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Messages - Gord10

#161
General Discussion / Re: rpg & OSD
Fri 21/05/2010 18:46:23
Some mornings I wake up my eyes open.
#162
Quote from: icey games on Tue 11/05/2010 03:09:10
      rpg help
um...hey guy's i was thinking about put a type of rpg in one of my games but the coding is difficult because the example code is for a older version of ags & i cant work with it, now what i will do is make templet of the game & post it up for download but if you are interested let me no..cause i don't have the spair time to really do make this but i really do need the help

Code:

...
   

As I'm the original writer of that example code, so do I strongly suggest you not to use it, too. It is obsolete and limiting, like Khris stated. I'm regretful for that tutorial.

"cause i don't have the spair time to really do make this"
Game development requires a lot of spare time, even for little projects. You need to comprehend the basic concepts like variables, conditions, arithmetic operations in programming and know where to place your codes (i.e. know how functions like repeatedly_execute work) in order to build a simple RPG. I should had talked about these topic in the concerned tutorial.
#163
It is possible. You could try it by yourself with


Code: ags

 int il=0, ij;
 while(il<5) {
   ij=0;
   while(ij<26) {
     structarray[il].intarray[ij]=il*26+ij;
     ij++;
   }
   il++;
   
 }



And use similar loops for displaying the values, which should be numbers between 0 and 130.

Don't forget to put a ; after your struct declaration.

Code: ags

struct Mystruct {
  int intarray[26];
};
#164
Personally, I would love to see
*Original crimes
*Mental illnesses
#165
Unfortunately, I couldn't. Turkey part held place where I have been interning (and working on an AGS game, woot!), but I didn't sign in thinking I would be busy or exhausted that time. I will definitely be participating next year.
#166
Thank you all! The whole problem was dynamic sprites and drawing surfaces being defined inside functions, as Khris stated. Now I'm able to use struckthrough button backgrounds after defining them in a global life scope.

@skuttleman: Yes, that was what we would do in case I couldn't manage drawing lines.
@ProgZmax: The first is a good idea, too, but has some obvious disadvantages that we would avoid in this project. The second wouldn't do any different than what I have accomplished before starting this thread, unless the visible line width can be changed.
@SSH: Unfortunately I couldn't work the module for the recent AGS, but the codes itself gave me some ideas for a future usage.
#167
My apologies in case this topic belongs to Beginners Technical Problems, I couldn't be sure of it. My main question/problem is about drawing on GUI's and/or how to use dynamic sprites for them.

What I want to do is simple: A quest log book that keeps our goals, whether finished or to be. Finished quests are struckthrough as in the example.



I managed to create a quest book that works the way I want, but I'm not satisfied with the way the text is struckthrough: The line is as long as the whole width, instead of the text. It is because the texts are actually unpressable buttons whose backgrounds are changed according on the condition of the quest. I am unable to change the visible width of this sprite that contains the strikingthrough line, it seems. Everything could be perfect if I used dynamic sprites and drawing surfaces.

My solution is to prepare a struckthrough font. But I know I am going to need to learn how to draw a GUI inside the game. I have tried to use dynamic sprites as permanent GUI sprites, but it seem to contravane to the nature of dynamic sprites?
#168
Voting for Bulbapuck, because of the completeness.
#169
Fallout?
#170
About second image;

Merely decreasing the brightness ("making it darker", in other words) doesn't make an image scarier. I believe contrast is our key, a successful usage of both dark and light areas can lead us to a scary image. This doesn't mean you should increase the contrast at a point that disturbs the player, though.


My this test scene wouldn't look that good in a bad lighting and contrast (that lacks of many things to be an actual scene, though).

Another thing that lacks in this image is lighting. You can notice a brightness change on floors and walls of Yahtzee's backgrounds, it changes according on the place of the "light source". This makes them realistic despite lacking an overall texture. Little details (like grey parts on walls and black pixels on the floor) help it a lot, as well.
#171
In bicilotti's West Love,
Spoiler
How to use the flower? Which pixel did I miss?
[close]
#172
Nice gameplay!

My advices;

*We have to click "Play" button in main menu and skip the instruction text every time we die and want to replay, which gets tiring after a short time. Instead of a simple RestartGame() code, you can make a seperate main menu room and reset/reload the actual game room.   

