Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Icey

#361
For your consideration: Pub Master Quest: -The Adventure of 2-


A MAGS game

Plot:
The Dawn Sword has transformed into a magical clone of Dave, together the two must take down the Troll Lord in this spin-off quest.

Features:

New Party Chat system
Beta version of the new Cross Assault Junction System
Awesome music choice


Check out the full package here!!! Download
#362
#363
Just a thought, maybe I could draw the bake sale logo picture that comes up at the beginning of the games. It'll be a group shot of all sprites given to me by the bakers but this time around I'll redraw all of them together and then you can slap the bake sale logo on it.


Of course it won't look like this but I'm using it as an example for what I'm say. :)
#364
Ok I see. I couldn't figure out which would be better to work with(char, obj). I wanted to try and have it where the battles take place in the same room but it my be best to just move the play to a new room with the same background and stuff and work from there. I first had it set up like this in the room script.
Code: AGS

function room_RepExec()
{
object[0].SetPosition(HERO.x-80, HERO.y+15);//Outer ring
object[2].SetPosition(HERO.x-80, HERO.y+15);//Inner ring(both have the same sprite size so that why the x,y's are the same.

//object[1] is the target
//This was merely a test below to see if AGS noticed where the enemy was. At first I thought it wasn't gonna work cause both Blast zones where set at Baseline = 1; so it can seem like it really is underneath the player and the target that moves over it.

if(object[1].X == object[0].X){
if(object[1].Y == object[0].Y){
Label12.Text = "enemy on row 2";

}
}
if(object[1].X == object[2].X){
if(object[1].Y == object[2].Y){
Label12.Text = "enemy on row 1";

}
}

//What's really supposed to happen is that code above was planed to be placed in the object interaction function. The Targets HP would be displayed in the Battle Box and you would have the option to shoot it. However a else check would run and if the Target's not in one of the 2 rings/rows then nothing would happen or a buzzer sound would play.

}


I think I'll go with the first method cause it looks easy, not saying this process looks easy but it looks like something I'll be able to follow through to the end rather then math. :)
#365
I know I'm gonna get flagged for this hard body but I gotta fight my fear and ask the question. I've put some thought into this from awhile and I really don't know how to engage. Now I have searched around the forums for help with what I need but everything so scattered and hard to understand cause it focuses more on what they need like bees and zombies and stuff. Now all I would like is if someone could break it down to me as simple as possible. It's something I really wanna know could cause what I learn from this could help me with a lot of other things.

Now I already have a system in mind, it's just going about coding it that's the difficult part. 

[Before I start let me say that a bit of the system idea came from the game Parasite Eve cause it motivated me to try make a similar battle system cause it was so simple and when playing the game I felt I could pull something like it off in AGS.]

1. Player taking damage
I know how to make the player lose HP and stuff it's just I would like to know how do I have enemies walk to X,Y then have them try to attack the player. Enemies have a charge bar so when it re fills they will repeat and try to move to X,Y and attack again.

2. The blast zone
[In parasite eve, when the player would go for an attack the battle would pause and a grid dome would come up, Any target within the Dome can be attacked.]
In the game you have a small shooting range zone that I called "Blast Zone" that is following under the player character(like a mat). If an enemy on of the rings in the zone they can be attacked. The closer the more damage they take but if you get hit the more damage you take.

I'm having trouble figuring out how to make AGS read where the target is, like I have the ring colors separated into individual Objects. I have a (X,Y)check gui. It should tell me if the target is on Ring 1(outer ring) or ring 2(middle ring). The coordinates shouldn't matter so long as the enemy walks over the ring which should just be it's (X,Y). But it doesn't work. Maybe cause I have tried to have the enemy walk over it rather instead I just had the player walk near the enemy thinking it would work the same way. Which I hope it does and I'm just doing something else wrong.


[Here's a test shot example from the in game]



1. Row 1
Normal attack/damage taken.

2. Row 2
Dish out +damage but also take greater damage.

3. Target/enemy
The target can not be selected unless it is over the X,Y of one of the 2 rows.

4. Battle box
A simple action box pops up once selecting the near by target. It displays the HP of the target at the bottom (Tar. 100) and at the top, you can choose how many times you shoot. Depending on the Gun. The pistol is the main gun, you have 16 bullets in the chamber. You can shoot 3, 2, or 1 bullet(s) in your turn.


Please don't flag me down for this, I just really wanna know how to do this so I could get a better understanding at what I'm working with in the future. I'm sure there's a simple way to break this down.
#366
So is it gonna happen again this year?
#367
The Rumpus Room / Re: Icey games' thread
Fri 11/01/2013 04:08:00
Sure is, you can only enter if you a Pub member, but everyone's a Pub member ;)
#368
The Rumpus Room / Re: Icey games' thread
Fri 11/01/2013 04:04:25
Maybe you should plan a vacation, it's still winter time. But just a heads up, I didn't make this comic up here. I have part 2 and we're working on part 3 together.
#369
The Rumpus Room / Re: Icey games' thread
Fri 11/01/2013 03:40:48
UPDATE January 10/13


Death Risen -PMQ-   Is comic that me and my friend created. It's number XIII in the PMQ.Legends series. Check out part 1 below.













