Ahmet's AGS Fight Game 2009

Started by Gord10, Wed 13/04/2005 20:36:02

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Radiant

Er, "seal of quality"? :)

Also, "your studio (c) 200x yourself" doesn't really make sense. You're overdoing it.

Gord10

Also, as those are not commercial games, I don't think it would be too important to put a real copyright note.

It would be enough to write "Based on Gord10's "Ahmet's AGS Fight Game" from The Great Stroke-Off 2005 by Barbarian" on the credits (yes, I know this came up as a complex credits sentence).
Games are art!
My horror game, Self

seraphimdreamer777

O.K. I'll do that instead but is it O.K. to keep my seal it's up to you
Victory is my destiny

Gord10

I failed to understand the concept of this 'seal of quality' completely, but I think it is OK.
Games are art!
My horror game, Self

Dualnames

I've never seen this before. Anyway, i gave it a look and sures pays off. good job.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Radiant

Quote from: seraphimdreamer777 on Thu 15/11/2007 01:26:39
O.K. I'll do that instead but is it O.K. to keep my seal it's up to you

Well, certainly you can keep the seal, but it does make you look rather silly. Generally, such seals are given by a respected authority in order to actually mean anything. You are just saying "hey, I'm me and I endorse my own message".

The above message officially approved by Radiant, from the Board of Radiant Message Board Message Quality.

seraphimdreamer777

Sorry to bother you again but I'm done with the game but I don't have a Download URL
of which my friend told me was a website to host my game do you know what I should do from here
Victory is my destiny

Radiant


seraphimdreamer777

Well Gord10 Radiant its on the AGS page now and ready to download be sure to post here and tell me how you like it. It is listed as Ahmet's AGS Fight Game Remix thats the best name I could think of and I gave both of you credit you Gord10 for the Scripting Sound and Original graphics and you Radiant for Technical help and as far as I go Sound Music and Graphics.  thanx again! for giving me this opportunity Hope y'all like it.
Victory is my destiny

seraphimdreamer777

Hey I just upgraded to AGS 3.0.1 and was going through old templates and noticed I couldn't get the fight template to work so I was wondering if I maybe did something wrong or if it's just too old to work cause I already deleted my old AGS and was hoping to make another fight game this time with more characters and moves if it's possible with this template. So if it is too old then could you make one that works with the new AGS and if not do you know if there might be another fighting template I could use by someone else thanks in advance for any help.
Victory is my destiny

Gord10

#30
I have observed a high demand for a recent version of my AGS Fight Game.  Here it comes,




This is the 2009 version of Ahmet's AGS Fight Game, which was originally coded for The Great Stroke-Off! in 2005. Instead of an update on the old scripts, I have decided to re-make everything.


Usage notes:
  *You need some basic AGS and coding knowledge in order to implement this source game into your own AGS game.    Variable and structure names are intelligible English words or physics terms.
  *Scripts are based on AGS room objects, instead of AGS characters.
  *Appoint your fighting character views into 'int player_view' and 'enemy_view' variables



The main difference between the 2005 and 2009 versions:
  2005 version was scripted by a highschool student,
  2009 version is made by a 3rd grade computer sciences student ^^

Other important differences:
  *Compatibility with the latest AGS
  *Basic Newton physics in order to maintain a more fluent gameplay
   (like acceleration and surface friction)
  *Stamina system: The player won't be able to keep attack buttons pressed
   and gain an unproportionate advantage
  *Comprehensible variables: Easier to understand the codes
  *Health and stamina bars
 
TO-DO's:
I believe this version is sufficient for a good fight scene in your adventure game, because of its simplicity, but I guess there will be developers who would need more advanced features like those;

 *Jumping enemy
 *Direction changes. Defaultly, player is on leftside and enemy is on rightside.
  It isn't possible yet player jumping over the enemy and the opponents changing sides.
 *Combo system
 *Crouchings
 

Terms of Use:
You may use this source game in your own (both freeware and commercial) projects, just don't forget to mention my name in credits.

Download source game
Games are art!
My horror game, Self

Crimson Wizard

Some time ago I started my own fighting project, being inspired by Quest Fighter games (well, rather by idea, not actual implementation :P) but it did not go futher initial scheming  ;) (mainly because I was going to participate in MAGS).

So, I have interest, why did you use Objects instead of Characters? What are advantages of doing so?

Gord10

It is true that the same game could be done character functions and properties, instead of room objects (as I understand, AGS character class is an inheritance of game object class). But the character class's own functions and properties are the ones that wouldn't be any use inside such a fight game.

Move and WalkSpeedX? I would be limited with integers, but I am storing the velocity as float, which gives me a more fluent fighter move. I would discard the moving functions of Characters and apply my own formulas for displacement. I feel like working with room objects gives me a wider coding perpective. The question would be "Why using Characters?", because I failed to see any advantage of using Characters (maybe we would want our fighters to have the same properties with the game characters, but it isn't such a hard thing to export them into the room objects).
Games are art!
My horror game, Self

Crimson Wizard

Hmm... that explains, thank you.

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