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Messages - poc301

#601
The black spots are because of the super-low resolution :)

I have converted 1/2 of it to hi-res graphics, and it looks pretty sharp.  It also has no black spots :)

I will check out that website and into the other options.  I had no idea that other stuff was inter-linkable with it.

Thanks!
#602
It is compressed in MPEG-4 / Div-X format.Ã,  Do you have the codec installed?

As an aside to this, I tried converting it into several various other formats, but the filesize was 40-50 megabytes.  I abandoned that idea pretty quickly.

I have downloaded the file off my website (thinking something might've gone wrong with the upload, but it played fine in my Media Player 9 with WinXP Pro SP2).

#603
I was browsing the forums and was going through the "Recommended Free Program" area, and came across a 3D terrain rendering program called Terragen so I decided to give it a try.Ã,  I was AMAZED at its power and ease of use.Ã,  I tinkered with it for about 30 minutes and got my first video done with it.Ã,  I am SO AMAZED at this program, especially considering it is free.

The potential this program has for the AGS games is phenominal.Ã,  I will be using this video with some other stuff I have in the works for the intro movie and so forth for my game.Ã,  I also will include cutscenes with this thing.Ã, 

Anyways, tell me what you think of my first 3D rendered background animation.Ã,  The resolution is very low (for speed so I could make sure it came out ok before cranking up the resolution for the next rendering), so the filesize is about 1 megabyte.Ã, 

It plays in 15 frames per second, so it is pretty smooth.Ã,  Criticism is welcome, like camera angles, height, etc, etc.

I WILL be removing the occasional freeze (it was 4 sections of animation combined into 1).

www.cmtonline.net/intro.avi


UPDATE NOVEMBER 18, 2004

I just finished rendering it and making one additional frame where a jutting of land comes up, and the final frame is the menu-screen from my new game with the title etched into the rock.

DIV-X HI RES : http://www.cmtonline.net/DivX_Intro.avi    (2.6mb)
INDEO_5  HI RES : http://www.cmtonline.net/Indeo5-Intro.avi  (8mb)

I did the Indeo because I did it on accident one time I compiled, and noticed the video quality was quite a bit better than the DivX version.  So I am keeping it too :)

#604
Quote from: Radiant on Tue 16/11/2004 18:26:05
Some thoughts...
I'm assuming the statistics screen is a placeholder? You should keep the stats to the left and the skills to the right. You may want to consider adding some new skills (or dropping some old ones).

Nope, the stat screen is the stat screen.  I wasn't planning on revamping it, but I might.  Nothing is set in stone :)

Quote from: Radiant on Tue 16/11/2004 18:26:05
It would also be nice to start with different spells than in the original.

The spells are just placeholders.  All the spells in the game are there now, and I haven't decided upon which ones to begin with.  There are a few new ones and a bunch old oldies but goodies.

Quote from: Radiant on Tue 16/11/2004 18:26:05
I believe showing Ann Agramma like that is gross and uncalled for.

I was trying to show the barbarism involved in what went down in Silmaria.  I figured the shock of showing a gnome with a heart of gold treated in such a manner would drive home the point.

Quote from: Radiant on Tue 16/11/2004 18:26:05Story-wise, I would like to point out that if the main character is anything but a fighter, sending him to Uncle Barnard would not be appropriate. Also I do believe Elsa hates her brother's guts, and quite possibly so does the Prince of Shapeir. By the way do you wish to hardcode the assumption that the Prince of Shapeir is indeed a fighter, and that he married Elsa? Because when most people finish QfGV, that is not actually the case. It seems to have no bearing on the story anyway, since he and his wife have just disappeared.

Good point.  But yes, I am hardcoding it into the storyline, as the plot of the game and how it progresses relies HEAVILY on that storyline having taken place after the original set of games.  I toyed with the idea of allowing the player dictate whom their father married, and have it reflect on the plot, but it wasn't practical.  I think the plotline is pretty well done.  But it does rely upon the fact that the dad was a Fighter and married Elsa.

Quote from: Radiant on Tue 16/11/2004 18:26:05
Also story-wise, it seems strange that, given the distance between Spielburg and Silmaria, the hero's son arrives just in time to rescue an infant from the burning house.

Hmm...  VERY good point.  I hadn't thought of that...  Thanks.


Quote from: Radiant on Tue 16/11/2004 18:26:05I can understand about the turn-based combat as that would allow for some interesting strategies, but why exactly are you using levels in a QfG game?

