Archive for the Uncategorized Category

Inventing Events

Posted in Uncategorized on July 14, 2008 by Tau

Mood: Pleased

I’ve just had some trouble with odd local variable problems. It was one of those situations where you have two identical pieces of code, and one works and the other doesn’t. But I was doing different things with them, so I guess that explains it. I worked it out though.

So now my little person can wander around the screen, and when you press “a” the code compares your current position with a list of positions for events stored and calls the relevant function if you’re in the right location. Super.

Although, at the moment it’s just my mouse drawn stick man moving jerkily around a black screen, so next on the list is to draw some sprites. I want to use Gimp for all the graphical work (indeed all programs I use will be open source, except my OS of course) but don’t have any experience with these kinds of programs.

On a side note, I’ve been thinking about some of the features I want to include, and starting from the things that annoy me in other games. I guess with RPGs some of the things that annoy others are going to be random encounters, save points, linearity or annoyingly generated dungeons…

I quite like the idea of being able to semi-enter your own text when talking with NPCs. The game would just scan your entry for the combinations of keywords required. With regards to the battle system, I would like to use a turn based, HP reducing system. It’s just one of the stable RPG elements, I feel. I’ve always wanted to introduce some element that requires the player themselves to increase their skill, rather than just grinding, to beat the higher level enemies. What that is, I don’t quite know yet.


Character Class

Posted in Uncategorized on July 5, 2008 by Tau

Mood: Content

I took the move() subroutine out of the main file and incorporated it as part of the character class, which depends on sprite and gameobject, which in turn contains a location. The character class contains an attributes class which will be the container for HP MP etc (wow, actually RPG type things!).

So as far as what appears on the screen, nothing as changed, it’s just done from a better location.

"Stay on target"

Posted in Uncategorized on July 3, 2008 by Tau

Mood: Relieved

I’ve just solved a problem I’ve been having for a day or so. My previous versions of PyGame would run other applications with no problem, which is to say the graphics would appear nicely on the screen. However, with the new releases that I had installed none of the apps that previously worked, did. All I got was an error with the new Python Launcher. So, after a distracting search looking at C++ graphics libraries, I re-installed the latest packaged versions of PyGame and PyObjC from the PyGame site, and all works well. So, my versions are:

Python 2.5
PyGame 1.8
PyObjC 1.4
Mac OSX 10.4 Intel

I note that the default launcher has reverted to the previous version, and now works. I can now continue to work in Python. I admit that I am considerably more comfortable working with C++ for data analysis, but Python just feels a lot neater. I’ve also discovered a package called PySight for use with Mac’s built in iSight…. really have to reign in these over ambitious ideas.


Posted in Uncategorized on June 30, 2008 by Tau

Mood: Lacklustre

I forgot to say that I had to update the Python Objective C library as well, as I had gone to the latest version of Pygame. This wasn’t a simple installer like the previous two, but rather had to be compiled manually. No big deal, I just thought I’d point out the difference.

Progress as been somewhat slow. The last thing I want is to fumble at the beginning, but I’m hoping to get quite a lot done this week (that’s if I don’t spend too much time on “research” with my new Xbox360).

First few classes and ideas

Posted in Uncategorized on June 23, 2008 by Tau

Mood: Blissfully Ignorant

Installed latest versions of Python and Pygame (latest Python seems to come pre-packed with a text editor, but it doesn’t work too well, after promptly imposing itself as my default for opening .py files. Gah!). I’ll be doing all the coding in XCode as I work with a Mac (Macbook 2.0Ghz with 1GB RAM, if anyone’s interested. The Macbook isn’t set up for hard graphics, but we’re not going there!). Hmm, lots of brackets.

Currently playing around to see what kind of classes I’m going to need for a base. I’ve never done anything like this before, so it’s all very hit and miss. So far have:

Location(MapID, RoomID, x, y)
GameObject(uniqueID, Location)

My plan at the moment is to read all the map information in from an external file, so that the game loop just looks for the MapID, inputs some kind of array(s) with the relavant data and puts the images up on the screen. Then, as the player pushes an “action” button the game compares the player’s current location with locations stored in the matrix to see if there’s anything there; if there is, the corresponding event will occur – ah, need event class. That’ll be quite important then.

I’m debating whether or not to start off with a textinput for testing, and then call the graphics once I know the behind-the-scenes stuff is working. It could be useful to define some commands for later use such as GoTo(place) or something. I am weary of writing code for a text base only to have to re-work a huge amount for a graphical display, which I feel is going to be the case.

Starting out…

Posted in Uncategorized on June 20, 2008 by Tau

Mood: Optimistic

Well, this is it. I’ve finally taken that deep breath and started something I’ve wanted to do for a good 10 years – write an RPG from scratch.

Current Weapon of Choice – Python with PyGame libraries

Well, here we go then…..