Just curious would the drawanti module work like this.

Started by Icey, Thu 19/04/2012 01:47:52

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Icey

In one of my game I would like to have a sorta string connected to the top of the players character's head and then connect to another character(monster) I'm just wondering if it's at least half possible and how difficult it is to use that module. Cause right now I'll only learn how to use it if I can do something like this.

http://www.youtube.com/watch?v=7_Qr7h12s08

Look at the blue and red lines during the battles. A simple visible On and Off works for me instead of that draw out animation.

Ryan Timothy B

You really ask a lot of advanced questions for someone who's making an RPG; which requires a lot of programming, especially for an "adventure game" engine.

Anyway, check out Steve's Rope Module. You will have to play around with it to do what you want. Like turn gravity upside down for instance to make the rope seem like it's bowing towards to top of the screen.

Problem with his module is that it only draw's to the background. I've attacked this module once and made it take elements from the background and draw it to a dynamic sprite that can be used as an object/character/GUI to sit on top of characters instead of behind them. It didn't take too long for me to do but only IF you know what you're doing.


You really are using the wrong engine for something so beyond AGS's capabilities. Not that it can't be done, you can do nearly anything in AGS. It's just a matter of: how much work are you willing to do and learn to do?

Khris

I have to drop my 2cents here.
You have not yet demonstrated that you're able to code the groundwork of a battle engine. Why care about fancy effects until then? Will you ever get this through your skull? You can't wow people with eye candy if the rest sucks.
Also, by the time you'll figure out how to code, you probably won't have to ask questions like this anymore, so we win, too.

Icey

Quote from: Ryan Timothy on Thu 19/04/2012 02:46:33
You really ask a lot of advanced questions for someone who's making an RPG; which requires a lot of programming, especially for an "adventure game" engine.

Anyway, check out Steve's Rope Module. You will have to play around with it to do what you want. Like turn gravity upside down for instance to make the rope seem like it's bowing towards to top of the screen.

Problem with his module is that it only draw's to the background. I've attacked this module once and made it take elements from the background and draw it to a dynamic sprite that can be used as an object/character/GUI to sit on top of characters instead of behind them. It didn't take too long for me to do but only IF you know what you're doing.


You really are using the wrong engine for something so beyond AGS's capabilities. Not that it can't be done, you can do nearly anything in AGS. It's just a matter of: how much work are you willing to do and learn to do?


That's not the first time I've been told that on here lol. That's the module I was talking about and after what you said I see as more work for myself for something that doesn't really work the way I need it to with out extra scripting. And I mean AGS obviously isn't the program for my dream games but it works for something simpler and I've come so far into that I feel if I leave that I'll have to start all over on something that just wasn't as good as AGS.
I mean if you can tell me a program out their that'll let me do the following:

Use my current sized/left and right 2D sprites
Shading/ lighting
particle effects
RPG design
Online feature
A possible DLC adding feature
The ability to add 3d moving physics to things such as grass, water, and other things on a 2D background surface
and some other things I can't think of due to me being sleepy

Most is things AGS hopefully just can do right now but I mean I am serious that if you or anyone can find me a program that can do at least most most of said things then I will devote all my time to that program and leave AGS.

Quote from: Khris on Thu 19/04/2012 10:34:11
I have to drop my 2cents here.
You have not yet demonstrated that you're able to code the groundwork of a battle engine. Why care about fancy effects until then? Will you ever get this through your skull? You can't wow people with eye candy if the rest sucks.
Also, by the time you'll figure out how to code, you probably won't have to ask questions like this anymore, so we win, too.

Actually Khris my games may suck and most of them haven't even be released cause they aren't finished or just lost forever but I can let you know that I have made more than one battle system for me to work with. I even have sketches and other forms of battle blueprints. They motivate me to do something better the next time even if the end result was good or bad.

Point is Khris I see everything you and everyone else sees but there comes a time were you just gotta do you and not what everyone else want's.
Also if you think I haven't made a basic battle engine just check my recent games. I always say the same thing.

OSD The lost world is my first short and workable RPG. It's not the first but the only one with 1519 downloads. And correct me if I'm wrong but it and OSD2 are the only RPG's to work using only 1 score in place of ints for battles. Sure it seem stupid but it's pretty impressive to see that you can make a game with a total of 7 battles using only Givescore(+ or - #). But look at how far I've come after that game. PMQ Colosseum is set to hopefully come out this holiday followed by PMQ Legends PMQ Online. And with enough effort I'll be able to get a tech demo out this summer. It's gonna be my first 3D RPG and I'm calling it project Fortress. I'm going to this camp called ID Camp and I'll be able to get something out short but fun.

R4L

That's the most retarded reply I've seen yet. You've been "doing you" since you got here, and the end result has been the same: disappointment.