I liked the stat increasing automatically thing from the original series of games.  However I also like Level-Based RPGs which allow you to tweak your stats as you see fit.  This way the stats auto-increase as you use them, but you get an allocation of a few stat points with each level-up (not integrated in the demo) to divy up as you see fit on each level-up.

Quote from: Radiant on Tue 16/11/2004 18:26:05By the way - you may want to know that Vivendi sent a Cease & Desist order to shut down Quest for Glory 4.5. I am unsure why they have done this since they haven't (to my knowledge) attempted to shut down other fangames, but do be aware of the risk.


Ouch.  All I can hope is that they don't with me.  :(


Blackthorne :

That is a great idea.  I may just do that!  Thanks!

Bill
#605
Beautiful!
#606
Thanks for the link.  Here they are :

WARRIOR INFO SCREEN


THRONEROOM IN SPIELBURG


GNOME ANN'S INN AFTER MASSACRE


UPSTAIRS IN THE INN
#607
http://www.cmtonline.net/qfg/qfg-herodeath.zip

Main site: http://www.cmtonline.net/qfg/index.html

The server is being strange Ã, >:(Ã,  Ã,  My buddy said he is doing maintenance and it may sputter periodically here and there for the next day.Ã,  It is up now though.

SCREENSHOTS:
#1 ) Warrior Information Screen

#2 ) Spielburg Throneroom

#3 ) Gnome Ann's Inn in Silmaria after slaughter of city

#4 ) Room upstairs at the Inn

Man I hate Tripod...  These pics work if you Right Click the link, and choose Copy Shortcut.  Then open a new window and paste the URL into the browser.  Sorry :(


The game is still in its infancy beta-demo test stage, but the first level is working and able to be completed.Ã,  There is still a lot of coding, touchup, etc, etc, to be done, so keep that in mind while playing it.

STORYLINE/PLOT:
You are the son of the hero from the original Quest For Glory series of games.Ã,  The game takes place 30 years after the ending of the Dragon Fire game.Ã,  Your father (the hero) was a world famous fighter, and married Elsa von Spielburg.Ã,  The two became King and Queen of Silmaria and ruled prosperously for years.Ã,  When you reached your 17th year of age, you are sent for 'toughening up' to the Barony of Spielburg to serve your Uncle Barnard von Spielburg.Ã,  You are there for two years when you get word that Silmaria was invaded in the night by a mysterious invasion force.Ã,  99% of Silmaria is missing, even the corpses are gone.Ã,  You rush home to try and find what happened.Ã, 

This game takes place in all previous lands of the other QFG games and 1 more land newly created for this game.

Check the website for info on the battle system, class progression system, and other features.

Bill Garrett
#608
There is no reason I am dividing.  I just wanted to bring the total value down some.  Otherwise the melee combats would be doing up to like 60-70 damage, maybe even more.  This is at level 1 too :)

I think I will be reducing the luck and agility factoring into it.

The game is very big (or will be when done).  There is no level cap, and no cap to stat levels/skills.  Levels come every 100exp points until about level 6 or so, and then spreads out to every 400-600, and finally every several thousand. 

The enemy fights give good experience, but so does running subquests, main quests, and other stuff like training, etc, etc, etc. 

What kind of examples in particular would help?

Thanks.
#609
Hello all.  I am finalizing a few little tweaks in my QFG game before I release the preliminary demo/first look thing, and I wanted some opinions on this.

Its a true RPG, so keep in mind that there are levels, but just as in the other QFG games, your stats raise as you use them, not just when you level up.  The levels are there to give a few more distribution points manually (something different I figured), plus to factor into some other things in the game (such as damage).

So I was finishing up the battle system, and got to thinking about my MAX_DAMAGE variable for the Ego player.  Does this formula sound good?  This is for melee combat BTW:

(((STRENGTH+WEAPONUSE) / 3 ) + ((LUCK+AGI) / 2) + LEVEL) + WEAPON MODIFIER  //For various Weapons which have + bonuses to stats

By my calculations :

WARRIOR : 21 Max Damage
MAGE : 11 Max Damage
THIEF : 17 Max Damage

Does this sound like a good idea?  Or should I do something more simple to make it more well rounded?  The Thief has a kinda high melee...


