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Messages - Icey

#981
General Discussion / Re: Adobe After effects
Fri 11/11/2011 21:18:16
Cool. Will check out.
#982
General Discussion / Adobe After effects
Fri 11/11/2011 20:44:52
Hey everyone, I was wondering if it would be hard to learn how to use adobe after effects cause I want to record cutscenes in my game and and edit them to add particle effects like fire and stuff. I was planning to download it but I don't want to waste space/time for something I wont be able to get used to.
#983
yep, But I found one solution that I need to test.
#984
The game hasn't been released yet.

Update!

The PSP side game will not be added seeing how even though it checks for a OS thats not windows it still says it can't be ran on windows and it must be ran on the PSP even though its all ready running on the psp. :(
#985
The world map will not be big but at the same time not big. It's hard to explain but the main point of grid based map is so that it is easier to make/see. The world map is about 6x6 or 6x8(it all depends on how many locations I decide to throw in the game.

Another reason why I decided to have the recovery thing after the battle is because you can't use items out side of battles so this would be very helpful to a lot of people.

The first half of the game revolves around war. Pirates have taken over some regions  in the world that require your access to continue your quest. In order for you to actually continue you will have to take your army of soldiers to marked location and defeat all the pirate ships on the screen. Once you win your team will take over that location and most of the pirates will flee.

[Random battle screenshot]


Its starting to work out, I got stuck in the beginning cause it wouldn't select any command cards. However when I added the display line "I can click" to the attack command it seem to get things working and it doesn't how the display message so I think I will leave that there.
#986
Not a bump or anything. I just though I have made enough progress to start updating again.(So Darth if this is something I can't do then do let me know.)

Any how  UPDATE TIME (x3)!!1

1 - The world Map
I have been doing so think and talking with a few people about the world map in OSD.
I was thinking of making a giant world map that would have a lot of things on it. However I knew it would lag the heck since the Map would be so big. So I came to a decision to make a world map similar to the world map seen in Archipelago Adventures. Only thing is it will be a grid map with squares that contain a small explorable map that has various locations on it.

2  - HP recovery
While I was working on the game I was thinking of some unique things that would make battles work better for people. You know how after you get into a battle RPG and sometimes after your whole parties life is really really and you just survived long enough to make it to the boss which will most likely be 10x harder but you have no more Potions and your mana is at 0 so you can not heal yourself. Well the fix to that is to have the HP of the player be fully restored after the battle.

I was thinking of giving the player the option to toggle the after battle HP restoration on/off. Turning it off and going into battle will give you bonus EXP. But if it's on then you will not receive no bonus EXP.

3 - [Possible] Tactical Sea Battles [/possible][/i]
I have began plotting how would I script a Tactical war battle (like a defense game).

I also have been playing a lot of flash games that involve this type of gameplay, but there is one game that has to be the best when it comes these types of battles.

Tactical invasion



Again sorry if I wasn't supposed to take that long to update a topic. I wasn't trying bump it up, just updating.
#987
No prob. Just trying to get the comp going.
#988
Quote from: Ponch on Tue 08/11/2011 02:01:43
Still plenty of month left. I hope to see a few more entries before this is over.  ;D

+1

Also is there a limit to how many games you can make? I just had that idea.
#989
OSD sorta 99% 著名[MAGS]



Database section
#990
I think I got it
Code: ags

// room script file
int enemyset0;


function room_Load()
{
  
  
  battleBG.SetPosition(0, 0);
battleBG.Clickable = false;
if(player.PreviousRoom == 23){
  battleBG.Graphic = 296;
  //Selection of enemy
  enemyset0=Random(3);
if (enemyset0==0){
  enemy.Graphic = ;
}
else if (enemyset0==1){
  enemy.Graphic = ;
}
else if (enemyset0==2){
  enemy.Graphic = ;
}
else if (enemyset0==3){
  enemy.Graphic = ;
}

}

[/code
#991
Simple yes but I once I learn it then I won't ask it anymore.

