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Messages - LordZ

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1
Recettear: An Item Shop's Tale / Re: Snow Bunny drops too rare?
« on: October 01, 2010, 11:46:58 AM »
The inventory limit is primarily because of the fact the saves are fixed in size.  They'd pretty much have to come up with an entirely different method of saving stuff to make it unlimited.  I'm not sure it was even meant to be way to increase difficulty.  Most games that try to use inventory size as a way to increase difficulty use much smaller inventory sizes.  Though, I agree that unlimited inventory is the ideal way to do things in pretty much every game.

By the way, I remember there being a post about them planning to fix the fusion formulas to be more sane in the next patch.  I forget where I saw it though.

2
Recettear: An Item Shop's Tale / Re: demo not working?
« on: October 01, 2010, 11:30:02 AM »
If you've put enough work into it to run it on wine, you probably aren't one of the people making threads like "This killed my experience" on the Steam forums or this thread.  That said, I never said .NET was perfect but it does run just fine on any Windows machine(natively installed on pretty much every version since XP).  I'd prefer to avoid it myself but it takes a fraction of the time to write a small app in VB than it does in pretty much any other language.  Also, there are ways to get a VB.NET program running on Linux. http://dev.mainsoft.com/Default.aspx?tabid=45  When I say convert, I really mean it. http://www.tangiblesoftwaresolutions.com/Product_Details/VB_to_CPlusPlus_Converter_Details.html

Personally, I'd rather not change a game just to put a big ugly message on it saying to use Z, X, C, V and the arrow keys on the keyboard.  The worst part of that idea is that some people would probably never even see the message before closing and deleting the game, unless it was huge and hideously unavoidable.

There are other alternatives but they all require the person to care enough to do more than run the exe and delete it the moment they fail to understand the controls, which more or less defeats the purpose of trying to convince those very people to keep playing.

3
Recettear: An Item Shop's Tale / Re: demo not working?
« on: September 30, 2010, 11:06:53 AM »
A lot of things require .NET these days.  Not requiring any dependencies is nice but, if that's a major concern, they could always convert it to another language.  However, that would probably require more work than simply changing the demo.  Anyhow, they could always just keep answering threads like this.

4
Recettear: An Item Shop's Tale / Re: demo not working?
« on: September 29, 2010, 05:51:34 PM »
If you want a copy of the source code to the launcher I made, you could remove any features you don't like from it and include a message saying what the default controls for the game are and just bundle it into the demo as the main executable.

5
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 29, 2010, 04:54:41 PM »
I've actually thought about adding an option to disable sounds.  I just hadn't gotten around to it.  I spent a lot of time working on the program and having it run that often I did kind of get tired of the music.

As for the inventory editor, that's not a feature I really wanted to add.  I only added it as a work around to the bug of adventurer's not wanting to equip better items.  I was kind of hoping EGS would have fixed the bug by now.

It's not ideal but the way it works now should allow you to equip whatever you want by either swapping the item directly or swapping in something the adventurer doesn't want to wear and then selling the upgrade.  I still intend to put in better swapping rules but I'm not entirely convinced that extra sorting features are needed.  I understand what you mean about how it can be tedious to search a massive inventory but swapping items shouldn't really be something you rely on.  In other words, it's not something you should be doing all that often.

The main reason I don't let you simply remove items is because of the fact I haven't bothered to figure out how to do it without corrupting the save.  It's also unnecessary.  As I said before, the item swapping is just a work around.  It's not meant to completely replace any in game mechanics.

Stratavarius already did a pretty good job of explaining why the inventory is listed the way it is.

After thinking about it, I could probably make sorting easier by putting the inventory in a combobox instead of a list.  I might do that the next time I work on it.

6
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 27, 2010, 10:10:42 PM »
It also only plays one sound at a time.  I use it to play the .bin wave files the game uses.  So, I already thought of that.  The way I'm doing it now is the one that requires the least amount of work.  :P

Thanks anyways though.

7
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 27, 2010, 12:01:21 PM »
I decided looping music isn't really that important.  So, here's a new version that doesn't use WMP.  It's basically exactly the same except that the music doesn't loop anymore.  Also, I added a ReadMe.

http://www.mediafire.com/?lbhzho744t0mz1t

8
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 27, 2010, 10:52:10 AM »
The files are in the v1.0 copy.

If you want to make your own version feel free to.  I'll remove the need for WMP when I get the chance.  The problem I have is that the api I plan to use to replace it doesn't have support for playing files in a loop and I just haven't gotten around to adding a timer and writing the code for it.

By the way, yes it was 2010.

9
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 25, 2010, 07:08:57 PM »
Have you tried copying them to the folder?

10
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 25, 2010, 01:28:43 PM »
It could be a while before I can update the rules for swapping.  The main reason is that I haven't unlocked all of the characters yet(been busy).  Even if I had, I'd have to go into each one and look through all of the items to see which ones they can and can't equip.  Like, I know Caillou can wear shirts but not a Sailor Suit.  The same goes for him and bracelets and the Maiden's Bracelet.  Without knowing what they can/can't wear, there's no way for me to make a complete list of rules.

11
Recettear: An Item Shop's Tale / Re: How do I get 500k in 1 week?
« on: September 25, 2010, 01:16:14 PM »
I made most of my money in previous weeks.

General advice remains true:  Use vending machines to generate money since they always sell items at base value.  Never put a blue item(lowered value) on the tables and keep as many red items(raised value) on the tables as possible.  Sell red items for about 220%.  Buy blues for about 33%.  If you have to buy a red, do it at 100%.  If you have to sell a blue, do it at 55%.  Keep a stock of expensive and cheap items.  Put expensive items in the window and cheaper stuff everywhere else.  Similarly, stock vending machines with a variety of expensive and cheap stuff.

Dungeon farming is mostly about getting fusion materials.  You can make money off of fused items but it's more reliable to just buy from the market and the guild and sell that.

Be sure to spend up any spare money before the last payment.  If you're about to fail a payment spend all your money that day.

12
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 25, 2010, 12:46:15 PM »
My bad, I put the code too early and it was changing the values before it finished writing them.  This version was tested.  I swapped an armband off of Caillou and onto Charme and no corruption this time.

The ReadMe will have basic info that is already available here in this thread.  As for the swapping rules, like allowing you to swap a scarf for a charm on Louie or preventing you from swapping in items that wont work.  I just have to take the time and find out what items can/cannot be used by each character.

http://www.mediafire.com/?1cv46nmoh4ptc13

13
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 24, 2010, 06:43:16 PM »
Here's a new version.  I fixed the bug where you couldn't swap an item more than once without it corrupting the save.  I also included a complete Items.ini thanks to terp.

On my to-do list:

Create a ReadMe.txt
Remove dependence on WMP
Put in better swapping rules

http://www.mediafire.com/?572e7d5pfufz5zr

14
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 21, 2010, 05:44:31 PM »
I've noticed that bug too actually.  For the life of me, I can't figure out what causes it since it only happens some of the time.  I've mostly ignored it so far because it's such a minor bug though.  I've been debating launching the game with different code.

Also, I was looking into it and I may be able to dump WMP and retain the ability to play wma files but you'd still need a compatible codec.

15
Recettear: An Item Shop's Tale / Re: Made A New Config Screen
« on: September 21, 2010, 05:36:02 PM »
No problem.  The truth is the WMP is only required because of compatibility with the demo version.  I could probably remove the need for WMP by making it no longer compatible(music wise) with the demo.

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