If you decide to take that plunge, I recommend C++. Not because it is easy, but because- in my opinion- it is most useful across the board in all categories. Other languages may be more useful for specific things, but every one of those languages will be easier to learn BECAUSE you know C++.
Regardless, deciding to change your code platform is a major decision. I think a game writtin in batch is pretty interesting just for the proof-of-concept. As for answering your original question, give this a shot and let me know if it works as expected: (download expired)
(EDIT: Try "GlobalTimer.exe /?" for some breif instructions.)
oh interesting. Are you able to perform clock calculations? Like, just before the code that performs whatever moves the player is executing, it checks the current time against a potion timestamp.
When player drinks a potion that is supposed to last... 30 seconds, for example... it records the time when the potion should expire.
rem potion lasts for 30 * 100 centiseconds Set POTIONDURATION = 3000
Set ENDTIME = %TIME% rem convert timestamp to centiseconds set /A ENDTIME=(1%ENDTIME:~0,2%-100)*360000 + (1%ENDTIME:~3,2%-100)*6000 + (1%ENDTIME:~6,2%-100)*100 + (1%ENDTIME:~9,2%-100) + %POTIONDURATION%
Then, just before the game executes the code that performs player action or anything that might be affected by the potion, you do a check to see if the potion is beyond expired
set NOW=%TIME% rem convert timestamp to centiseconds set NOW = (1%NOW :~0,2%-100)*360000 + (1%NOW :~3,2%-100)*6000 + (1%NOW :~6,2%-100)*100 + (1%NOW :~9,2%-100) if %NOW% GTR %ENDTIME% do something to cancel the potion effect.
I don't know if this code will run. I haven't tested it.
I also don't understand how separately threaded executable will be able to update a value in the batch without also interrupting the code flow or requiring the batch to wait until the executable is done... which would defeat the purpose. Do you have a way for a separately executed program to inject values into the batch WHILE the batch is running?
This seems like something that should be incorporated into the game itself instead of a separate executable. If you're doing top-down programming, a timer function can be injected into the main loop as long as there is nothing that truely HALTS the program's flow (ie. remove Pause, Wait, or Sleep commands and replace with alternatives that allow code to continue executing even if the game itself doesn't progress)
That is a lot of jargon, so if you need me to tone down the buzzwords, let me know and I can explain better.
imbedded timer functions aside, I could probably make a simple console executable that accepts a time parameter (in milliseconds) and a file path (whatever file you want it to execute when the time is up). would that do?
What language are you using? What operating system?
Put your music on OGA! I bet you'd get loads of feedback. The encouraging kind, even! I listened to your music on soundcloud and I like it enough that I already want to make a place for it in my game. Not that it may mean much to you until the game is played by anyone, but even if you had zero fans before, you've got one now. :)
Are fan games legally allowed, commercial or non? I know you can't use copyrighted or trademarked artwork, but can a game have the same title as a Square Enix franchise?
Weird... The starting location in the video is, like, 12 feet from where I was sitting when I watched the video. I was like "How does this video know where I am!"
If you decide to take that plunge, I recommend C++. Not because it is easy, but because- in my opinion- it is most useful across the board in all categories. Other languages may be more useful for specific things, but every one of those languages will be easier to learn BECAUSE you know C++.
Regardless, deciding to change your code platform is a major decision. I think a game writtin in batch is pretty interesting just for the proof-of-concept. As for answering your original question, give this a shot and let me know if it works as expected: (download expired)
(EDIT: Try "GlobalTimer.exe /?" for some breif instructions.)
oh interesting. Are you able to perform clock calculations? Like, just before the code that performs whatever moves the player is executing, it checks the current time against a potion timestamp.
When player drinks a potion that is supposed to last... 30 seconds, for example... it records the time when the potion should expire.
Then, just before the game executes the code that performs player action or anything that might be affected by the potion, you do a check to see if the potion is beyond expired
I don't know if this code will run. I haven't tested it.
I also don't understand how separately threaded executable will be able to update a value in the batch without also interrupting the code flow or requiring the batch to wait until the executable is done... which would defeat the purpose. Do you have a way for a separately executed program to inject values into the batch WHILE the batch is running?
This seems like something that should be incorporated into the game itself instead of a separate executable. If you're doing top-down programming, a timer function can be injected into the main loop as long as there is nothing that truely HALTS the program's flow (ie. remove Pause, Wait, or Sleep commands and replace with alternatives that allow code to continue executing even if the game itself doesn't progress)
That is a lot of jargon, so if you need me to tone down the buzzwords, let me know and I can explain better.
imbedded timer functions aside, I could probably make a simple console executable that accepts a time parameter (in milliseconds) and a file path (whatever file you want it to execute when the time is up). would that do?
What language are you using? What operating system?
Nice, man. Good start! I like the push-physics test.
Put your music on OGA! I bet you'd get loads of feedback. The encouraging kind, even! I listened to your music on soundcloud and I like it enough that I already want to make a place for it in my game. Not that it may mean much to you until the game is played by anyone, but even if you had zero fans before, you've got one now. :)
Are fan games legally allowed, commercial or non? I know you can't use copyrighted or trademarked artwork, but can a game have the same title as a Square Enix franchise?
yeah, right next door.
I'm no good at modeling, but I'll take some pics of the tucson area if anyone needs them for reference. :)
Hooray! Access Granted!
TL;DR, but this is quite the set of graphics. Nicely done.
Weird... The starting location in the video is, like, 12 feet from where I was sitting when I watched the video. I was like "How does this video know where I am!"
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