Maybe I should post the code of a different battle room. It is where I will be getting everything from so i can past most it into the 1 random battle room.
Code: ags

function jkboss_UseInv()
{
  if (playerHP <=0) {
    playerMP += 2;
    if(playerMP <= baseMp){
      playerMP = baseMp;
    }
  }
  
if (cEgo.ActiveInventory == card1){
  dennis.Say("Heavy attack!");
  dennis.Walk(259, 192, eBlock, eAnywhere);
  dennis.Walk(265, 192, eBlock, eAnywhere);
  ShakeScreen(1);
  
   Label17.Text = String.Format("-%d", Stealedge);
  HP_indicator.Transparency = 100;
  HP_indicator.SetPosition(55, 124);
  HP_indicator.TweenTransparency(0.2, 0, eLinearTween, eNoBlockTween);
  HP_indicator.TweenPosition(0.6, 55, 120, eLinearTween, eBlockTween);
  HP_indicator.TweenTransparency(0.2, 100, eLinearTween, eBlockTween);
  
  BossHp -= Stealedge;
 GiveScore(1);
 PlayerEXP += 1;
 //Start building Soul Limit
}

if (cEgo.ActiveInventory == card17){
//create list of Soul limits [X]
//create GUI with list [X]
//Have game check which limit is selected
//Start limit animation & say name of limit


 
 
 if(SLgraphic.NormalGraphic == 91){//Checks for the current sprite slot on the soul limit board.
 dennis.Say("Triple Blade!");
  dennis.Walk(259, 192, eBlock, eAnywhere);
  dennis.Walk(265, 192, eBlock, eAnywhere);
  dennis.Walk(259, 192, eBlock, eAnywhere);
  dennis.Walk(265, 192, eBlock, eAnywhere);
  dennis.Walk(259, 192, eBlock, eAnywhere);
  dennis.Walk(265, 192, eBlock, eAnywhere);
 
 Label17.Text = String.Format("-%d", tripleblade);
  HP_indicator.Transparency = 100;
  HP_indicator.SetPosition(55, 124);
  HP_indicator.TweenTransparency(0.2, 0, eLinearTween, eNoBlockTween);
  HP_indicator.TweenPosition(0.6, 55, 120, eLinearTween, eBlockTween);
  HP_indicator.TweenTransparency(0.2, 100, eLinearTween, eBlockTween);
  
 
  BossHp -= tripleblade;
 GiveScore(3);
 PlayerEXP += 3;
 ATBbar.Animate(9, 1, 2, eRepeat);
 SetTimer(1, 50);
 }
 
 cEgo.LoseInventory(card17);
}


if(BossHp <=0){
  
  mouse.Visible = false;
  mouse.DisableMode(eModeUseinv);
  mouse.EnableMode(eModeWalkto);
  gStatusline.Visible = true;


HUD.TweenTransparency(0.5, 100);
HUD.Visible = false;
gGui2.TweenTransparency(0.5, 100);
gGui2.Visible = false;
gStatusline.TweenTransparency(0.5, 100);
gStatusline.Visible = false;

Winlogo.Transparency = 100;
Winlogo.Visible = true;
EpicWin.Play(eAudioPriorityHigh);
Winlogo.TweenTransparency(0.5, 0);
  Wait(240);
  Winlogo.TweenTransparency(0.5, 100);
  if(PlayerEXP >= BaseEXP){
    LV_up_show.Visible = true;
    playerHP += 5;
    playerMP += 5;
    Stealedge +=1;
    BaseEXP += 17;
    landkills += 1;
    totalkills += 1;
  }
  else {
    LV_up_show.Visible = false;
    
  }
  
  Winlogo.Visible = false;
  
  jk.ChangeRoom(4, 107, 197);
  jk.Say("You think this is over Dennis?");
  jk.Say("Well think again, You have courage but your spirit is not strong enough.");
  dennis.Say("Yes it is! I just...");
  jk.Say("Need more training? Well I have you coverd with that part.");
  jk.Say("As you spirit gets stronger so will you Dennis.");
  dennis.Say("I-I don't need a stronger spirit, I can do this myself.");
  jk.Say("We will see if the time comes.");
  jk.Say("Meet me in the center of the blue mist.");
  TweenSoundVolume(0.5, 100, 0, eLinearTween, eNoBlockTween);
  ATBbar.Animate(9, 1, 2, eRepeat);

mouse.Mode = eModeWalkto;
SetTimer(1, 50);

white.Visible = true;
  white.TweenTransparency(0.7, 0);
  black.Transparency = 0;
  black.Visible = true;
dennis.SetAsPlayer();
dennis.ChangeRoom(5, 108, 130);
white.TweenTransparency(0.5, 100);
white.Visible = false;
  Wait(40);
  
