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Member Since 10 Jul 2011
Offline Last Active Nov 21 2013 04:52 PM

#5082032 Non-random evasion in turn-based games?

Posted by AaronWizardstar on 31 July 2013 - 03:18 PM

I've been thinking about the Playstation game Bushido Blade (here's a video). It's a fighting game without health bars. A character dies instantly if struck in the head or torso.


The one-hit kills place a premium on evading and blocking attacks. This makes sense from both a realism and a cinematic perspective. e.g. Batman typically has to do backflips or something to avoid gunfire.


Bushido Blade, as an action game, leaves the evading and blocking to the player. I'm left wondering one thing: how would I possibly adapt this for a turn based game?


In every turn based game I've seen evading attacks are represented by a random chance for an attack to do no damage; a "to-hit" rating. If I combine that with Bushido Blade style one-hit kills then a character's life is entirely in the hands of the Random Number Gods ("The only people who should roll dice are those who are prepared to roll a 1.").


Are there any non-random ways to represent evasion in a turn based game?

#5067474 Battle System in a tactical battle (srpg style)

Posted by AaronWizardstar on 04 June 2013 - 04:16 PM

You mentioned that units have a set of stats that never change. Is there any type of advancement (automatic RPG-style, new equipment, heart container collection, buying upgrades with gold/credits/cash, etc.)?


Does initiative effect both the order units go in and how often a unit acts?

Making the faster units do less damage and the slower units do more damage seems to be a fairly common balancing trick.


Multi-attacks combined with being able to attack twice in a turn may need some consideration.

#5057475 How much of Boost do you use?

Posted by AaronWizardstar on 28 April 2013 - 09:56 AM

I needed a certain kind of library and saw one of Boost's libraries recommended over and over, so I've began installing Boost.
Having Boost has led me to thinking about all the other libraries in Boost I could be using. Like replacing all my maps with unordered_maps and replacing all my iterator-based for lines with foreach. It's a bit overwhelming since Boost introduces so many attractive features, but I have to learn its libraries first and also figure out where they fit into my existing code.
"Boostifying" a project would probably be impractical if it has a deadline or is made by a team, so I'm asking more from the perspective of an individual hobbyist developer.
So to all of those whose projects depend on Boost, how much of its libraries do you actually use?

#5032390 Indexing pixels in monochrome FreeType glyph

Posted by AaronWizardstar on 14 February 2013 - 04:53 PM


if it doesn't work try replacing with "(cValue & (128 >> (x & 7))) != 0"

That turned out to be the code to use. My final code looks like this:


GLubyte *imgBuffer = new GLubyte[glyph->bitmap.width * glyph->bitmap.rows * 4];

int pitch = abs(glyph->bitmap.pitch);

for (size_t y = 0; y < glyph->bitmap.rows; ++y)
    for (size_t x = 0; x < glyph->bitmap.width; ++x)
        int imageIndex = (glyph->bitmap.width * y) + x;
        for (int i = 0; i < 3; ++i) // R, G, and B
            imgBuffer[(imageIndex * 4) + i] = 255;

        unsigned char *byteRow = &glyph->bitmap.buffer[pitch * y];
        char cValue = byteRow[x >> 3];
        bool filled = (cValue & (128 >> (x & 7))) != 0;

        // A
        if (filled)
            imgBuffer[(imageIndex * 4) + 3] = 255;
            imgBuffer[(imageIndex * 4) + 3] = 0;

Where imgBuffer is my final RGBA texture data (the fonts are sharing texture space with the sprites).