No matter how much you don't agree with Khris, he's right. I've had the same ideas for almost 10 years now, and the thing is, you aren't going to magically just make a great game. You need the skills first.

Icey

I know I need the skill's and I never really disagree with Khris. Cause he and Monkey seem to be the only ones who know how to work the hell out AGS. That's why I tried to just bottle everything up and earlier years. I'm not saying I don't need them now but I mean there's a point were you gotta let someone know Okay I get alright, you don't have to yell at me or make me feel like I'm shit.

You and anyone else can eat that type of talk and laugh at it all you want but I just don't think that's cool at all. Khris and everyone else has given me a lot of chance but most of those chances was to give up on my dreams and just quit on trying to make a RPG of my own and go ahead and try to remake a adventure game like most people here are already doing. How many king's quest remakes do you need before you say hey why not try something new? Heck you spend so much time recreating a game that's already made with some new graphics why not devote them to your own game?

Don't even say I'm trying to recreate FF cause they are all different and the only thing I would be reusing is just the name.

But most people just can't see I'm trying to make something different not extreme or already done. I'm not asking anyone to make the game for me either, just for some help and even some advice. I like when people give me feedback based on how they felt or what they noticed. But what I don't like is the harsh responses.

It's like why play it if you think my past games sucked that bad? Well news flash dude, they get better and better and better with each new game I make regardless if it ever get's released. Point is dude I'm always working on something extra to better my skils cause I will only learn the things I actually require to make that game I need those skills in. I'm not gonna waste my time trying to learn how to make a over rated Shoot if I'm not gonna make a basic shooter game at all. Now that's retarded.


Ryan Timothy B

What everyone is basically saying is: learn the scripting before you attempt to make the advanced games.

We're not saying your games are shit. We're not saying you have no business making them. We're saying you need to learn proper coding to make something as advanced as an RPG in AGS (or any engine). That's all we're saying.

Khris

Exactly.
Coding is serious business and you either can't be bothered or don't have enough skill, or both.

What you do is trying to make a Beetle look like a Lancer, when what you should focus on is trying to replace the Beetle's engine with a Lancer's.
My point is, no matter how good you get at changing the Beetle's looks, it's still going to drive like a Beetle.

Icey

Quote from: Ryan Timothy on Sat 21/04/2012 19:36:16
What everyone is basically saying is: learn the scripting before you attempt to make the advanced games.

We're not saying your games are shit. We're not saying you have no business making them. We're saying you need to learn proper coding to make something as advanced as an RPG in AGS (or any engine). That's all we're saying.

I can see that and I knew that. But the thing is it sucks that no one was able to say it clear and simple like that 3 years. Instead it was said in such harsher way that cause everyone one to argue.
Quote from: Khris on Sat 21/04/2012 22:37:20
Exactly.
Coding is serious business and you either can't be bothered or don't have enough skill, or both.

What you do is trying to make a Beetle look like a Lancer, when what you should focus on is trying to replace the Beetle's engine with a Lancer's.
My point is, no matter how good you get at changing the Beetle's looks, it's still going to drive like a Beetle.

Okay I see what you mean.

Ryan Timothy B

Are you still anti-struct? I remember many months ago you were being taught how to use a struct to make it universal between any character without having to deal with:
snakeHealth = 100;
scorpionHealth = 200;

Instead you could simply use:
mob[eMobSnake].Health = 100;
mob[eMobScorpion].Health = 200;

etc. etc. Of course that's a very basic way of showing what you could do with a struct for your purposes.
I remember you turning it down saying your method was better. I might be mistaken though.

Icey

Yeah, truth is I just really didn't have it in me to start all over just to add one thing even though I would benefit from it the most.

I would like to start learn how to use a struct soon though. Maybe when I get some free time again.

Stee

Quote from: Insane-Icey on Fri 20/04/2012 02:21:44

That's not the first time I've been told that on here lol. That's the module I was talking about and after what you said I see as more work for myself for something that doesn't really work the way I need it to with out extra scripting. And I mean AGS obviously isn't the program for my dream games but it works for something simpler and I've come so far into that I feel if I leave that I'll have to start all over on something that just wasn't as good as AGS.
I mean if you can tell me a program out their that'll let me do the following:

Use my current sized/left and right 2D sprites
Shading/ lighting
particle effects
RPG design
Online feature
A possible DLC adding feature
The ability to add 3d moving physics to things such as grass, water, and other things on a 2D background surface
and some other things I can't think of due to me being sleepy

Most is things AGS hopefully just can do right now but I mean I am serious that if you or anyone can find me a program that can do at least most most of said things then I will devote all my time to that program and leave AGS.

http://www.unity3d.com

Bye!

(PS: AGS can't do most of those)
<Babar> do me, do me, do me! :D
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

Icey

despite what I said I got stuff to finish on AGS. But thanks. I will check this out when I am done. Maybe I will learn it instead of XNA at that summer camp.

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