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Messages - alisa_tana

#1
Yeah, I got the right coding for those parts already, it was more the "while" part that I'd forgotten how to do.

now I've just got to tweak the exact range it checks.   Thanks!
#2
Okay.  I had a feeling it'd be something like that, but I'd managed to forget the syntax for the whole "while" thing.
#3
Is there a quick and simple way of checking a range of pixels for the GetHotSpotAt, rather than just a single x and y coordinate?

To say, I'm checking the hotspots at cEgo's y, but I want to check for the hotspots anywhere between cEgo.y+10 to cEgo.y-10, without having to repeat the If statement 20 times.
#4
AGS Games in Production / Re: AvatarSD
Sat 01/08/2009 19:22:53
If it were only one or two people, then it wouldn't bother me.  But I'm getting that as a general feedback fairly consistently.

I MIGHT have an idea of how to make it a little easier without changing which keys are pressed. 

But I'm probably going to take a break for a bit, give myself to catch up on some other things I need to do.
#5
AGS Games in Production / Re: AvatarSD
Sat 01/08/2009 18:08:38
It seems to be pretty common feedback about the difficulty of doing the special moves... Since that was a part I had somebody help me with, It might take awhile before I can tweak it.

One of the things is that you have to actually release the key before hitting the second key in the combo, and slow down a bit...


I'll be posting all the gifs on my webpage at somepoint soon.


But I'll see what I can do.  If all else fails, I'll make them only two button combos (more like smash brothers)
#6
AGS Games in Production / Re: AvatarSD
Mon 27/07/2009 22:47:18
Quote from: abstauber on Fri 24/07/2009 10:34:30
Nice game, that must have been a hell lot of scripting.

By the way, I'm pretty curious how you've added the AI. Any hints or resources? :)

The basics of it are that for each character they all reference the same function,
so there's a function Punch(Character*)  that's called with a cEgo.Punch(), or cEne.Punch() line.  That way I could reduce the redundancy of actions that all the characters share in common.

As for the AI deciding which possible action to do, I considered the player actions and what the AI reaction could be.   In most cases, there were 4 possible choices for the AI to do...  then I used a random and the com setting(0, 1 or 2) variable to have it choose between those four actions...

if player is close by,
action = ran(5)+comsetting
if action = 0 or 1, do nothing
if action = 2 or 3, step back
if action = 4 or 5, attack
if action = 6 or 7, special attack

that way the easy com will never special attack, and the hard com will never stand around doing nothing.  (I was proud of myself for coming up with such a simple method that seams to work)

I've still got to tweak a few things here and there... like which character the AI targets in teams mode.


sorry, I'm still not much of a programmer, so I'm not good at coherently explaining things yet...  I originally used two different templates for the controls, but have all but completely rewritten those since... when I get the AI to a point where I'm completely happy with it, I might post a template game.
#7
AGS Games in Production / AvatarSD
Fri 17/07/2009 07:15:38

Whoohoo.   First official Beta was released today.  I've still got a long way to go.

http://www.alisachristopher.us/avatarsd




When Nick released the Avatar animated short Bending Battle, I thought that it would be fun to have a fighting game based on that graphic style. Well, Nick did release a game, Bobble Battles, but it was a 3d strategy game that played like Warcraft. booooo.
Legends of the Hidden Arena had the fighting aspect, but it was a limited MMO in 3d.  Double Boooo.
So I've decided to make my own game.

It's a fighting platformer game, think old school Street Fighter, with a tiny bit of Super Smash Brothers, and then shrink it all down to size.

At first players will be able to select Aang, Katara, Toph, Sokka, Zuko and Azula. I will have other unlockable characters.   Players can choose match style, at 30, 60 and 90 seconds, as well as single or team battles.

Each character option has 6 special moves (Zuko technically has 10), that can be viewed by hitting the ESC key during a match to pause the game.

