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Jun 3rd, 2007, 01:07 PM
#1
Hyperactive Member
Re: Story Line
Since you might be facing a massive amount of space, object and npc attributes, you might want to look into sparse arrays to conserve memory usage.. http://www.vb-helper.com/tut2.htm .. A task like this can easily get out of hand if you employ sloppy logic, but can also be done very efficiently with a little craftiness.. Zelda is a great example.. I love that series in 8bit Nintendo.. Funny thing is, if someone were to attempt to recreate it on a modern pc using poor technique, they may easily run out of resources.. I hope you keep posting your progress even if you don't perceive a problem because collabritive thought will almost certainly improve your efficiency
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Jun 3rd, 2007, 01:43 PM
#2
Thread Starter
Addicted Member
Re: Story Line
Chem:
Thanks for the advice.
Trigger:
I can imagine it getting out of hand easily. Most of the time I've spent on the game is not adding new depths such as attacks, enemies and levitation but re-writing code. Deciding how to implement the game is the hardest bit, the area editor is giving me a hard time recently. I eventually decided to have an area editor class which inherits from the main area class but adds functions to change the tiles/wav/overlays/moving tiles. Creating the character system will be the next issue and hooking than into the attack system. I'm thinking 1 base class then several inherited classes for each monster.
If you know any C# I'd be glad of any help. Zelda "Links awakening" was my inspiration, started the game again recently just because it rocks .
Rich
A)bort, R)etry, I)nfluence with large hammer.
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