[ian-reeds-games] Re: A more in depth update

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 25 Mar 2013 00:56:22 -0400

One last thing...I was wondering if Craig's scripts  are up to date? He sent 
some on the list a while ago, and I don't want to erase it if it isn't there.
thanks,
al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, March 24, 2013 10:55 PM
  Subject: [ian-reeds-games] A more in depth update


  Hi all!

  I've been fairly quiet lately so I wanted to send this additional email 
  to let you know what I've been up to and what you can expect in the near 
  future.

  I spent some time working on a new saving and loading solution. Allan's 
  Kobold map that was 100 by 100 was running into some out of memory 
  issues due to my current solution.
  Unfortunately the new solution still has issues so I've put it on the 
  back burner.  So it's a lot of work with no helpful results, though 
  hopefully sometime in the future I will get it working without the new 
  issues and it will be a better option.

  Then I also spent time on the new ability to download map packs in 
  game.  This is in dev 11 that I just released.
  It needs some more work to be done for the adventure game engine, but is 
  close.
  There were also a few minor bugs I fixed that Richard brought up.

  And of course there was the adventure game release you saw.

  Then a large portion of my time has been spent on the new dungeon 
  exploration system for the RPG maker.
  This new dungeon exploration system is going to be first person, think 
  of how swamp works but without shooting guns or swinging axes.
  I'm happy to say that it is really coming along but since it is so 
  different than my grid based stuff it has taken a lot of work.

  Then I have come up with a brand new game that I am very excited about 
  and I think will be a real hit, but it has a considerable amount of work 
  to be done before it's ready.
  It shares a lot in common with what the RPG Maker will be but also 
  differs in some key ways.
  I'm really focused on that lately, fortunately for now all the work on 
  it also benefits the RPG Maker, but nothing that's ready to show yet.

  In addition it seems like non-game things have been consuming my life a 
  lot lately.

  So to recap, I've been busy and am still working on audio games, but 
  some of it is longer term and you won't see for a while.
  Additionally other non-game related items have also taken up my time lately.
  And unfortunately it is likely to stay the same for a while as the 
  non-game stuff looks like it will become even more busy and I am excited 
  about working on my new game idea.

  So I'll be doing small updates to TB but things are likely to stay slow 
  on it for the near future.
  I hate to say that, but I'd rather be honest so you know what to expect.

  I am so glad to see people to continue to innovate with what TB 
  currently has to offer.
  And I want to say a big thanks to Carlos for converting Allan's map to 
  take up less space.
  Allan and I actually had a good discussion about the size related to the 
  out of memory issues with saving and loading.
  Our solutions were for me to look at the saving alternative which for 
  now is a failure and for me to add a copy and paste feature to the map 
  editor so he could do just what you've done for him.
  Unfortunately like many things the copy and paste feature still isn't 
  here. Sigh.

  It's great to see continued work on map packs like Command and Conquer 
  and the great way Kobold dungeon is utilizing items and equipment.

  Mosin, welcome to the list!  I'm glad others were so helpful in 
  answering your questions.

  Allan, you asked if there was a way to have an infinite or passive 
  duration and there currently isn't, but it's a good idea.
  You also mentioned a problem with attack_health_inflict_mod in effects.  
  I believe that is supposed to work, so it's a bug and I'll get it fixed 
  at some point.

  Thanks to all of you for your support.

  Ian Reed

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