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Gruedorf: One day there'll be pretty things again.

Created: 2008-05-05 03:49:47

One day there'll be pretty things again...

So, here's what I did this week:

  • Fixed the battle selection code. There were problems with the selectmap's setup that were causing terrible, horrible, really bad problems. I was afraid it was a much more complicated problem than it ended up being. Go team venture! Clearing up this problem removed the last "major" bug blocking battle system development.
  • Added the vc code to add Kildorf's new cels into Sully.
  • Augmented verge.exe so that if you use textpad's tool option to run your verge game, and it exits, you can click on the output and it'll open the right file at the right line number. This is, by the way, awesome.
  • Reformatted the skills.dat file, and implemented the white magic spells *Shield and *Revive.
  • Fixed selection so skills that require targets with specific conditions (like "can only be used on dead allies") don't let you select them if there are no valid targets on the field.

Isn't that swell? As per the usual, you can grab all these updates and much, much more over at The Sully Chronicles SVN. One day I'll do something with more exciting explanations and pretty pictures... but for now I'm more interested in actually doing lots of work than in doing lots of explanation. Sorry!

Gruedorf: Things I've done this week

Created: 2008-04-28 02:16:12

Things I've done this week

I added 4 new ways for fucntions to be called in verge3: trigger.onStep, trigger.afterStep, trigger.beforeEntityScript, and trigger.afterEntityScript. They are neat, and explained in detail in a news post and a new docs page.

Updated Sully using trigger.onStep so in battle zones every step you take decrements the counter until the next battle. When it hits 0, you enter the battle system, and when you exit the battle system the counter is replenished beginning the cycle anew.

I also bound trigger.beforeEntityScript to EntStart() and trigger.afterEntityScript to EntFinish(), and removed every single reference to these functions in map vc. Previously, to make things all kosher, these functions needed to be in every entity's function at the top and bottom. So annoying.

Then I fixed up Sully so you could get through a lot more of the game linearly again. Yay! You can presently get up to getting sara to the room with the thermal activators in the chests.

I also have fixed two of the major battle system bugs: the original field music now resumes after a battle, and the renderstack seems to work right after any number of battles (whereas before it would slowly corrupt.)

Pretty awesome, eh?

You can get the updated Sully in the SVN. Anonymous/Anonymous

Gruedorf: Sparse post #3

Created: 2008-04-21 02:06:56

For the third time in a row we've got a very dull posting! Boo!

But that doesn't mean I wasn't productive! Scanning the svn logs shows an assload of work, including adding a massive amount of scripting into jujube (Lance's mountain cutscene stuff and the seal of evil) as well as map tweaking, some cleanup to the cave, and solving one of the major issues with the battle system breakage problems. Namely, I'd recentyl changed from tabs to spaces in the files, and that inadvertantly broke a bit of the BattleMenu parsing functionality since it had tab-literals involved in the code. The solution there was to use chr(9) instead. Whee.

Anyways, That's the score, Alan Moore. I'll be doing more Battlesystem fixing in the next few posts. Maybe I'll even take screenshots.

In case anyone's interested in seeing this week's work, my Arch-Nemesis made a vrpg post highlighting it, and went through the trouble of making new mac and windows zips of Sully. It's worth noting that Kildorf, Gayo, and Myself didn't let a single day this week pass without SVN commits to the project. Momentum has been achieved, mofos!