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Author Topic: Roguelike Engine  (Read 7580 times)

Barrow

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Re: Roguelike Engine
« Reply #30 on: January 08, 2012, 05:33:03 pm »

My bar for "functional" is pretty low at this point since I haven't written anything yet in C++ that is functional. So getting an idea how to logically arrange a guy that moves in a defined space, ect... very useful to me.

Seconded. I realize this is as much a learning experience for you, Angle, but thank you for sharing this code. Looking forward to seeing this progress.
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Angle

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Re: Roguelike Engine
« Reply #31 on: January 08, 2012, 09:31:07 pm »

No, although I could try my hand at it, I guess... I've never played portal though, so I dunno.

and I got absolutely nothing done today. first friends, now homework... Oh well, I'll work on it at school or something. I need to go over the vision, display and body code and clean it up. It's getting uncomfortably spaghetti-like. Then I'm going to add this cool MapObject system I thought of and merge it with the bodies. No time scale for any of this, though.
« Last Edit: January 08, 2012, 09:33:51 pm by Angle »
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Xegeth

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Re: Roguelike Engine
« Reply #32 on: January 15, 2012, 10:29:22 am »

I've had another look at the code and figured out where you're going wrong. On lines 109 and 139, you need to use "while (cur <= index)". After that change, it seems to work fine.

Overall, the game is looking great so far. I'll be interested to see where you end up going with it.
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Angle

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Re: Roguelike Engine
« Reply #33 on: January 15, 2012, 10:53:58 am »

Ah, thank you! It still doesn't hand looking across LocalAreas as well as I'd like it to, but I can work on that.
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