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Messages - Akumayo

#341
Hrm... an interesting proposal.  Like an AGS RPG resource site, dedicated to using AGS like an RPG maker...

Or... someone could make a site for using AGS for any genre of game other than adventure.  This way, it could be a resource site for RPG's, arcade games, shooters, etc.  Where people could learn from one another, and build a brighter future for AGS, one including a wide variety of game types.  I may actually agree with such a thing.
#342
Ahh, but if YOU enter Ashen, then YOU will win, no?  :=
#343
Now for my entry.  Due to my utter lack of all artistic ability, I ripped sprites from FMA (Full Metal Alchemist) after I had the system built, therefore the weapons are a bit wierd considering the people who are weilding them.

Anyhow, this is a turn based, GUI interface.  It uses mouse cursors to detect weapon type, structs to detect weapon being used and character stats, and has a wide range of possibility for usage.  Included in the download is both the demo game and the template.  Enjoy I hope!!!

http://www.2dadventure.com/ags/Akumayo_Turn_Based_Battle.zip

-Regards, Glacies Akumayo
#344
I'm sure, that once all of these things you all are proposing are made, that a great deal of RPG making people will want to get their hands on them.  My question is this, how much would they actually be able to LEARN from such things?  I, personally, will never use anything but what I create, regarding RPG's that is.
#345
You bring up a good point, and the reason I'm not crazy about writing the tutorial I mentioned.  Even in creating functions and modules, they do one of two things:

1)  Only be useful under certain circumstances
2)  Have games modeled around them so that all the games made with them look pretty much identical

Both of which are, of course, unacceptable.  Perhaps just the very most basic guidelines should be written out.  But of course, the manual did that for me.
#346
Version "D" is now available.  See the top post for a full changelist.  Please comment and report any bugs you find when you play.  Thank you for your time.

-Regards, Glacies Akumayo
#347
SOLVED!!!  ;D

Upon Ashen's request, I set about looking for a problem in the player enters screen sections.  I found it.  Buried within the script was a line that, rather than directly accessing character variables x and y, used ChangeRoom to restate the current room, and set the x and y.  Therefore, a ChangeRoom was being called in before the room loaded, causing a break-down in the engine.  There really should be an error message for that, it would've made things easier.
Thanks for all your help guys  :D
#348
I've been considering writing such a tutorial for a while now...  I'm still not sure if I want to go through with it though.  There are many reasons not too, but if it was written in the style you're talking about, just setting a scaffold of how to make stats, carry inventory, choose weapns/armor, make enemies, etc.  Then I suppose it would be acceptable.  I may produce one sometime.  We will see.
#349
Oh my...
I tried setting the player character's starting position to room 4... a black screen, nothing happened.
Room 3, same thing, black screen.
:'(
How did my rooms get corrupted, if that is the problem?Ã,  What happened to kill them?Ã,  How do I fix it?

On the offchance that they are not corrupted, what is making them black and nonresponsive?

NOTE:Ã,  I used the debug feature that shows you what the game is doing/what scripts are bing run, etc.Ã,  It shows me everything that's being done until I enter one of the rooms, at which point it disapears.

EDIT:
HOLY CRAP!!!  Now the room where you access the nonresponsive rooms is non-responsive.  When I go to it, the screen/background load, enter-room interactions get run, and then keypresses, mouse-movement gets disabled!  (the backgrounds in the other rooms were a solid black)
#350
Noted.  Here's the whole function:

