Author Topic: AGS: Can I Make an RPG with AGS?  (Read 159649 times)

Re: AGS: Can I Make an RPG with AGS?
« Reply #280 on: 15 Jul 2009, 13:02 »
Would anyone be interested in looking at the source code to Winterlong? Again it's similar to Final fantasy style combat. I've not touched it in years, I think it was written in AGS 2.72? If anyone is interested let me know which files to upload.

Re: AGS: Can I Make an RPG with AGS?
« Reply #281 on: 18 Jul 2009, 18:42 »
Please do so. I would love to learn a bit from it.
Thanks!

Re: AGS: Can I Make an RPG with AGS?
« Reply #282 on: 30 Jul 2009, 12:32 »
It's here

http://donspillacy.googlepages.com/ac2game.ags if anyone fanices a look.

I think that's the only file you need to be able to see the code. The fights take place in room 2, so most of the code is there. I'm not sure if this will be much use to anyone or not probably not. It's not the cleanest written code and there's no instructions, it's been so long since I did it I wouldn't have a clue what bit does what anymore.

Re: AGS: Can I Make an RPG with AGS?
« Reply #283 on: 28 Aug 2009, 03:21 »
I'm making an RPG with health and stamina bars (using the DrawRectangle function), similar to the ones in Quest for Glory.

The problem is that the character will level up, and their maximum amount of health and stamina will change, but I want the bars to stay the same length.

I tried writing the DrawRectangle function like this:
a_hp.DrawRectangle(0, 0, ((Aaron_health/Aaron_health_max)*80)-1, 4);

It works fine for Aaron's health, but not for the other bars.

Anybody know what I'm doing wrong?

monkey0506

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Re: AGS: Can I Make an RPG with AGS?
« Reply #284 on: 28 Aug 2009, 03:30 »
Your code looks fine, what does the code for the other character's meters look like?

By the way, you can use [code] and [/code] to encapsulate your code like this:

Code: [Select]
a_hp.DrawRectangle(0, 0, ((Aaron_health/Aaron_health_max)*80)-1, 4);
Makes it a bit more readable here in the forums, and prevents any issues with formatting (such as 8 followed by a parenthesis resulting in 8)). ;)

Welcome to the forums as well.

Re: AGS: Can I Make an RPG with AGS?
« Reply #285 on: 28 Aug 2009, 04:13 »
Thanks for the welcome.

Here is the code for the other meters.

Code: [Select]
a_sp.DrawRectangle(0, 0, ((Aaron_stamina/Aaron_stamina_max)*80)-1, 4);

e_hp.DrawRectangle(0, 0, ((Enemy_health/Enemy_health_max)*80)-1, 4);

e_sp.DrawRectangle(0, 0, ((Enemy_stamina/Enemy_stamina_max)*80)-1, 4);

I basically copied and pasted the function for Aaron's health and changed the words around, so I'm not sure if this explains anything.

monkey0506

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Re: AGS: Can I Make an RPG with AGS?
« Reply #286 on: 28 Aug 2009, 04:22 »
Okay, again the code looks fine. Now then, what is actually happening?

One thing here I can think of is that perhaps you're not calling DrawingSurface.Clear on your surfaces before trying to draw the rectangle? Because obviously if you keep drawing them on top of each other in the same color you wouldn't see the changes (unless it was increasing of course).

Other than that where are the variables being updated at? Are you certain the values are what you think they are?

Where are you calling this code? Is it in the same place as the first code?

If all else fails you could always use some breakpoints to make sure that the lines are being called and some Display-s to make sure that the variables are the values you expect (such as):

Code: [Select]
Display("Aaron's stamina: %d", Aaron_stamina);

Re: AGS: Can I Make an RPG with AGS?
« Reply #287 on: 28 Aug 2009, 05:23 »
What happens is that when Aaron_stamina is equal to Aaron_stamina_max, it fills the bar normally, but if Aaron_stamina is any less than Aaron_stamina_max, the rectangle shows as only one pixel wide.

All of the lines of code are part of seperate functions, which are called whenever their value is changed.

Just to check, I put in displays showing what the values changed to, and they are correct.

Re: AGS: Can I Make an RPG with AGS?
« Reply #288 on: 28 Aug 2009, 08:03 »
With ints, if a is less than b, a/b is always 0.
You need to use

Code: [Select]
  if (Aaron_health > 0) a_hp.DrawRectangle(0, 0, ((Aaron_health*80)/Aaron_health_max)-1, 4);
Fail at Floaty Rog' now!  still having to deal with what games are going through

Re: AGS: Can I Make an RPG with AGS?
« Reply #289 on: 28 Aug 2009, 16:06 »
Thanks!

