Tuesday, February 7, 2012
Job icons now work on the main screen based upon the jobs you have set. There also pulled from xml external images so at this point you can just about add any job you want and the game will display it correctly... of course it won't actually work the girl in that job... that up next. I bought Kingdoms of Amalur: Reckoning so I ain't doing nothing. Spent 5 hours programming yesterday on my day off its time for killing stuff.
Daisy
Monday, February 6, 2012
Job icons and the actual jobs updating
So the job icons update and more importantly the jobs actually update when you press the okay button. That's about it... will add float over and then go back to playing with it in the main game.
All I have to say.
Daisy
Sunday, February 5, 2012
Rooms + Jobs XML + Job Flow
Nothing is really connected yet but I think this is the basic design for how jobs will be selected from now on.
Wanted I really wanted to talk about was how jobs are going to work in xml. What it comes down is flow using existing systems.
Job -> Event -> Text
As you can see in the job it has an event tag. This tag triggers the event. The event then chooses which of the events to call... IE rest good, rest poor, rest great, etc... The event then modifies anything that needs to be modified and finally sends over a text to the text system to display to the user. Yes that does mean it uses 3 xml to get every thing to work but it does mean that everything uses the same system. This will allow events to trigger much more and no need for multiple text system or multiple holders of information.
Eh... I don't know.
Daisy
Saturday, February 4, 2012
still bored...
Moving slowly forward with out much gain. Loading in the jobs now. Build a system so the current job will be displayed. The little ? are going to be killed that was a stupid idea and the job icons will be taking there place. I'm already bored with this screen.
Daisy
Friday, February 3, 2012
Slow but steady is boring....
Still working on designing the room screen... Spent an hour working on a really stupid bug that slowed me down... but finally figured it out. You will notice that its being changed up. The main change will be that jobs will now be in combo boxes. Not a real surprising change. This though will allow jobs to only be available at specific times. Not something I plan on implementing this round but will be something in the next round or so. The other big advantage is that it is a bit easier to understand with 4 combo boxes each displaying the job for that time. And it makes xml jobs easier as well. Of course none of that is done. Spent a bit of time also adding a combobox builder which will make them easier next time around.
Daisy
Thursday, February 2, 2012
Nothing on TV means not much done
The new room screen, I'm thinking its done. Yah... just slow going to make all the items visible and then will worry about actually positioning everything. Not much on TV so haven't been hitting it hard. Will keep at it.
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I want to thank those who suggested some anime series. It was a busy week so I only got through 5 of them...
Gosick - Terrible name good series, B+
Ookami-san to Shichinin no Nakama-tachi - fun series but to short no conclusion B
Hanamaru Youchin - another fun series (had me laughing so hard at points twinkle! twinkle!) but no real conclusion B+
Katanagatari - Sad Conclusion... B
Tantei Opera Milky Holmes - God they were dumb, but fun to watch B-
About 2/3 through Star Driver...
Daisy
Wednesday, February 1, 2012
Ugh... yah...
Gave up on, random quests, which was what I was working on. I just couldn't plan out in my mind at this point need to think some more on it. So began working on re-doing the rooms screen. They have to be re-done since I moved the rooms from an int to a string. Also have to allow for new rooms being brought into xml. Then will be jobs and maybe a release.... at least 2 months out.
Daisy
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