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Topics - Shockbolt

#1
I've made a sprite to be used as a crosshair sprite with my inventory items.

Trouble is that when I apply this sprite in the game settings(having set the option and
selected the .png file for the crosshair), the crosshair sprite area(the crosshair sprite) is subtracted
from the inventory item sprite image, leaving an empty space where it(the crosshair sprite) should've been.
Not a single pixel from the crosshair is seen.

What's causing this problem?
#2
So, if the main character or an npc for that matter, should add an object to the inventory:

How should I go about handling one or any of them dropping an object/item to the ground or placing it anywhere in a room, and it'd still
have to be able to be picked up again?

Example: Inventory(bag/backpack/chest/etc) has a limit to either weight/size or numbers, the item must be dropped but be able to be fetched again when there's room in the Inventory again.

And, how would I go about defining a limit to what the inventory could store, and assigning "size" to an item?
Would I have to create an int for each item to be picked up, and then compare the total size against an global var/int?

I would appreciate some pointers to this one :-)
#3
I've been roaming all around the forums, tutorials, manual and the tutorial vids on Youtube but I can't find an answer to what I'm looking for.

There's two problems actually, both regarding cutscenes:

1. I want my game to start off with a cutscene sequence not involving any of the views/character animations loaded into the game, but instead using images (.png, . jpg) perhaps AVI movies and text overlays over the images. The images in mind will be 800x600 pixels, and should be able to be scrolled either up/dow or sideways if larger.

This should then in the end of the cutscene/intro bring the player to the starting point of the game.

2. Then in the second room, there will be another cutscene triggered, the player gets into a cutscene conversation with an NPC and is told to bring it something. This cutscene WILL have to make use of the regular views loaded into the game.

When the player leaves the room to get it, the npc should have switched view to a sitting-view.

How would I go about creating cutscenes like in the two above, should I have to create new rooms for each cutscene or what?

I'm looking to know the actual cutscene scripting, as I already have scripted all the conversation and movement and such between the characters.
#4
So I finally found a software that would allow me to create a quest for glory / kings quest game , just the way I want it to be!
I started learning myself scripting last weekend and I started creating the graphics for my game yesterday.

The game will be part adventure, part rpg and will be a quest type of game but also the player will be able to roam free to gather components and to take on many lesser quests.
The main portion of the game will revolve around the player being able to gather components, and with these, create all sorts of spells, items or whatever the npc asks to have created. Leveling up allows for better equipment, and to produce more advanced stuff. The game will have several stats such as hunger, fatigue, health and so on but there will be little direct combat. Instead the outcome will be based on many factors such as use of correct items, keeping Your fingers out of dark holes, brambles etc that will might and in many cases will cause damage to the player. If too fatigued, the character will simply refuse to walk along, and might even take a nap Which again might cause the player to forfeit a timebased quest.

Resolution will be 800 x 600 , with many planned panoramic rooms.

There will be different seasons and a day/night cycle, thus allowing for variations in both play and objects in each scene.

The graphics seen below might and will change before the game is completed.

I'm currently creating the walking animations in PS CS 2.0, and I've included one example below, along with my mouse cursors and some screenshots:









Panoramic view that the player will see pretty early in the game.


Update (5th. April 2009);
Remodelled the GUIs and I've sketched the map and scenes.
Painted one of the crafting areas today, a preview of it can be seen here:
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