*The game gets more fluent if the fire button has a priority over the right-left move buttons. I have also increased the frequency of walking animations in order to improve the fluency for my personal joy.

I also prefer an accelerated move for my own projects instead of linear ones.

*You can increase the brightness of some backgrounds, our black stick character is hardly seen on the black areas of backgrounds.
#173
You can also use http://coolbluefiles.net/ags1hour/ for your AGS games (despite its name, this host is not limited with Onehour participations).

Server:      ftp.coolbluefiles.net
Account:    ags1hour
Password: TheLost1  

A "yourfile.rar" will be linked as http://coolbluefiles.net/ags1hour/yourfile.zip
#174
It is true that the same game could be done character functions and properties, instead of room objects (as I understand, AGS character class is an inheritance of game object class). But the character class's own functions and properties are the ones that wouldn't be any use inside such a fight game.

Move and WalkSpeedX? I would be limited with integers, but I am storing the velocity as float, which gives me a more fluent fighter move. I would discard the moving functions of Characters and apply my own formulas for displacement. I feel like working with room objects gives me a wider coding perpective. The question would be "Why using Characters?", because I failed to see any advantage of using Characters (maybe we would want our fighters to have the same properties with the game characters, but it isn't such a hard thing to export them into the room objects).
#175
I have observed a high demand for a recent version of my AGS Fight Game.  Here it comes,




This is the 2009 version of Ahmet's AGS Fight Game, which was originally coded for The Great Stroke-Off! in 2005. Instead of an update on the old scripts, I have decided to re-make everything.


Usage notes:
  *You need some basic AGS and coding knowledge in order to implement this source game into your own AGS game.    Variable and structure names are intelligible English words or physics terms.
  *Scripts are based on AGS room objects, instead of AGS characters.
  *Appoint your fighting character views into 'int player_view' and 'enemy_view' variables



The main difference between the 2005 and 2009 versions:
  2005 version was scripted by a highschool student,
  2009 version is made by a 3rd grade computer sciences student ^^

Other important differences:
  *Compatibility with the latest AGS
  *Basic Newton physics in order to maintain a more fluent gameplay
   (like acceleration and surface friction)
  *Stamina system: The player won't be able to keep attack buttons pressed
   and gain an unproportionate advantage
  *Comprehensible variables: Easier to understand the codes
  *Health and stamina bars
 
TO-DO's:
I believe this version is sufficient for a good fight scene in your adventure game, because of its simplicity, but I guess there will be developers who would need more advanced features like those;

 *Jumping enemy
 *Direction changes. Defaultly, player is on leftside and enemy is on rightside.
  It isn't possible yet player jumping over the enemy and the opponents changing sides.
 *Combo system
 *Crouchings
 

Terms of Use:
You may use this source game in your own (both freeware and commercial) projects, just don't forget to mention my name in credits.

Download source game
#176
Sorry, I have remembered to draw trophies in the middle of studying, they are a bit rushed. The sea dragons are drawn over the famous Caduceus and this is the Cthulhu reference I've used. 

AngelicChaos and Bulbapuck shares the first rank while bicilotti receives the second rank award.






Thanks to thecatamites, Bulbapuck, Dataflashsabot, bicilotti, AngelicCharon for participating!
#177
I don't think anyone is going to vote more, I guess GMT 07:00 PM is a good time to announce the winner (which is 3 hours and 15 minutes after this post).

And yes, the best place for these threads are the Competition & Activities section. Let's start the next threads there.
#178
Thanks everyone for your entries!

My personal favourite is bicilotti's Sea Sorrow, because I loved the atmosphere and plot. The visuals achieve reflecting the sorrow of our protagonist despite their simplicity.
#179
Our theme is



GIGANTIC SEA MONSTERS

Two examples that I know are Cthulhu and Leviathan. Of course you are free to use any other gigantic aquatic creature of your preferance. Which creature/creatures and how those will be used is up to your imagination.


Good luck!

@thecatamites: Unfortunately, can't participate after 08:15, which is the deadline. You can post here what you have done, but it can't be voted.
#180
Worry not, the theme will be announced at the same time I will do in IRC, at 7:00 pm GMT  (a few seconds after IRC, though). :)

35 minutes left to start it, so this's the time to prepare your foods and drinks.
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