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Cazra

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15th July, 2004 at 16:37:31 -

I've been working on an RPG lately and all is well. I've come up with a great( but complex ) battle system made up of about about 1000 events( about 1/4 of them are comments, new events, or groups )

I've heard rumors about an event limit. If there is one, what is the event limit?

 
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Peblo

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15th July, 2004 at 17:12:35 -

I heard its somewhere around 4900. There was an article, and someone commented on the amount of lines MMF could handle.

 
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Peblo

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15th July, 2004 at 17:14:29 -

Check out http://www.create-games.com/article.asp?id=1274
it has somewhere you can't have more than 4095 lines, but they claim you can have more if you group them.

 
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Tigerworks

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15th July, 2004 at 17:24:15 -

TGF: I think around 1024
MMF 1.2: Could DISPLAY 1024 events at a time, but there wasn't a limit on total number of events.
MMF 1.2: As with MMF 1.2 but can display 4096 events at a time. No total limit.

If there is a total limit though expect it to be at least 32,000.

 
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Cazra

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15th July, 2004 at 17:37:23 -

So far for only one character's actions on the battle screen, there are 473 events(I'll probably expect 525 avarage total per character)


From my estimations I should have the battle system completed with around 3500 events. I should be fine eventwise then!

thanks for the help


 
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Willy C



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15th July, 2004 at 17:42:49 -

Damn, thats alot of events. Normally I only use about 400

 
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Cazra

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15th July, 2004 at 17:50:00 -

Good RPG battle engines can get very complex.

 
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Peblo

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15th July, 2004 at 17:53:02 -

Hey snerlin, want to race, see who gets done with their RPGs first? Mine has about 300 lines for each character, and there's what...10 charaters? And I've only finished 1!

 
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Cazra

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15th July, 2004 at 17:55:28 -

No, I'm not going to race. If I do, I'll try to finish before you and I'll be really lazy with the rest of the game and it'll turn out horribly.

 
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Peblo

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15th July, 2004 at 17:59:41 -

Haha, good point. I program really slowy, so you'll most likely beat me anyway. Hope this game doesn't become abandoned, it sound realy cool!

 
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RapidFlash

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15th July, 2004 at 19:05:14 -

Snerlin: Wow, that's a lot of code. Maybe you should look through it and try to opitmize it.

 
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Cazra

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15th July, 2004 at 19:29:50 -

I've already made an optimized targeting system( you can select whether to use an action on either an enemy or someone in your party ).

I'll see if I could optimize it in other areas though.

 
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Tigerworks

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16th July, 2004 at 07:21:29 -

You have to code a certain number of lines for every character? Sounds like bad programming to me. Clever coders can use qualifiers and fastloops to use the same events for multiple objects.

 
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Cazra

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16th July, 2004 at 07:37:40 -

Most of the coding is for managing the individual special effects.

 
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ChrisB

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16th July, 2004 at 09:44:26 -

Behaviours are a Clicker's best friend

 
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Mr Icekirby



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16th July, 2004 at 09:51:29 -

battle of the battles, hahaha

 
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OBEY ME!

Cazra

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16th July, 2004 at 09:52:15 -

Behaviours, eh?

I'll experiment and see if I can put all the character's actions into their own behaviours.

Right now I'm optimizing INI events. I'm downloading character stats into 3 special "character value" objects at the start and then uploading the new stats( only HP, MP, and one status effect ) back to the INI at the end of battle. using INIs a lot really makes it lag.

Image Edited by the Author.

 
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Tigerworks

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16th July, 2004 at 14:07:30 -

I never really found behaviours useful. It just seems to be concealing your code in harder to reach places. Plus you have additional limitations of short-cut objects too, e.g. no qualifiers.

 
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17th July, 2004 at 07:53:48 -

Iv'e been making a Mario clone with TGF and It
has gone wall over 2000 events. However, they are put into groups.

 
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