does or like a Knight does (chosen with that Queen's first move and remains the same afterward), until the Battalion Queen is captured, then that Queen only can move one space at a time. It's like Spades, it's a partnership game, and is played for points. -
Yeah there is 3D and 4D chess, but also circular chess, infinite chess, hyperbolic chess, and so on.