Code: ags

function room_b() {
  // script for Room: Repeatedly execute
if (IsKeyPressed('A')) {
  if (se_continuous == 1) {
    Display("Controls for Smash 'Em Continuous:");
    Display("Move left with 'A' and right with 'F'");
    Display("Arrow keys also work.");
    Wait(10);
  }
  if (se_classic == 1) {
    Display("Controls for Smash 'Em Classic:");
    Display("Move left with 'A' and right with 'F'");
    Display("Arrow keys also work.");
    Wait(10);
  }
  if (one_vert == 1) {
    Display("Controls for One Player Vertical:");
    Display("Move left with 'A' and right with 'F'");
    Display("Arrow keys also work.");
    Wait(10);
  }
  if (two_team_vert == 1) {
    Display("Controls for Two Player Team Vertical:");
    Display("Player 1 moves left with 'A' and right with 'F'");
    Display("Player 2 moves left with 'H' and right with 'L'");
    Wait(10);
  }
  if (two_vers_vert == 1) {
    Display("Controls for Two Player Versus Vertical:");
    Display("Player 1 moves left with 'A' and right with 'F'");
    Display("Player 2 moves left with 'H' and right with 'L'");
    Wait(10);
  }
  if (two_team_full == 1) {
    Display("Controls for Two Player Double-Paddle Fullscreen:");
    Display("Player 1 moves with 'A' and 'F'");
    Display("Player 2 moves with 'K' and 'M'");
    Wait(10);
  }
}
else if (IsKeyPressed('B')) {
  if (se_continuous == 1) cBall.ChangeRoom(8);
}
else if (IsKeyPressed('C')) {
  if (se_classic == 1) cBall.ChangeRoom(6);
}
else if (IsKeyPressed('D')) {
  if (one_vert == 1) cBall.ChangeRoom(2);
}
else if (IsKeyPressed('E')) {
  if (two_team_vert == 1) cBall.ChangeRoom(3);
}
else if (IsKeyPressed('F')) {
  if (two_vers_vert == 1) cBall.ChangeRoom(4);
}
else if (IsKeyPressed('G')) {
  if (two_team_full == 1) cBall.ChangeRoom(7);
}
else if (IsKeyPressed('H')) cBall.ChangeRoom(10);
}


The error persists still only on B-G, which is strange since all the functions call for a room change.  Any ideas?
#351
I wouldn't call myself "master" of turn-based RPG's, rather, I'm an "obsessor" over them.Ã,  Other games (excluding arcade) are boring.Ã,  My favorite games have always been, and most likely always will be:

Shooters
Arcade
RPG

I am working on my entry right nowÃ,  ;D

EDIT:
    My entry is well on its way.  I have the sample game finished, so now I have to extract a template from it, and I'll be ready!  I like this topic.
#352
Thanks for pointing out the return thing, I added them.

I switched 'H' with 'B' and pressed B (now room 10), the game successfully loaded room ten.  I pressed H, and it once again took me to a black screen, and canceled my keypresses.
#353
Hrm... Labyrinth IS turn based isn't it?  Sadly, it uses old style coding, and isn't object-based, so it wouldn't be pretty or efficient as an entry.  :'(
I could remake it I suppose, as object based, but I really don't want to, it might mess up.  Chess though, it was made with object-based.  It is turn based, so I guess it could be an entry, except that it wouldn't exactly be easy to add a new game to it, you can pretty much only change it by changing the sprites.

This tutorial I proposed would have a system similar to Labyrinth, but much more like Black Flames:  Path of Methias. ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23809.0 )

I'm still not sure what I'll do...
#354
I don't really feel like putting a game together.  Maybe I'll write a tutorial on how to build a turn based game, and have code snippets and a battle engine of sorts within it.  That would count as an entry, right?  It's open source, it definately contains instructions on how to add a game, and I suppose I could make a sample game using it.
#355
Quote from: Yurina on Thu 09/02/2006 13:54:48
I have a few things I want to do:
- clothes, which can't be removed, only replaced
- talisman, weapon and shields which can be completely removed

As for clothes, just create different views for the character, each with he/she wearing a different set of clothes.Ã,  Then, make each set of clothes an inventory item, and set up an interaction so that if the player clicks the character with the set of clothes item, then the character's view is changed to the new set of clothes, and the player's inventory loses the new set of clothes, and gains the old set of clothes.

Talisman's, weapons, and sheilds are a bit harder.Ã,  You'll need to set up something like this:

Code: ags

int current_talisman;
int current_weapon;
int current_sheild;


Then, make talismans/weapons/sheilds inventory items, and when the player uses, say, Sheild 2 on the character:
Code: ags

current_sheild = 2;

Then in battle, the sheild could be called to determine how much damage NOT to take:
Code: ags

int protect;
int damage_dealt;
int attack_damage = monster_strength;
if (current_sheild == 1) {
Ã,  protect = 5;
}
if (current_sheild == 2) {
Ã,  protect = 8;
}
if (attack_damage - protect <= 0) {
Ã,  damage = 1;
}
else {
Ã,  damage = attack_damage - protect;
}
Display("You're hit for %d health!", damage);
health -= damage;


Not quite as easy as pie, but simple, nonetheless.

If you wanted multiple characters to have sheilds/weapons/etc. something like this could be set up.

In global script header:
Code: ags

struct Character {
Ã,  int talisman;
Ã,  int sheild;
Ã,  int weapon;
};


Then in global script top:
Code: ags

Character Amy;
Character Sean;
Amy.talisman = 0;
Amy.weapon = 0;
Amy.sheild = 0;
Sean.talisman = 0;
Sean.weapon = 0;
Sean.sheild = 0;


Then, when, say, Amy is clicked by Talisman 4:
Code: ags

cAmy.LoseInventory(iTalismanfour);
Amy.talisman = 4;


This way, you can have Sean and Amy carrying stuff by the same, easy to remember, variables.

