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[WIP] Crimson Knights - The Fall Of Xenon (CKFoX)

This is a discussion on [WIP] Crimson Knights - The Fall Of Xenon (CKFoX) within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Crimson Knights - Fall of Xenon http://rapidshare.com/files/164783085/CK_FOX.rar http://www.sendspace.com/file/k4sf49 Genre : RPG Written In : LUA Lead Programmer - Richard Sparrow ...

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Old 11-17-2008, 01:49 PM   #1
 
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Default [WIP] Crimson Knights - The Fall Of Xenon (CKFoX)

Crimson Knights - Fall of Xenon

http://rapidshare.com/files/164783085/CK_FOX.rar
http://www.sendspace.com/file/k4sf49

Genre : RPG
Written In : LUA

Lead Programmer - Richard Sparrow (spike_132000)
Programmer - David Smith (NemesisXposed)

Hey There Guys and Gals of the PSP Homebrew World, I release to you today, a Preview of a Work in progress.

Basically, it's just a preview of what we got going here at [dik]* Games

I would appreciate it if someone uploaded some screenies for me, cos my PSP Broke and I won't be getting a new one until wednesday fingers crossed.

But Please do check it out and tell us what you think

There are lots of bugs that we are still working on, and if you walk onto another map and it vanishes, it's because it doesn't exist yet. Some of the collisions are not done yet.

Also, you can pick up an item from the cabbage patch in the small vegetable garden (Just a test for Item Pickups cos we are in the middle of testing).

Well, there's the upload, download and enjoy, comments and feedback greatly appreciated. All code done by us from scratch and images used from RPG Maker VX. Enjoi

Last edited by spike_132000; 11-17-2008 at 02:36 PM..
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Old 11-17-2008, 01:52 PM   #2
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Edit: RPG? nice , hope its good.

Last edited by dan369; 11-17-2008 at 02:14 PM..
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Old 11-17-2008, 02:13 PM   #3
 
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Could you mirror this to sendspace or direct link it because I am on my psp.
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Old 11-17-2008, 02:20 PM   #4
 
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What you are seeing here is a culmination of a whole years work by Richard and myself. It's had a few ups and downs, and has taken a few different forms. But it's really getting there and can't wait myself to get it finished up and ready for people to play in its entirety.

Enjoy all .
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Old 11-17-2008, 02:23 PM   #5
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Unfortunately, I couldn't even start it. Your using HM8 which needs the hm drivers which i haven't got.
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Old 11-17-2008, 02:36 PM   #6
 
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mirror'd to send space
-=Double Post Merge =-
Quote:
Originally Posted by dan369 View Post
Unfortunately, I couldn't even start it. Your using HM8 which needs the hm drivers which i haven't got.
Sorry about that, Yes it does need the HM8 Drivers. Forgot to note that

I need to
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Will Post Screenie's Up on Wednesday

Last edited by spike_132000; 11-17-2008 at 04:33 PM.. Reason: Automerged Doublepost
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Old 11-17-2008, 05:25 PM   #7
 
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get the 8.1 beta. It only needs the drivers for certian functions. I am not sure which ones tho. And thanx for the mirror, checking it out now.
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Old 11-17-2008, 09:57 PM   #8
 
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I don't care how shiny it looks, how stupid the engine required to run it is, how nice the graphics look, how much filesize it has, or anything else, but I have to say the code structure of this sucks. That is completely honest and for a project of this size is not an insult, but more a warning that if you continue like this, you'll never go anywhere. Everything is hardcoded, variables are all seperate, everything is loaded at once, useless functions, etc etc

Have you ever even seen tables used in a lua program? Tables are lua's primary powerful data type, yet you do everything without them.