>  >The latest version available for download is V0.15< <

Bugs
Please note that there are a few bugs, such as placement of secondary characters in a teams battle after doing a standard battle, and Toph's rock punch doesn't seem to work.
I'm still working on these, thanks!





Please note this game is still in the Early Beta stages.

Nickelodeon also has nothing to do with this game, and this game is Freeware.
I'd prefer if you didn't redistribute this, but please feel free to link back to my site!
http://www.alisachristopher.us/avatarsd



Oh, and if you're a midi composer who would like to help, lemme know.  thnx!
#8
Sweet, thanks.  I had a feeling it would be something similar to that, but I just fall short when it comes to syntax sometimes.  thus why I'm still a beginner.
#9
Related question to using the File functions....

I've got two arrays that need to be saved.

I know with the standard integers I just use
output.WriteInt(blah);  and
blah = input.ReadInt();

But what do I do for my arrays short of making a separate line for each index in the array?
#10
Ah, Thanks.  The file functions worked great (once I figured 'em out)  since I only have a handful of variables that need to be recorded.

I'll try out that properties module too.

Thanks!
#11
I'm not sure if this is more complicated than for a beginner or not, but I still consider myself as being a beginner...

I know that the save game function saves just about everything to the save file, variables, sprite views, room and location...
But I only need to write the variables to the save file, can this be done?

Reason being, I'm making a fighting/platformer game ( http://www.alisachristopher.us/avatarsd ) and I only want to save which data has been unlocked, the player score, and options that the player has set (like key choices, and match settings).



(secondary question, any idea if and when custom properties will become more than readonly?)

Thanks!
#12
Ah, yeah I remember reading about that.

I figured out a work around tho... if I do the automatic outline along with a single drop shadow offset by 1, it gives me the effect I'm looking for.

Thanks everyone.
#13
I think I got it... except for one small thing I know is basic...

I'm using 800x600 resolution, but the x and y seem to be for a smaller res, so setting the text at 10,10 and 11,11 make them actually two pixels away from each other.
#14
Except I'm not using a SCI font...(I have font creator tho) and doing it for ALL those letters is a pain in the butt...especially since I'm planning on using two fonts.
#15
I've found http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30457.0  about changing the Color of the text outline... but is it possible to change how the text_shadow (outline) is drawn?

Or for that matter just changing the width of the outline.

I assume by default it's drawn by creating duplicates (in the shadow color) and offsetting the text by 1 and -1, but I'd like to make it appear more like a drop shadow, so that it's 2 and -1  (if that makes any sense)
#16
AAhhhh.  Wakatta.  Thanks!
#17
I'm working on a fighting game ( http://www.alisachristopher.us/avatarsd )
and I'm currently writing the bit to allow players to choose their own keys.

I've already got the GUI built for the options page,  and set up my variables to work in the player commands.


but what I don't know how to do is to set a variable equal to the ascii value of a keypress (other than writing an if statement for each possible keypress)

EDIT:
Okay, I figured out how to have the keypress become the variable...

But now I'm stuck with the dilema of having the key that was pressed displayed.  so that after a player chooses the A key (and sets the variable to 65) to have the label in the GUI read as "A".  ??
#18
I don't care as much about larger resolutions, but how about being able to specify window size up to the resolution size... like if I want to make a game in widescreen, say to match the PSP 480x272, or smaller like the DS 256x192...
or even if I want a game window that's vertical.
#19
AHH... okay.  I got it now.

Thank you very much for helping this poor fool.
#20
I'm trying to move things out of the rooms altogether, so no worries there...

I think I've managed to confuse myself now...

I have a script, titled variables, at the top of my scripts, that has the import in the ash so that all my other scripts can use them.... then I define them in the asc....  but I need to export them in the global script?  Can't be right, cause it tells me that I can't export an import.

Maybe I'm just not doing this the way I should.

I've got about 40 (give or take) variables that I want to use globally, throughout different parts of the script.  What's the best way of doing that?

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