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Author Topic: I am old and bald  (Read 16845 times)

Toady One

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Re: I am old and bald
« Reply #15 on: June 25, 2004, 10:45:00 pm »

I have no idea.  It's done through my web hosting service and Volana chat, or something.  Maybe it's better to use Zonk's?  #bay12games on WorldIRC.  I'm getting mIRC to work with it, although mIRC will be asking me for money soon, and I'm running low.
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Toady One

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Re: I am old and bald
« Reply #16 on: June 26, 2004, 01:30:00 am »

Is there some way to make mIRC tell you that somebody sent a message?  I missed X again sitting right in front of my computer, with mIRC minimized.  I tried to get it to make sounds or "flash" when channel messages are sent, but neither of those things happened.

I spent today just doing editor fixes.  The editors are still very far from idiot-proof, but I fixed some problems, mostly with skill requirements and magic arts (relating to skills that I added for clothes making).  You can also do things like give a species an ability and link that up as a spell casting requirement now, although admittedly none of this will be interesting for a long while.

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X

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Re: I am old and bald
« Reply #17 on: June 26, 2004, 10:50:00 am »

http://www.devguy.com/fp/Tips/mirc.htm

Should work. I was only going to bug you a bout the easiest way to move one x,y coordinate closer to another at a set rate.

x

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Toady One

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Re: I am old and bald
« Reply #18 on: June 26, 2004, 03:33:00 pm »

You can just calculate the vector between them [x_1-x_2,y_1-y_2], divide by its length to get a unit vector.  Then multiply by the speed.  Add this vector to the [x_1,y_1] over time in your loop.  You can also save the number of steps it will take (distance/speed or distance/speed+1) and make x_1=x_2, y_1=y_2 when you've gone that many steps, if you want it to hit the other point exactly.

I think that's an easy way.  If you want a fast way, you can use line drawing code (which just involves some addition, subtraction, and bit shifting) and move along the line in steps.

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Toady One

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Re: I am old and bald
« Reply #19 on: June 27, 2004, 06:02:00 am »

Halfway done with a really basic item making screen.  Right now you can make pants of tree bark because it doesn't know any better.  I'm not sure which material attribute I should use to outlaw bark for pants...  flexibility seems a likely candidate.

Maybe I should make groups of restrictions to make item editing easier.  Right now, for a sword blade, you have to bound the rigidity and the maximum edge, and should probably have to do some others as well.  Maybe there should just be a restriction called "standard solid edge" or something.

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Toady One

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Re: I am old and bald
« Reply #20 on: June 27, 2004, 06:04:00 am »

On the other hand, if you cut the wood into little chips and strung them together...  you could make some weird pants.  But maybe you'd need something like string...  I haven't done stitching yet...  I'm not sure when I'll involve all manner of tools and things.  Like magic and items and creatures, tools and items being built properly is probably an aspect of the game to be built up over time.  Things will be relaxed and permissive for now.
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Fourth Triad

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Re: I am old and bald
« Reply #21 on: June 27, 2004, 05:13:00 pm »

I've remeber from somewhere that the native americans made some kind of clothing from shreded redwood bark.
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X

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Re: I am old and bald
« Reply #22 on: June 29, 2004, 06:11:00 pm »

Forgot to thank for the vector code. It makes sense to me now, however the other line stuff you sent is some crazy sheite.
At the moment the rpg is using move in the biggest of the x,y differencs so:
code:

  ...      @r-
       r-'
------'


The little soldiers are moving in both x and y at the same time, so are quicker diagonally. As I'm calculating a distance every time at the moment anyway, it seems silly not to update the code to use this in the movement.

Fourth Triad, I believe you're right about the bark thing, for shoes if nothing else.

X

[Edit: Prettying up the diagram]

[ June 29, 2004: Message edited by: X ]

[toad: trying new code tag]

[ August 16, 2006: Message edited by: Toady One ]

[ August 16, 2006: Message edited by: Toady One ]

[ August 17, 2006: Message edited by: Toady One ]

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