I keep an eye out for coding style before I approve Pull Requests -- if something is implemented in a funky or confusing way I'll ask for a revision before approving. I'm not too picky though.
What could definitely be useful is some code house-cleaning, e.g. add javadoc style comments to all functions. I know soon we'll be making a pass to move all magic numbers to constants, and possibly into config files (that's what the /engine/ folder is for). Some standardizing on function/variable names etc. could help.
I think there's going to be quite a lot of code hacking with this translations/mods/unicode work coming up, so maybe after that is done we can make a cleaning pass.
One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.
Similarly, double-check that you're not stepping out of your array bounds.
vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)
"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."
I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.
What are some ways to fix this balance?
Reduced ranged weapon damage
Add required ammo to all bows
Make ranged weapons slower (longer cooldowns on ranged powers)
Make swords more powerful
Make physical powers more visceral and engaging
Give melee weapons better attributes e.g. Bleed, Stun, Life Drain
I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.
If someone wants to take a crack at this, this tutorial may be of help: http://clintbellanger.net/rpg/tutorials/isometric_tiles/ . Also, I'm happy to answer questions about making Flare-compatible tiles.
If the task goes unfulfilled, I can probably do it myself. I hope to work on the grassland tile set as my next big task for Flare.
I keep an eye out for coding style before I approve Pull Requests -- if something is implemented in a funky or confusing way I'll ask for a revision before approving. I'm not too picky though.
What could definitely be useful is some code house-cleaning, e.g. add javadoc style comments to all functions. I know soon we'll be making a pass to move all magic numbers to constants, and possibly into config files (that's what the /engine/ folder is for). Some standardizing on function/variable names etc. could help.
I think there's going to be quite a lot of code hacking with this translations/mods/unicode work coming up, so maybe after that is done we can make a cleaning pass.
Fun style!
Excellent! Looks like all that time I spend chasing my own bugs is paying off.
One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.
Similarly, double-check that you're not stepping out of your array bounds.
The only difference I see between the two is where unitStatus is declared...?
The only thing that comes to mind: this line
int x, y;
Maybe break that into two lines. It shouldn't matter in c++ but I guess that could be compiler-dependent:
int x;
int y;
We'll have to see specific code. Can you post examples to pastebin?
vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)
Looking good! <3 action rpgs
"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."
I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.
What are some ways to fix this balance?
I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.
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