The most simple RPG code [close]

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firecat
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The most simple RPG code [close]

#1 Post by firecat » Wed Oct 14, 2015 2:28 pm

i really i'm stuck at solving this code, i have reach my limit at it. thats why i'm giving up my breakfast this whole week to offer $50 to help finish the final and most important step in this code. As i said in the first update, this is going to be the most basic functions not anything complex. it needs hp heal, defense, and attack with vs match, they will be in a textbox that anyone can move around (already in code). heal is self explain, defense is defense which means 0 damage, and lastly attack is hitting any enemy that the player wants with any number of damage (example: player1 attacks enemy1, 100000000000 damage).

the code is design to not to interfere with anything the developer wants to add, this means if they want a special effect like this:

https://www.youtube.com/watch?v=65IDTQp0JJc

it will work without any interference, they could can add like cut scenes or end the battle at a certain time, and so on.

payment-

due to paypal messing around with my bank which that is out of my hand (long story short, my bank and paypal dont like each other). i'm going to use popmoney (its real: https://www.popmoney.com/ ) to pay you. however due to limits of popmoney its only for united states, sorry. yes you are require to have a real bank account or else popmoney wont work. dont worry you do not need to give me anything personal, it only needs first name, last name, and email like paypal. also there's a slight 1 day waiting period which is not too bad considering paypal does the same.

how will this be done?

we collaborate by skype, google hangout, or anything that supports desktop viewing. once the battle ends like i expected (player wins, enemy wins, player2 win, etc) then i will give you the money.

open to half pay?

i am willing to do that but i will do research on you to see if you are trustful, also another thing is that if you do not reply back within 24 hours i might cancel/report on the payment i send. its $25, i do have a right to be concern about never seen it again. we both in the usa so there is no reason to say that you live in another time zone that is 10 hours or so.

what will happen to the code?

i will add it to the cookbook and make it public domain, the whole code is design to build a rpg in renpy. yes its true that i could do something similar as Jake battle engine (make it CC-SA, gain money from commercial use) but that really is not me. also no, i do not want it in screen language, i could have done that a long time ago and still end it up here.

reply or note me about any questions or wanting to join (no money involved, i already hire).

***update

i found someone who is able to help, watch the cookbook for the final result of the RPG code.
Last edited by firecat on Mon Nov 02, 2015 5:48 pm, edited 6 times in total.
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theCodeCat
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Re: The most simple RPG code

#2 Post by theCodeCat » Wed Oct 14, 2015 10:40 pm

I can probably help you out there.
I'll PM you something in a little while.

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Re: The most simple RPG code ($50 offer) [final update]

#3 Post by firecat » Tue Oct 27, 2015 2:11 pm

all or nothing!
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Jiro Horikoshi
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Re: The most simple RPG code ($50 offer) [final update]

#4 Post by Jiro Horikoshi » Tue Oct 27, 2015 8:23 pm

Setting everything up is the easy part, Firecat. Actual battles are where it gets tricky. I really suggest you get a dedicated coder working for just this project if you want to see real progress. Good luck!

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Re: The most simple RPG code ($50 offer) [final update]

#5 Post by firecat » Tue Oct 27, 2015 9:07 pm

Jiro Horikoshi wrote:Setting everything up is the easy part, Firecat. Actual battles are where it gets tricky. I really suggest you get a dedicated coder working for just this project if you want to see real progress. Good luck!
you forget, this is not the screen language its the old ui function that everyone abandoned. i found out that class system does work on it, damage is possible, and random command is possible. the big problem is having it all together in a nice simple system that allows users to edit it.
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Re: The most simple RPG code ($50 offer) [final update]

#6 Post by mobychan » Wed Oct 28, 2015 3:08 am

It doesn't matter if it's the old ui function(which you shouldn't use anymore anyway, as far as I know) or screen language.
Programming a battle system is hard work and takes a lot of time.
There's much to consider and making it adjustable is even harder.
Ever thought about using RPG Maker or something that's made for RPGs instead of Renpy?

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Re: The most simple RPG code ($50 offer) [final update]

#7 Post by firecat » Wed Oct 28, 2015 7:50 am

mobychan wrote:It doesn't matter if it's the old ui function(which you shouldn't use anymore anyway, as far as I know) or screen language.
Programming a battle system is hard work and takes a lot of time.
There's much to consider and making it adjustable is even harder.
Ever thought about using RPG Maker or something that's made for RPGs instead of Renpy?
rpg maker is a cheat engine (a low value program and limitation on programming). i also try to look for other programs but nothing came close, GM is made for platfourm games and needs 2 years to learn the GML, construct cant build vs match is made for basic games, unity plug-in also has limits which is not even better then rpg maker, and lastly pygame (a engine like renpy) is close to a rpg but not close to vn. the code i want can allow users to customize it, add any number of enemy, any number of damage, anything that the user can think off, its not limit to anything or anyone. this is a very unique code, no where else can you find this in the cookbook or online.
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Re: The most simple RPG code ($50 offer) [final update]

#8 Post by mobychan » Wed Oct 28, 2015 8:40 am

Sounds like Renpy isn't the right thing for you as well...
Unity is the most versatile, since you can do anything you want, BUT you need the programming knowledge.