Also, numbers. Hardcoded repetitive continuous number-based checks should never be needed. This:
Code:
	if mapx==7 then
		if mapy==1 then
		
		end
		if mapy==2 then
		
		end
		if mapy==3 then
	
		end
		if mapy==4 then

		end
		if mapy==5 then
		
		end
		if mapy==6 then
		
		end
		if mapy==7 then

		end
		if mapy==8 then
		
		end
	end


	if mapx==8 then
		if mapy==1 then
		
		end
		if mapy==2 then
		
		end
		if mapy==3 then
	
		end
		if mapy==4 then

		end
		if mapy==5 then
		
		end
		if mapy==6 then
		
		end
		if mapy==7 then

		end
		if mapy==8 then

		end
	end
is one of the worst ways to make a decision on something. Again, this can be solved with tables.

Go to lua-users.org, read every damned thing you can find about tables, then go to lua.org and read the entire section of PIL on tables. Then, delete all the lua scripts of your game and start over. A hardcoded mess with no engine to it will never make a decent RPG. If it does, it'll be one of the worst wastes of time I've ever seen, as it will have taken twice as long to complete as something using a flexible engine (at LEAST) and will require even more time to expand on, fix, tweak, etc.
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Last edited by TurtlesPwn; 11-17-2008 at 10:11 PM..
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Old 11-17-2008, 10:04 PM   #9
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Hi, spike_132000.

I am going to quote you a post of mine from a different thread and I'd like you to tell me in a years work which of the things in it you have done or nearly done if you don't mind.

At the very least you'll know if you haven't done many then you have some work ahead.

The reason for this is we get regular "I'm making a RPG" threads here on Qj were not a lot is done at all. One being collision and another being tile maps. If they are not done then you will get ribbed.

Here is the post.

Quote:
Originally Posted by mraellis View Post
I want people to learn and at the same time make something that's not really out yet and is worthwhile so they don't get the whole "this has been done a million times" posts.

Wololo at least said the most important thing a RPG "alpha" needs otherwise it is pretty much not worth playing. And that is a battle system/enemies!" Without them and some form of objective then the game is not worth downloading.

1. Battling system
2. Shop system
3. Npc system
4. At least 10 different "maps"
5. Tile maps
6. Working collision.
7. Diagonal movement. - Not a necessity.
8. Graphics not made in paint. - Yours are from rpgmaker vx are they not so your fine.

Then make sure you have at least a few people/friends tell you it's enjoyable and that they can spend at least 15 minutes on it without hitting bugs. Then you can release it here. And then your likely to see a nice comment by me. Unless it's missing any of that..

I know that seems like a long list but that honestly is pretty much a alpha for a RPG. There is so much stuff to do in the game and it takes so long to make with adding all the stuff as required. You need all the systems at least basically working at the start as you start making the "maps" because if not then you have a hell of a time going through later fixing them.

Anyway i hope you at least take some kind of note of this.
I removed some of the insults to the TC that was in there though. Lol.

Edit - While writing that Turtles replied to you. Everything is hard coded? Ouch. You need systems, tables and a engine. You need to be able to call stuff up to use as needed, not recode it every time. I suggest doing what he said and go learning a lot more and remaking this better.

Last edited by Mraellis; 11-17-2008 at 10:08 PM.. Reason: Added edit.
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Old 11-17-2008, 10:14 PM   #10
 
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Quote:
Originally Posted by mraellis View Post
Edit - While writing that Turtles replied to you. Everything is hard coded? Ouch. You need systems, tables and a engine. You need to be able to call stuff up to use as needed, not recode it every time. I suggest doing what he said and go learning a lot more and remaking this better.
Just skim over the script.lua for a few minutes

It uses some good flexible reusable functions, a step that the majority of RPGs never come close to, but most of the rest of the code is not what it takes to make a nice RPG. The lack of tables and function/variable organization absolutely kills it. Also, HM8 doesn't help any. I really don't know what this can possibly be doing that it requires such extraneous features.
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Old 11-18-2008, 06:20 AM   #11
 
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Quote:
Originally Posted by spike_132000 View Post
lol.

dikgames.co.cuk - account suspended
pspguides.forum5.com - account closed due to inactivity

Here I was thinking I'd find a homepage with some info and maybe a screenie or two...

