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Re: Source Code Compiling + New item Guides
Posted: Sat Jan 05, 2013 4:29 pm
by mrpeanut188
InnocentSam wrote:
However, you could try using BlitzPlus; it's free at the moment from the Blitz website.
Blitz-plus is 2D. So is Blitz-Max, but Blitz-max you atleast can make bare-bones.
Re: Source Code Compiling + New item Guides
Posted: Sun Jan 13, 2013 10:14 am
by InnocentSam
Fixed links.
Added a new guide for adding rooms.
Mod edit: Don't double post.
Re: Source Compiling and Item/Room Modding Guides
Posted: Mon Jan 14, 2013 9:26 pm
by MonocleBios
InnocentSam wrote:Added a new guide for adding rooms.
Would it not be a good idea to inform the reader as to what the second dimension of the MapRoom array does?
It might prevent some questions later.
Re: Source Compiling and Item/Room Modding Guides
Posted: Tue Jan 15, 2013 7:42 am
by InnocentSam
MonocleBios wrote:InnocentSam wrote:Added a new guide for adding rooms.
Would it not be a good idea to inform the reader as to what the second dimension of the MapRoom array does?
It might prevent some questions later.
Good point actually. How would I word it? All I know is that if it's lower, then it's more likely to spawn.
Re: Source Compiling and Item/Room Modding Guides
Posted: Tue Jan 15, 2013 6:15 pm
by MonocleBios
InnocentSam wrote:
Good point actually. How would I word it? All I know is that if it's lower, then it's more likely to spawn.
The second dimension of the array is the index at which the room is generated.
If you notice that Gate A and B have their index as the maximum index - 1 and - 2 respectively. These rooms are the last two rooms to spawn.
This is why it isn't such a good idea to copy another room index assignment because there is a chance that the original room will not spawn.
In your example with 914, there is a small chance that 005's room will overwrite 914's index. This will prevent 914 from spawning entirely.
Re: Source Compiling and Item/Room Modding Guides
Posted: Tue Jan 15, 2013 7:19 pm
by InnocentSam
MonocleBios wrote:In your example with 914, there is a small chance that 005's room will overwrite 914's index. This will prevent 914 from spawning entirely.
Yes I encountered this problem during the testing of 005. I must've forgot to include that in the guide. Cheers.
Re: Source Compiling and Item/Room Modding Guides
Posted: Wed Apr 24, 2013 4:45 pm
by InnocentSam
Anyone want me to update these guides/make a new guide for something else? Anyone who wants to modify the source code would probably be able to figure out the rest based on outdated guides, right?
Re: Source Compiling and Item/Room Modding Guides
Posted: Wed Apr 24, 2013 7:09 pm
by SCP 513
InnocentSam wrote:Anyone want me to update these guides/make a new guide for something else? Anyone who wants to modify the source code would probably be able to figure out the rest based on outdated guides, right?
Yes, thank you, Sam.
This is important now to me...
Re: Source Compiling and Item/Room Modding Guides
Posted: Wed Apr 24, 2013 7:15 pm
by MonocleBios
InnocentSam wrote:Anyone want me to update these guides/make a new guide for something else? Anyone who wants to modify the source code would probably be able to figure out the rest based on outdated guides, right?
NPCs are the only things that come to mind. Like items, they're easy to write into the engine but depending on what their implementations are, greatly changes the difficulty of actually incorporating them into the game. I guess thats the one problem I have with game-specific programming guides. Anyone who knows how to program with a decent amount of proficiency is easily capable of figuring stuff like this out by themselves(Except for compilation, B3D is weird), whereas those who don't usually don't have the experience to follow up and expand on things they've added to said game. Especially for this game, given that the engine is essentially a static crumpled up mess that is in desperate need of refactoring. You need to know a fair amount about how the engine runs before you can be confident that what you're adding won't break anything.
Regardless, keep doing what you're doing. Your guides are well written and are informative; besides, you can't go wrong by making this forum more knowledgeable about how to code for this game(At least I hope so...)
Re: Source Compiling and Item/Room Modding Guides
Posted: Sun Aug 11, 2013 4:31 pm
by InnocentSam
I'm going to have to bump this, as I still receive PMs asking for help doing things that are in these guides.
Please only PM me if you have read these guides, and other peoples, and still cannot solve your problem.