Creating a system like you want here would, depending on the details cost a programmer AT LEAST 3 days, depending on how far you really thought this out and how much the programmer him/herself would have to plan.
That's without testing everything.

50$ for 3 day's of work (8 hours) would mean around 2$ per hour, don't you think that work deserves more?

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Re: The most simple RPG code ($50 offer) [final update]

#9 Post by firecat » Wed Oct 28, 2015 11:25 am

mobychan wrote:Sounds like Renpy isn't the right thing for you as well...
Unity is the most versatile, since you can do anything you want, BUT you need the programming knowledge.

Creating a system like you want here would, depending on the details cost a programmer AT LEAST 3 days, depending on how far you really thought this out and how much the programmer him/herself would have to plan.
That's without testing everything.

50$ for 3 day's of work (8 hours) would mean around 2$ per hour, don't you think that work deserves more?
again is this the most simple code, there is no need to build anything complex or else it becomes another rpg engine that no one understands. i dont think you understand that this code shouldn't take take days, the one problem i have with it is organizing it to fit the basic fighting needs. i know how this works so i can easy explain what will happen, however the fighting itself is off since it needs something to define a hero and a enemy.

think of it has coding a inventory, you need a items to place and how it works.
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Re: The most simple RPG code ($50 offer) [final update]

#10 Post by Jiro Horikoshi » Wed Oct 28, 2015 1:36 pm

Firecat, I'm honestly unsure as to what you mean by 'organizing,' but the countless situations possible in a battle like this makes the system extremely convoluted. And please don't tell me you just want a basic engine because I don't think you know exactly what you want to see.

Some things possible in the battle that all need to be addressed includes, but are not limited to:

1. Are all actions performed with a 100% accuracy?
2. How do you calculate the range of actions? If you're drawing a circle, what are you going to do for incomplete grid segments?
3. How does items equipped on the player modify the action done or received?
4. How does one determine the cost needed for a given action? MP? AP?
5. Do stats ever regenerate?

This is in addition to the proper setup that is required beforehand such as making sure the characters don't run into each other, making sure they only occupy one grid, making sure they don't sink into the land, making sure only one character occupies a given grid, making sure friendly characters don't attack each other etc... and of course, there are the animations (otherwise it will look absolutely horrible. I promise.)

I have a very strong feeling this will entail much, much more work than what you are offering here.

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Re: The most simple RPG code ($50 offer) [final update]

#11 Post by firecat » Wed Oct 28, 2015 2:56 pm

Jiro Horikoshi wrote:Firecat, I'm honestly unsure as to what you mean by 'organizing,' but the countless situations possible in a battle like this makes the system extremely convoluted. And please don't tell me you just want a basic engine because I don't think you know exactly what you want to see.

Some things possible in the battle that all need to be addressed includes, but are not limited to:

1. Are all actions performed with a 100% accuracy?
2. How do you calculate the range of actions? If you're drawing a circle, what are you going to do for incomplete grid segments?
3. How does items equipped on the player modify the action done or received?
4. How does one determine the cost needed for a given action? MP? AP?
5. Do stats ever regenerate?

This is in addition to the proper setup that is required beforehand such as making sure the characters don't run into each other, making sure they only occupy one grid, making sure they don't sink into the land, making sure only one character occupies a given grid, making sure friendly characters don't attack each other etc... and of course, there are the animations (otherwise it will look absolutely horrible. I promise.)

I have a very strong feeling this will entail much, much more work than what you are offering here.
1. Are all actions performed with a 100% accuracy? yes, if attack is 1000000 its 1000000, if its defence its 0 damage, if heal is 1000 its 1000.

2. How do you calculate the range of actions? If you're drawing a circle, what are you going to do for incomplete grid segments? not needed, its buttons only

3. How does items equipped on the player modify the action done or received? not needed, buttons for attack, defense, and heal are the main things.

4. How does one determine the cost needed for a given action? MP? AP? again not needed, hp rule only.

5. Do stats ever regenerate? stats not needed, its only click action and wait for enemy.
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