#nuvie@irc.freenode.net logs for 27 Apr 2006 (GMT)

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[02:11:10] <servus> That Bad Blood game sure has a tiny view window. And the CGA? My eyes! Why did the CGA committee choose those most obnoxious of colours?
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[08:11:08] <Yuv422> hello
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[11:11:59] <SB-X> hello
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[11:55:29] <SB-X> hello
[11:55:36] <Yuv422> hey SB-X
[11:55:40] <Yuv422> How's things?
[11:56:07] <SB-X> fine, im just watching tv
[11:56:19] <SB-X> but i'll commit my changes to combat and actor movement today
[11:56:27] <Yuv422> cool
[11:56:29] <Yuv422> :)
[11:56:31] <SB-X> as soon as i fix command mode :)
[11:56:46] * Yuv422 looks forward to it
[11:57:26] <SB-X> i was having a hard time getting movement to look like u6, but not take too long and stop the player from moving
[11:57:32] <SB-X> but it looks ok now
[11:58:12] <SB-X> Actors get a fraction of their dexterity added to their moves at the start of each turn, determined by how many game ticks passed since the last turn.
[11:58:29] <SB-X> when an actor moves, the next move goes to whoever has the next highest move count
[11:58:46] <SB-X> if the first actor still had moves left, he is put back into the list in order of moves left
[11:59:07] <SB-X> in combat mode, the actor uses up all of his moves before it's the next actor's turn
[11:59:19] <SB-X> but that might change because I havn't finished that yet
[11:59:44] <Yuv422> so the end result is multiple moves per game cycle?
[11:59:51] <SB-X> yeah
[11:59:55] <Yuv422> cool
[12:00:06] <SB-X> slow enough that you can see them move each step, but not so slow that it stops the player
[12:00:18] <SB-X> it can slow down the player though, if there are lots of actors in the area :\
[12:00:33] <SB-X> there might be a way to work around that
[12:00:42] <SB-X> but we can figure that out later
[12:01:09] <Yuv422> maybe we could calculate there max movement per cycle in advance
[12:01:15] <SB-X> one way might be to just let the player move regardless of when it's his turn
[12:01:34] <SB-X> yeah, I had something like that at first
[12:01:35] <Yuv422> and skip them to their final dest if the player moves before they get there normally?
[12:01:46] <SB-X> that would look funny :)
[12:01:55] <SB-X> but you might do it if they're off screen
[12:02:10] <Yuv422> how is it handled in the original?
[12:02:13] <SB-X> also I'd rather they do a full update() on each move, in case they want to attack
[12:02:28] <SB-X> In the original it's pretty much the same way, and you did slow down around other actors.
[12:03:13] <SB-X> although in the original it probably did everything instantly and blitted to the screen when they moved, instead of waiting for the event delay
[12:03:14] <Yuv422> I can't see any way around that without skipping actor frames or slowing down the player
[12:03:41] <Yuv422> if you don't then it isn't turn based anymore
[12:03:52] <Yuv422> because the player can move faster than the npc
[12:03:57] <SB-X> right, and it's now to the point where the slow-down is barely noticable
[12:04:07] <Yuv422> cool
[12:04:26] <SB-X> it varies from 60ms to 200ms i'd say
[12:04:40] <SB-X> and normal moves take 100-125ms anyway
[12:05:58] <SB-X> still have to make it so people in command mode don't start the next turn
[12:06:27] <SB-X> when you move them
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[13:40:38] <Yuv422> time for bed
[13:40:40] <Yuv422> cya
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[14:21:40] <SB-X> Is Makefile.common supposed to be used or usable by all of the build tools?
[14:24:09] <SB-X> or just Automake
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[22:00:21] <Yuv422> yes Makefile.common is used by MinGW and gnu automake
[22:00:27] <Yuv422> build styles
[22:02:53] <Yuv422> off to work now
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