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Messages - beomoud

#41
First of all thank you for your support, it's always good to know that this game will have it's own audience once it is released who love this kind of games as much as i do.

The battle system is round based and that is because i wanted the player to have more options and the leisure to advance his own tactics instead of just hitting the same button until the enemy drops. During the battle which is closely connected to your character's advantages and disadvantages, you will have the opportunity to choose your weapon from your inventory and decide your battle manoeuvre, spell or trick among default actions or abilities you have picked through gaining experience. Of course a good armor is also a factor towards winning and if you want to play it smart you'd better take advantage of other factors as well, like poisons, the size of your opponent etc. As for your opponent be sure that he has his own abilities and he will change his tactics during the battle as well.

I hope that helped...
As i said earlier i don't want to give out much about the game but i want you to know that i intend to give the player as many options as possible, aiming at the Role-playing part of the game!
#42
All these are possible. Just start getting into it, reading the manual and the tutorials, there is also a RPG tutorial that might help, and if you stuck at any time we are here to help. There is no point in us giving you the whole code for your game by now...

Best Luck  :)
#43
nevermind, stupid question, i got it now, sorry for that.  ::)
#44
i'm sorry to bring this up out of nowhere but i used to be good in maths and i have been busting my brains to understand how KhrisMUC came up with dist = 640/dist +1.
You don't have to reply i was just intrigued...
#45
Besides a presentation this was also meant to be something like a research. I wanted to know a little about what everyone expects of a RPG, any elements you recon are essential to be in there and what to avoid (i am referring more on the storyline). Are you generally into this kind of games or am i talking solely to adventure game fans?
#46
Yes, it does look a little like Fallout. My original inspiration has been The Elder Scrolls series from Bethesda and the new Fallout game these guys made. Unlike some Black Isle games like Baldurs Gate I'm trying to make it as less linear as possible. I'm a huge Adventure Game fan but it always bothered me when there was only one solution for every problem. I don't want the player to pick up any junk he finds only what he really needs (as a result of good thinking). That's the reason for example that i gave weight to every item in the game, you want to carry more? Simply increase your strength...
#47
This is actually my first game, the reason it took so long to come to the final stages is because everything is handmade, from the sprites to the 3D models and material. Currently the system is almost complete (and by that i mean all the necessary scripting) along with the character models and animations, the rooms, the videos and the music.

What remains is the completion of the hopefully several quests of the game which is actually one of the best parts of the design process. So this could be a good chance for all of you to let me know of any good ideas concerning the storyline! The main plot is already decided of course but some good ideas from here could still find a place in the game as side quests or so! So go ahead and let me know what you would or would not like to see in a RPG...
#48
Mystic Hall is a Role playing Game set up in an epic-fiction world where the main character, you, is exiled and  left to survive in an unknown environment where nothing is what it seems. On the top of it the main character is alone to prove his innocence while mysterious forces work beneath the shadows against him...

I won't give out much about the game only what you should expect of it:


  • A RPG that aims to implement as many realistic features in it's gaming system as possible and make it possible for the player to play the game any way he wants to meet his own preferences.

  • An open ended, interactive story that will change as you go forth.

  • The opportunity to built your own character choosing between 3 Races and 3 Classes and customizing him to fit your own visualization.

  • A sophisticated battle system to battle with any character you choose to, providing unpredictable outcomes and giving you the chance to develop your own tactics (choosing among fighting abilities, spells or tricks) depending on your character creation.

  • Many NPCs you can meet, talk to, try to make them like you, trade with them, steal from, fight with, cooperate or almost any other interaction you can think of. Keep in mind though that these are real people with their own schedule around the day and their own agenda. That's right, this is a world that's moving and the time is passing as you go, providing unique exploring opportunities at specific times of the day.

  • An advanced stealth system that calculates many parameters and allows you to hide from others if they stalk you or in order to act undetected (like stealing). Keep your mind for enemy targets and notice the light sources in the area, use any tricks up your sleeve and choose your way of approach to stay undetected. Always watch out for witnesses as this is an unforgiving environment and the Guard patrol could be on your tail at any time.
Don't expect a large game for starters as this is a one man job but bare in mind that once the first game is completed it may be expanded many times. I won't give out anything else only that it will probably be ready for release around Fall of 2009.

overall progress: 85%

Screenshots (They look better in the game):













#49
It does keep doing it but not so often anymore. The function i was using before for my NPCs was:

function race_scaling(int scaled) {
  character[scaled].ManualScaling = true;
  character[scaled].Scaling = (GetScalingAt(character[scaled].x, character[scaled].y) *(person[scaled].race_multiplier))/100;
  character[scaled].z = -10;
}

I don't get it, is there a problem with the way the engine detects the walkable areas?
#50
problem fixed...i used a function from an old post and it works out fine, i'm sorry to have bothered you. here it goes:

function Scale(this Character*, int factor) {
  if (this.Room != player.Room) return;
  if (!this.ManualScaling) this.ManualScaling = true;
  int s = (GetScalingAt(this.x, this.y) * factor)/100;
  if (s<1) s = 1;
  if (s>200) s = 200;
  this.Scaling = s;
}

Thanks, you may delete this post now....
#51
Ok, this has been a problem to me for a long time. In my game i need to use a function to control my character's and my npcs' scaling. It goes like this:

function my_race_scaling() {
  if (race ==1) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *70)/100;
    player.z = -10;
  }
  else if (race ==2) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *130)/100;
    player.z = -10;
  }
  else if (race ==0) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *100)/100;
    player.z = -10;
  }
}

It works out smoothly, the only problem is when my character (or NPCs) get close to the edges of my Walkable area in that room and particularly around sharp edges they lose their scaling for a moment and appear much bigger than they would, in their sprites full size which is much bigger than any scaling you get in that room, keep in mind that i use continuous scaling. That looks bad when it happens. I use the upper function in the repeatedly execute function. Any ideas how to solve my problem and what i have done wrong? Would you do it any better?

Thanks...  :)
#52
You may have made a mistake in the actions menu. You don't need to get these functions in your room script. Just delete the functions, delete the called function line from the action menu and have the action menu create a new one all over again, then place your code back in your script...
#53
what do *=, /=, or %= operators do? i've never seen them before
#54
Actually this is the plugin and it only works in 16bit color games for some reason so if anyone has the module i would appreciate it.
#56
I am sorry to bother everyone for this but could anyone upload the flashlight module here? Because the link is broken and i am going to need it. I have already contacted the author and the moderators but i had no luck, so if anyone has it... thanks.
#57
You can also use room scaling on your walkable masks so that you change the size of your sprites if you don't need to make it smaller in mb size. I think that would be the easiest way for you...
#58
Ok i did it and it looks great, thanks
#59
No i didn't declare it outside or i did and i had problems working around that, anyway, i will try and see. I think though that even if the collision isn't pixel perfect that would do for me... thanks
#60
The thing is when i try to change the "line of sight" object's  graphic in repeatedly execute it turns into a blue cup. The dynamic sprites seem to depend on the Wait function in order to draw the line. As of where the line should be placed at i figured due to the perspective camera of the room that would mess things up we only need one line starting from the players feet to the enemy's feet and we need to check whether this line collisions with the "base" of an obstacle that is large enough to hide a character, i mean only it's projection to the ground.

The thing is the idea is good but how do i get it to work?

quote:"You don't need an additional, invisible object; Object.GetAtScreen(x, y) should be sufficient for what you want to achieve."

I know i don't need additional objects to display the obstacles that the objects in the room present. I need an additional object that would be the line of sight in order for me to check if it collides with the obstacles or not. Does anyone have any suggestions?
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