It works perfectly now.

monkey0506

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Re: AGS: Can I Make an RPG with AGS?
« Reply #290 on: 28 Aug 2009, 16:31 »
With ints, if a is less than b, a/b is always 0.

D'oh! I should've caught that...of course.

Re: AGS: Can I Make an RPG with AGS?
« Reply #291 on: 03 Jun 2010, 09:33 »
It seems most of the info concerns turn-based rpgs, but can a Legend of Zelda-style game be made--basically, something with real-time combat?

RPGMaker also seems to be intended for turn-based combat. If AGS isn't suited for a game of this type, I'd appreciate if someone can point me to a suitable engine that can be used commercially (thus, I'm not interested in the Zelda Classic/ZQuest engine).


Re: AGS: Can I Make an RPG with AGS?
« Reply #292 on: 03 Jun 2010, 10:35 »
A suitable alternative would be GameMaker, but in theory, a (SNES) Zelda clone is perfectly possible to create with AGS.
You'd have to do a lot of scripting though since you can't really use much of the built in functionality. There's a TileEngine by abstauber that should diminish the workload a bit.
Fail at Floaty Rog' now!  still having to deal with what games are going through

Re: AGS: Can I Make an RPG with AGS?
« Reply #293 on: 27 Jul 2010, 15:29 »
It seems most of the info concerns turn-based rpgs, but can a Legend of Zelda-style game be made--basically, something with real-time combat?

Yes, it is possible and even not too hard to create. If you want to do a game with real-time combat, I think it´s easier to do normal and combat rooms.

Re: AGS: Can I Make an RPG with AGS?
« Reply #294 on: 30 Sep 2010, 06:30 »
It might be easier to script your A-RPG engine in RPG Maker, actually. The base architecture of the project will be more adapted to an RPG and you can do whatever you want with Ruby. I've even seen passable A-RPGs done exclusively with event programming in RPG Maker.

Enterbrain also released Indie Game Maker, which is designed for platformers, shmups and A-RPGs.

Matagot

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Re: AGS: Can I Make an RPG with AGS?
« Reply #295 on: 07 Feb 2012, 07:31 »
How possible or difficult is it to design retro first person view style RPGs such as Eye of the Beholder, Dungeon Master, Wax Works, Black Crypt, etc with AGS where you click on arrows to guide your party of characters through mazes and fight wandering monsters?

« Last Edit: 07 Feb 2012, 07:40 by Matagot »

Re: AGS: Can I Make an RPG with AGS?
« Reply #296 on: 07 Feb 2012, 14:47 »
Very possible, there is a game like that in the works, I can't find the thread right now though.

Basically, all level info is stored in a grid, and the first person-view is generated by iterating through that grid from far to near, drawing pre-made walls.
I'd say the scripting involved is semi-complex. You'll need AI that moves monsters around and some short of shop system, I guess.

It all comes down to organizing a buttload of data well enough to not pull your hairs out continuously during coding :)

(In general, there's pretty much no limit as to what type of game can be created with AGS, except speed.)
Fail at Floaty Rog' now!  still having to deal with what games are going through

Matagot

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Re: AGS: Can I Make an RPG with AGS?
« Reply #297 on: 07 Feb 2012, 22:44 »
Very possible, there is a game like that in the works, I can't find the thread right now though.

Basically, all level info is stored in a grid, and the first person-view is generated by iterating through that grid from far to near, drawing pre-made walls.
I'd say the scripting involved is semi-complex. You'll need AI that moves monsters around and some short of shop system, I guess.

It all comes down to organizing a buttload of data well enough to not pull your hairs out continuously during coding :)

(In general, there's pretty much no limit as to what type of game can be created with AGS, except speed.)

Brilliant! Please let me know via PM of any related threads or advice/codes/grid info on how to make such an RPG.

 ;D

Re: AGS: Can I Make an RPG with AGS?
« Reply #298 on: 10 Apr 2012, 20:04 »
Eye of the Tempest is what you migt be interested in, but it looks like it was cancelled long time ago.

DBoyWheeler

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Re: AGS: Can I Make an RPG with AGS?
« Reply #299 on: 04 May 2012, 02:11 »
Concerning the RPG with AGS... someday I may want to do something Quest for Glory style.  I can find the Day/Night tutorial thread and the Hunger tutorial thread (and I'd probably do it in the style of the first four QG games where the hero would eat automatically if he had rations), and perhaps other things I can try to search for or ask for if needed, but I thought I'd ask this out of curiosity...

For some of these ideas, I'd probably need more than the 200 save state rooms alloted, so... I'm just guessing this, but for the non-save-state rooms, would they be best for the "overworld" areas?  I'm also guessing you'd need global variables to check if a monster is chasing you or not, and how many screens you'd have to run before the monster loses interest in you and leaves you alone.  If my guess is incorrect, feel free to correct me on this.