#610
Thanks!  That did the trick.  I had to rewrite the code to call functions instead of doing a loop, but I guess it makes more sense this way anyways :)

#611
I have done a lot of reading through the forums and can't find anything helpful in this particular instance.Ã,  I am nearing completion of the first part of my Quest For Glory RPG to release a demo (the first city is done), and I was doing all kinds of testing, when I realized I left the automated battle system turned on (for those who don't like fighting, I have an automated system where the game fights for you, similar to QFG4).Ã,  Random is a great function :)

Anyways, when I turned the system back to manual, the thing didn't work as anticipated...Ã,  I keep getting loop errors.Ã,  So essentially, I need some code suggestions to get the looping function to work.Ã,  The system is turn based because I am a bigger fan of that than the realtime systems, but I guess I don't know how to make it wait for a character input to be made.Ã,  The user will be able to navigate 2 GUIs, a melee and spell GUI, and select the attack to be made.Ã,  But I can't make the game stop executing and wait for a selection to be made (I really hope I explained that clearly enough...)Ã,  Here is the skeleton code for what I am attempting to do:


function room_b() {
Ã,  // script for room: Player enters screen (after fadein)


//BATTLE SCRIPTING


GUIOn(7);Ã,  //TURN STAT GUI ON
GUIOn(9);Ã,  Ã,  //TURN MELEE BATTLE GUI ON

string turn;Ã,  Ã, //Reflects whose turn it is on the Stat GUI
int turn2;Ã,  Ã,  Ã, //Ã,  Determines whose turn it is.
turn2=Random(1);Ã,  // 0 for Hero, 1 for Monster
int damage;Ã,  // Damage done to the Hero
string gui;Ã,  //String used to update GUI
int mob;Ã,  Ã, //Monster type
int mobhp;Ã,  //Monster HP
int egohp;Ã,  //Hero HP
int herodone;Ã,  //If the hero is done with his turn.
int herodamage;Ã,  //Damage done by the hero


mob=GetGlobalInt(27);Ã,  //SET RANDOM DAMAGE DEALERS FOR SPECIFIC MOB
egohp=GetGlobalInt(14);

if (mob == 6){Ã,     //Silmaria Demon
Ã,  mobhp=25;      }



//---------------------ACTUAL FIGHT SYSTEM BELOW----------------


while (mobhp>0){Ã,  Ã,  Ã,  Ã,  Ã,  Ã, //RUNS THE SCRIPT UNTIL THE ENEMY IS DEAD


if (turn2==0){         //HERO TURN
StrFormat(turn, "Hero");
SetLabelText(7,1,turn);Ã,  Ã, 


if (egohp<1){
Display("You loose sucka!");Ã,  Ã,  Ã,  Ã,  Ã, //IF THE HERO DIES
QuitGame(0);
}

while(herodone==0){Ã,  Ã,  Ã, //THIS IS WHERE I NEED HELP.Ã,  Ã, I don't know what to do to make the game wait for a click on the GUI from the player before running the script below.

herodamage=(....);Ã,  //Calculation here for all the hero damage


mobhp=(mobhp-herodamage);


herodone++;
}

turn2++;
herodone=0;
}


else if (turn2==1){      //ENEMY TURN
StrFormat(turn, "Enemy");
SetLabelText(7,1,turn);Ã,  Ã, 

AnimateCharacter(GetGlobalInt(27),8,4,0);
while (character[GetGlobalInt(27)].animating != 0) {
Ã,  Wait(1);
}
FaceCharacter(GetGlobalInt(27), EGO);


if (mob == 6){Ã,     //Silmaria Demon
Ã,  damage=Random(4);}

if (damage>0){
AnimateCharacter(EGO, 15, 2, 0);
while (character[EGO].animating != 0) {
Ã,  Wait(1);
}
FaceCharacter(EGO, GetGlobalInt(27));
}

egohp=(egohp-damage);
SetGlobalInt(14, egohp);
turn2--;


}
}
}

Thanks,

Bill

#612
I am using the same type of thing for my RPG I am making.  Here is what I am doing :

Create a 2nd character (invisible).

Do the calculation for damage, and pass that through to a GlobalInt.  For example set GlobalInt(1) to the damage.

Whenever a character or enemy takes damage, have it do this :

character[4].x=character[0].x; //Makes sure DAMAGE character is where EGO is.  This line is in my RepeatedlyExecute in Global Script.

int damage;
damage=GetGlobalInt(1);

//Then run any calculations for how you calulate damage modifiers, armor, etc, etc, in here.

