Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? ๐
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.
#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
It's raining... so I worked a bit on my rpg engine ๐
Testing weapons definition, still miss a lot of validation code.
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).
Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175%
๐ฑ
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.
This project will be ready, I think, in my third reincarnation ๐
I have so many projects started... ๐ค
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL
#TheGate editor coded with #HollywoodMAL
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The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operation
Door's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too ๐
#TheGate editor coded with #HollywoodMAL
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Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.
A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)
Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()
๐งต โก๏ธ