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RPG Demo V6

This is a discussion on RPG Demo V6 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Everything has been completely rewritten. The Overworld uses tile based maps. Also the battle system has been rewritten to use ...

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Old 07-13-2009, 03:09 PM   #1
 
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Everything has been completely rewritten. The Overworld uses tile based maps. Also the battle system has been rewritten to use table based systems as well.

Can another dev peer review my code. I'm not happy with it.

http://www.sendspace.com/file/0ly5ha

[Release] http://xteaphn.blogspot.com/2009/07/rpg-demo-v6.html

Last edited by Xteaph-N; 07-13-2009 at 08:57 PM..
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Old 07-14-2009, 06:58 PM   #2
 
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not too shabby! throw an extra tile out there for land to show off the tile system, like mountains or something. The battle system needs some limiters though. play with some input delay timers to get a good feel so it doesnt feel like the menu system is fritzing or moving to slow when you press a button. Good progress in a good direction. Keep it up!
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Old 07-14-2009, 08:17 PM   #3
 
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Quote:
Originally Posted by Xteaph-N View Post
Can another dev peer review my code. I'm not happy with it.
well you repeat code everywhere..

stuff like

Code:
if Counter[2].num == 6 then....
needs to be replaced with

Code:
if Counter[2].num >= 6 and Counter[2].num <= 26 and Counter[2].num % 4 == 0 then
    TileX = TileX - 4;
end
Your using this pattern/smell of code all over the place and you could effectively cut half the lines of code out with an amalgamated if statement.

also you have lots of global variables. basically every variable in your game is global (bad). You should (imo) place all game state vars inside a table which is global (and the only global variable) so its super easy to serialse for save/load and make every other variable local.

Lua's power comes from tables and that its functional, if you want to step up in using lua's power, start using anonymous functions or passing functions around. The state system could easily be replaced with functions as state rather than if statements.

eg:

Code:
if Player[setPlayer].turn == "Option" then
could be
Code:
Player[setPlayer].turn()
and instead of changing state with
Code:
Player[setPlayer].turn = "Attack_Choose";
have

Code:
Player[setPlayer].turn = state_Attack_Choose
where state_Attack_Choose is a function. Start reusing code more.

once you grok anonymous functions and passing functions around, things really start to open up.
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Old 07-14-2009, 10:37 PM   #4
 
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@_df_

Thanks! I was upset that I was uselessly iterating my code, so this is going to help me a lot. Especially the thing about anonymous functions and function passing. I have a feeling that will help the most! But I'm not entirely sure how I would use them in my code per se.

@Miclowgunman

Thanks for the words of encouragement.

Last edited by Xteaph-N; 07-15-2009 at 01:11 AM..
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Old 07-15-2009, 12:10 PM   #5
 
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good work xteaph-n.you made some good progress from the first versions.i'l keep an eye on it.(RPG RULZ!)
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