SetGlobalInt(1, damage);

Then use the Display and %d command to have the DAMAGE character talk the GlobalInt(1) value every time damage is made.
#613
Thanks!  That did it.
#614
I am trying to put a simple IF statement in the main statusbar GUI.Ã,  Essentially, when the user clicks on the Spellbook icon, the Spell GUI opens, and they can go about their business.

The IF statement I put in runs a check to make sure the user has Magic Use ability.Ã,  If the user has magic use ability, the spellbook will open.Ã,  If not, they get a message stating they don't have magic ability (to keep non-casters from accessing spells).

The code works fine.Ã,  The non-magic people can't view it, and the magic users can.Ã,  However, when the non-magic users click the icon, it just goes back to the normal game.Ã,  The message I told it to put up doesn't show.Ã,  Any ideas?

CODE :
---------


#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
if (interface == 4 && button == 18) {
Ã,  Ã,  GUIOn(1);
Ã,  Ã,  GUIOff(4);
Ã,  Ã,  Ã, }


if (interface == ICONBAR) {
Ã,  Ã,  if (button == 4) {Ã,  // show inventory
Ã,  Ã,  Ã,  Ã,  Ã,  show_inventory_window();
Ã,  Ã, 
Ã,  Ã, }
Ã,  Ã,  else if (button == 5) {Ã,  Ã, // use selected inventory
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  }
Ã,  Ã,  else if (button == 6)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  else if (button == 7)Ã,  Ã, // load gameÃ,  = RestoreGameDialog();
Ã,  Ã,  Ã,  GUIOn(4);
Ã,  Ã,  else if (button == 8)Ã,  Ã, // quit
Ã,  Ã,  Ã,  QuitGame(1);
Ã,  Ã,  else if (button == 9) {Ã,  Ã, // SPELLS

if (GetGlobalInt(16) > 0){Ã,  //If Magic Use skill is greater than 0.....
SetPlayerCharacter (4);Ã,  //switch to Char 4, the SPELL char
Ã,  Ã,  Ã,  GUIOn(6);Ã,  Ã,  //SPELLS GUI
Ã,  }
else if (GetGlobalInt(16) < 0) {

Display("You don't have any magical ability");
}
}Ã,  // end if interface ICONBAR
}


Thanks

BIll Garrett
#615
Thanks Ashen, that solved the issue.

Thanks netmonkey as well, that is much easier to do :)

Bill Garrett
#616
I am using a two inventory system with my game.Ã,  One (with the main EGO character) for normal inventory stuff, and another for spells (with a 2nd character SPELLS).

The spells inventory (with Char SPELLS) works fine.Ã,  It opens, displays properly, and closes (although the selected spell doesn't carry back over to EGO when the switch is done, but thats something else I will worry about later.

When I open the standard inventory screen (a custom one) for EGO, it opens fine, but it also opens the spell GUI screen!?Ã,  The inventory reflected on both the inventory and spell GUI is the inventory of EGO, so its pulling the right data.Ã,  However, I can NOT turn off the spell GUI for the life of me.Ã,  I have tried inserting GUIOff(x) commands throughout the code in both Global Script, and the GUI script.Ã, 

It is infuriating. I have included code, and would appreciate any insight into why this is happening, and how I can fix it.

Thanks!


---------------------------
GLOBAL CODE :
---------------------------

#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function game_start() {
SetInvDimensions (40,40) ;

// called when the game starts, before the first room is loaded

SetPlayerCharacter(4);Ã,  //The SPELL Character
AddInventory(3);Ã,  Ã, // The Zap Spell
AddInventory(4);Ã,  // The Detect Magic Spell
SetPlayerCharacter(0);Ã,  // Back to EGO character for the beginning of the game.


}
#sectionend game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
Ã, 

Ã,  // ** CUSTOM INVENTORY WINDOW
Ã,  GUIOn (3);Ã, Ã,  // Inventory GUI
Ã,  Ã, 
Ã,  // switch to the Use cursor (to select items with)
Ã,  SetCursorMode (MODE_USE);
Ã,  // But, override the appearance to look like the hand
Ã,  SetMouseCursor (6);