I hope that this helps.

-Regards, Akumayo
#356
I have the following code in one of my room's repeatedly_excecutes:

Code: ags

if (IsKeyPressed('B')) {
Ã,  if (se_continuous == 1) cBall.ChangeRoom(8);
}
if (IsKeyPressed('C')) {
Ã,  if (se_classic == 1) cBall.ChangeRoom(6);
}
if (IsKeyPressed('D')) {
Ã,  if (one_vert == 1) cBall.ChangeRoom(2);
}
if (IsKeyPressed('E')) {
Ã,  if (two_team_vert == 1) cBall.ChangeRoom(3);
}
if (IsKeyPressed('F')) {
Ã,  if (two_vers_vert == 1) cBall.ChangeRoom(4);
}
if (IsKeyPressed('G')) {
Ã,  if (two_team_full == 1) cBall.ChangeRoom(7);
}
if (IsKeyPressed('H')) cBall.ChangeRoom(10);
}


The problem is, when keys B-G are pressed, the screen fades out, like it's going to take me to the new room, but then stalls or something.Ã,  The screen stays black.Ã,  F9 and other keypresses are disabled.Ã,  Only Alt-X is pressable.Ã,  However, when key H is pressed, the game successfully moves to room 10.Ã,  I can't figure out what might be causing the error.Ã,  I've never run into anything like this before.Ã,  Any ideas?
#357
 :-[ I forgot about double paddle fullscreen, I'd forgot to add it's controls to the list a long time ago, and never updated...oops.
I'll fix it.  I hadn't really thought about messing with the mini-games.  I suppose they deserve to be updated just as much as everything else.  I'll look into making losing take you to the Mini-Game menu rather than all the way back to the mainscreen.  Thank you very much for your suggestions.

-Regards, Akumayo
#358
Update, version "C" now available for download.  See top post for changelist.
#359
I'm still working on the alternation between mouse and key, eventually, the mouse will be used only on save, load, and shop menus.Ã,  I hadn't really thought about 'A' and 'F' keys being frustrating though.Ã,  Those are the two keys my left hand rests on when, typing, so I assumed that they'd be easy to use.Ã,  I will consider implementing arrow key support as well as 'A' and 'F', that way the player can use either.
(I'm working on a second board set (6/10 boards so far), so maybe that will break the monotone of the game a little)

Thank you for the suggestions.

EDIT:
Next released version will support arrow key movement, and sport a mouse interface only on save and load menus.
#360
I present, the half-completed Smash 'Em game.Ã,  It's an arcade game with a concept similar to the Atari: Super Breakout game.Ã,  This version features falling power ups/downs, an array of purchasable mini-games, save/load score (money), two complete board sets (20 boards), instructions for play in-game (the original release had no tutorial), key/mouse interface, and loads of addictive fun!

Progress Report:

Sound/Music:Ã,  0%
Sprites:Ã,  100%
Engine:Ã,  100%
Boardsets:Ã,  20%
Bugs Fixed:Ã,  ??%

NOTICE:Ã,  The "Reflections" board is available in the shop for a mere 150 points, buy it and try it out!Ã,  It adds a lot more complexity to the game.

Updates so far:

Ã,  From Version "C" to Version "D":
Ã,  Ã,  -Perfected key-based interface issues
Ã,  Ã,  -Fixed some bugs surrounding the mini-games
Ã,  Ã,  -Fixed mini-game menu control messages to a more convinient form
Ã,  Ã,  -Fixed some errors with the "Reflections" board, that I hope you all will enjoy

Ã,  From "B" to "C":
Ã,  Ã,  -Arrow keys can be used to move the paddle, as well as 'A' and 'F' (Adventure only)
Ã,  Ã,  -Mouse interface used only in Save and Load dialogues.
Ã,  Ã,  -Key based interface enabled for the shop
Ã,  Ã,  -New board set "Reflections" added (cost 150 points in the shop)
Ã,  Ã,  -Some bugs fixed


Here's the screenshots/download stuff.Ã,  Have a good time with it, and report any bugs/suggestions here please.Ã,  Thank you!





Download (version "D"):
http://www.2dadventure.com/ags/Smash_Em_v0.5_d.zip

-Regards, Akumayo
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