#370
My bad dude, I'll go back threw there today. I got busy and all I remebered was that I had to fix the trs file and upload the game. I also gotta add you to the credit.
#371
The has been updated, I wasn't able to add to make for everything in this build so the next one will be the last one. This one fixes a the text so that it is understandable now. I also fixed the speed of moment and made text skip-able.

#372
Thanks Grim, happy you got the chance to play it. Yeah, I don't really know what I was thinking, it was sorta like a last minute thing. I thought the game was good to a point where I could try the non skip able speech thing. It looks retarded cause of how dull it is, there's nothing really happening besides text just moving on. Not only that I never took the time to test that out until I put the game on the PSP. I hated it cause not only did the game lag a lot but I couldn't even get through the first part cause everything was going felt so slow.

But I promise everyone, v2.0 will make up for the fails in v1.0.

#373
Quote from: ddq on Fri 04/01/2013 00:31:40
Thank you for not crediting me this time.

Let me break it down for you. And I could be wrong. I might of missed a game or so but screw it.



Meant for ddq only, nothing bad but no one has any reason to respond to it unless your ddq.

Spoiler

Now this is very important not just to you or but anyone. I'm not asking for a bunch of people to take it to the heart and be like "oh, well I wasn't gonna do that anyways" that's cool but I'm gonna stress this point but mostly toward you ddq. Cause you feel like you just gotta say something.

OSD was thought up by a few people(mostly you and ben). The design took off and many people hopped on his pirate ship and made more games about him. Here's the thing. From the very start I came up with my own version of OSD. Hes different in many ways and he can only be used by me. Why? cause of this, I'm absolutely fine with not being able to use him for any thing commercial. Not even DLC. That's all cool and it's all in the past now. But here's the thing. The reason why my Dennis can't be used is cause hes apart of the PMQ world. He can only be used in non-commercial related things by my team. He can cross between the PMQ universe into OS universe. For this fact I don't really mess around with the normal canon Dennis, only every now and then like OSD HD for example and because I'm apart of the AGS community  :D.

Point is I wouldn't add you to the credits cause you made absolutely no contribution to the PMQ universe. Not art, music, story, or even helping me with a confusing bug.

The only thing you'll see yourself under is a OSD game and that's if I feel like adding you. In my opinion and I don't care what anyone say, Ben's the real man behind OSD. It's because of his code that I finally was able to start trying to make a real RPG system. His simple code was the answer I was looking for in the beginning but couldn't really get it out of know one.
[close]

#374
So what the game has some bugs that only come up every now and then. The room switching function is the same as the others with little tweaking. But still that's not good.

And khris, I. Just feel liked you helped with a major part that stund the game. It may seem basic and even though I got through the problem on my own. You still helped me slove another problem. Now about the battle system. I'm sure if anyone played pmq legendsv5.0 beta when I posted it in that thread or simply follow the post I make in my thread then not only you but everyone would understand why it works the way it does. There is no battle setup, your thrown right into a new and simple battle design. In PMQ legends, you setup a list of of 5 actions each memebr can use in battle. You can only use two memebers in battles. Actions of the ai member are linked to the players actions judging by the list setup. When select attack, the action of the ai player follows up after and let's say they had fire equpied to cast one. Ex: dawn would cast fire magic.
#375
Ok, I can add that stuff into the game. I'll see what I could do to make the battles a bit more interesting.
There is a puzzle idea I would like to add to the game so I'm still working on that.

The way the story worked out I could of utilized the switching idea more but well, once again, time.

I plan to release a extra part of the game to the next update. It'll be like a little side story and it will utilize the features a lot more. But it can only be accessed on your second play through.

Also that's a surprise but it still means something to see that you played all my games even though when I look back at most of them and can say they were rubbish. XD

Also the sounds, ghost gave me the sounds but I couldn't put them into the game in time. You will here one sound effect but that's cause that was something I had put into the game at the start of development.
#376
Thanks LF, I must admit that there is a good reason for everything but I can sum it all up with time. But hopefully if you play v2.0 it'll be bit better. ;)
#377
really, well I hope you like this one.
#378
I gotta admit I didn't think I was gonna make it in on time. ;)
#379
Thanks Peder.

And yeah OG if you want to that'll help. :) I gotta go back and edit the credit at the end of the game so I'll add you. And my bad Peder, I didn't mean to come off and make it seem like you guys didn't do your if that's how I made it sound ;)

I sorta ran out of time and there was so much left to do on my part I wouldn't of had been able to get the game to you guys fast enough.
#380
Thanks man, I really tried to go all out with this game seen how it's one of my Square Effect titles but I wanted to keep it simple so I could finish it within a month.

As for the bugs part, I have to make a run through again myself so I can fix a bunch of things and add the character animations. But I will try to contact the few that helped me in the start.

My biggest hopes for this game is too get some of those rating cups that all the other cool games have X3
SMF spam blocked by CleanTalk