I'd also expect a bit more from a 'culmination of a whole years work'
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Old 11-18-2008, 07:33 AM   #12
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HM8 is a Really bad choice of Luaplayer. I agree with Turtles, i quickly scan through a minute ago, the huge list of if this if that end was huge. Does this have enemies?
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Old 11-18-2008, 10:01 AM   #13
 
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Thank you guys for your comments, both, negative and positive.

The code is like that as it is still a WIP, this is not a project we are gonna let die like a lot of RPG'a do.

We have alot of code cleaning to do, hence why this is just a preview. Thanks for all your comments, and will be back at you soon.

And www.dikgames.co.uk died a few days ago as our web host decided they didn't want to host gaming website's anymore.
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Quote:
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HM8 is a Really bad choice of Luaplayer. I agree with Turtles, i quickly scan through a minute ago, the huge list of if this if that end was huge. Does this have enemies?
Yes it does.

Last edited by spike_132000; 11-18-2008 at 10:02 AM.. Reason: Automerged Doublepost
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Old 11-18-2008, 10:46 AM   #14
 
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I know where that big quote came from. XD You should try HM 3. I use that for most of my lua stuff. It works well and should give you all the functions you should need. If you want I can help with collision maps. They would make maps a bit easier.
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Old 11-18-2008, 10:49 AM   #15


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1) May I recommend that you use PGE Lua, it's much more optimized.

2) Psychologically, revealing a WIP project is a no-no. What happens is that the coders stop doing the work, and sit there admiring the hype, causing the project to fail.

The thing to do is to keep quiet. Therefore, naturally everyone wants to show off their creation, but because one's set on not releasing it until done or 80% completed, one's much more motivated to work on it.
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Old 11-18-2008, 11:22 AM   #16
 
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I don't get it, what is so special about pge lua??? :?

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Old 11-18-2008, 11:28 AM   #17
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Its faster, better & has less bulk. By bulk, ISO functions all that which should have never been in Luaplayer because its main purposes was for game development. It also has alot of very useful functions.
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Old 11-18-2008, 11:38 AM   #18
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I'd say more about everything but atm i only have the time to say that you did not make the :? smiley you "idiot"!!!!!!!!!!!!

Oh and your not one for trying to teach people either.
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Old 11-18-2008, 11:44 AM   #19
 
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I just said that about the smiley bc I haven't seen others use it, sry. I am only offering to help with collision maps.
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Old 11-18-2008, 12:18 PM   #20
 
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Well, I will be getting my new PSP tomoz, so Code optmomization away
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Old 11-18-2008, 03:27 PM   #21
 
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The code is not simply messy, and just tweaking it and changing it is not going to change anything. An incomplete game should not be using a totally different code base than the final version.

Throw the code away, learn more, and start over. Seriously. Do NOT try to excuse it "oh sorry it's just a preview" because I don't care what you tell me, unless you throw the code you have now away and start over, the code will not be good when it is done. You can't clean up a lack of tables and true structure.
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Old 12-11-2008, 12:53 PM   #22
 
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For anyone who's interested, [dik]* Games formally closed last night. Both myself (Jamie Davies) and nemesisXposed (David Smith) left due to lack of progress and communication throughout the team. It is now down to Richard Sparrow as to what happens to the other members of the team and the website and whether they continute to code or not.

However, since these events we have formed a new team (NovaWare, Currently 5 Members) and we are hoping to get into the PC game development scene.

If Anyone here is interested in helping out. Give us a shout:

92jay@live.com

ARTISTS AND C#/XNA CODERS NEEDED!

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Old 12-11-2008, 01:48 PM   #23

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lol, XNA = good, but i'd stick with openGL, or directX, and C++, than c#, although the m$ visual express c# editor kicks major ass, also is this team a local team, or a national one, if it's the latter, i doubt you'll stick together very long
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Old 12-11-2008, 02:06 PM   #24
 
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Team is split into two at the minute with 2 guys in one place and 3 in another.

As a team we're getting on okay with XNA and C# although we're open to change to a better language if the needs are there.

**We also have another game in production. However details on this are being withheld for a few days**
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