}

if(BossHp >=1){
  if (Game.DoOnceOnly("Let's get it started.")){
    jk.ChangeRoom(4, 107, 197);
  jk.Say("Let's get this fight going, Shall we?");
  jk.Say("Embrace my smooth strike!");
   jk.ChangeRoom(4, 0, 0);
  }
  jkboss.Move(78, 197, 3, eBlock, eAnywhere);
  jkboss.Move(73, 197, 3, eBlock, eAnywhere);
  ShakeScreen(1);
  Label17.Text = "-2";
   HP_indicator.Transparency = 100;
  HP_indicator.SetPosition(230, 124);
  HP_indicator.TweenTransparency(0.2, 0, eLinearTween, eNoBlockTween);
  HP_indicator.TweenPosition(0.6, 230, 120, eLinearTween, eBlockTween);
  HP_indicator.TweenTransparency(0.2, 100, eLinearTween, eBlockTween);
  playerHP -= 2;
  
  
  //playerHP -= 2;
 
}

if(playerHP <=0){

 dennis.Say("I have failed you master...");
 dennis.TweenTransparency(0.5, 100, eEaseInTween, eBlockTween);
dennis.ChangeRoom(0, 0, 0);


}

I just noticed that I that I have to change cego to Dennis and not only that but at the end of the battle I have to give Dennis the same commands that ego had.

}


Also I think I found away around the monster attack. There are only two types(land and flying).
#992
Hello all, Last time i asked a question how to save the location of a players current X,Y position in this topic: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=44123.0

Now that it's time to set up a random battle room I can]t seem to figure out some key things to make fully universal for the game. I know if I can get help to get this working all of my RPG problems are over seeing how this is that last part.

Here are some of the things I am trying to do

  • Enemies
    -In the random battle room there is a object which will be used for the enemy. There is only one target in a battle at a time. I have this code in my before room loads section.
    Code: ags
    
    function room_Load()
    {
      
      
      battleBG.SetPosition(0, 0);//Incase I end up moving it on an accident in the editor
    battleBG.Clickable = false;//To ensure that the player can't click on it.
    
    if(player.PreviousRoom == 23){//Checks for the last room the player came from
      battleBG.Graphic = 296;//Change the randomroom background so that it fits the setting of the previous room.
    //
    //
    //
    //
    //
    }
    }
    

    I would like to make a randomized selection so that a random so that the game will choose a sprite that ranges from 104 - 107. Those two numbers a examples of sprites in the game that contain a Monster Graphic.
  • Attacks
    -I have a separate script to hold each monster attack. I would like to make each attack into a script command so that I could just have the game check for the current sprite slot on the obj so that it performs the attack based on the graphic(monster).
#993
@pcj: Thanks but I found away to around it.

@Calin: that maybe true but it would be nice if it was included.
#994
I got it working but I have my last questions

The player is getting to much score points and it makes it go down into the negatives.

I would like to use this instead.

Link *= 50;// or something like it.

no no thats not right. I wanted to have it do something else so just give me a sec to think.


I wanted to have 50x2 then add that to the score.
#995
Is there a way around this to get this to work?

Code: ags

@1
score = game.score;//Is there something else I could use in the place of game.score?


 if(score <= 2000){
 
 }
 
 
stop

[code]
[/code]
#996
Thanks it works now.
#997
I never really tried multiplication in AGS before and now that I am I am having truoble.

I can't figure out how to set this line up

game.score *= Link;//Link = int

Can someone tell me what it is I'm doing wrong?
#998
I keep getting that error.

Script link failed: Runtime error: unresolved import 'Menu'
#999
My game doesn't load for some reason. I get a script error about some import called menu? Then when i try to quit I end up having to force close. btw I got a Sidekick 4g
#1000
The Rumpus Room / Re: Happy Birthday Thread!
Thu 03/11/2011 21:32:57
hbd ben :]
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