}



#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

function interface_click(int interface, int button) {

if (interface == 4 && button == 18) {
Ã,  Ã,  GUIOn(1);Ã,  Ã, //SCORE GUI
Ã,  Ã,  GUIOff(4);Ã,  //INVENTORY GUI
Ã,  Ã,  Ã, }


if (interface == ICONBAR) {
Ã,  Ã,  if (button == 4) {Ã,  // show inventory
Ã,  Ã,  Ã,  Ã,  Ã,  show_inventory_window();
Ã,  Ã, 
Ã,  Ã, }
Ã,  Ã,  else if (button == 5) {Ã,  Ã, // use selected inventory
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  }
Ã,  Ã,  else if (button == 6)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  SaveGameDialog();
Ã,  Ã,  else if (button == 7)Ã,  Ã, // load game
Ã,  Ã,  Ã,  RestoreGameDialog();
Ã,  Ã,  else if (button == 8)Ã,  Ã, // quit
Ã,  Ã,  Ã,  QuitGame(1);

Ã,  Ã,  else if (button == 9)Ã,  Ã,  // SPELLS
SetPlayerCharacter (4);Ã,  //SPELLS CHARACTER
Ã,  Ã,  Ã,  GUIOn(6); //SPELLS MENU
Ã, 

}Ã,  // end if interface ICONBAR


if (interface == 6) {Ã,  // SPELLS INVENTORY GUI

if (button == 3) {Ã,  Ã, //CLOSE
SetPlayerCharacter(0);Ã, 
GUIOff(6);
Ã,  Ã,  Ã,  }
if (button == 2) {Ã,  //USE OR TAKE
Ã,  Ã, SetCursorMode(2);
Ã,  Ã, SetMouseCursor (6);
Ã,  Ã, }
}

Ã,  if (interface == GUI3) {Ã,  //GUI3 IS THE CUSTOM INVENTORY GUI
GUIOff(6);Ã,  // I TRIED PUTTING THIS ALL OVER THE PLACE, THIS IS THE MOST RECENT PLACE

// They clicked a button on the Inventory GUI
Ã,  Ã, 
Ã,  Ã,  if (button == 1) {
Ã,  Ã,  Ã,  // They pressed USE, so switch to the Get cursor
Ã,  Ã,  Ã,  SetCursorMode (3);
Ã,  Ã,  Ã,  // But, override the appearance to look like the hand
Ã,  Ã,  Ã,  SetMouseCursor (2);
Ã,  Ã,  }
Ã,  Ã, 
Ã,  Ã,  if (button == 2) {
Ã,  Ã,  Ã,  // They pressed TAKE, so switch to that mode
Ã,  Ã,  Ã,  SetCursorMode(2);
Ã,  Ã,  Ã,  SetMouseCursor (6);
Ã,  Ã,  }
Ã,  Ã,  if (button == 3) {
Ã,  Ã,  Ã,  // They pressed the OK button, close the GUI
Ã,  Ã,  Ã,  GUIOff (GUI3);
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  }

Ã,  Ã,  if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
Ã,  Ã,  Ã,  // scroll down
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + game.items_per_line;
Ã,  Ã,  }
Ã,  Ã,  if ((button == 5) && (game.top_inv_item > 0)){
Ã,  Ã,  Ã,  // scroll up
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - game.items_per_line;
Ã,  Ã,  }
Ã,  }
}


------------------------------
END CODE
------------------------------


Help please! :)

Bill Garrett
#617
Quote from: Albino-I on Sat 06/11/2004 16:46:04
Quote from: Mr Bungle on Sat 06/11/2004 16:00:44
...Or does that fall under 'wizard' as well...?

That's the point. Almost everything falls under the categories of 'Wizard' and 'Warrior'. Thief is pretty useless (atleast I think so), they'r also usually pretty weak (I like strong guys :P).

Battle-wise they may be weak, but they have ability to make a lot more money than the other classes via stealing and breaking-and-entering.  They also are not really supposed to get into melee battles.  They should sneak around, run, etc, etc. 

Besides, I am having a lot of subquests for each class in here.  So the thief will have stuff to break into and steal.

I really don't know which class to use.  I am kinda leaning away from other magic using classes due to the Wizard.
#618
I got it taken care of.  I created one view for each class and just tell the EGO which one to use when the character class is selected.  It is actually saved as a globalint so I can use it for all class-based differences in the game.
#619
I resolved my issue with a backwards workaround :)

I created an INT of 1,2,3,4 (one for each class), that I can use to determine which view the EGO will use.

I then did a backwards workaround (if globalblahblah(1) then doohickie= "Warrior") 

So I have everything working great now.

Thanks guys!

Bill Garrett
#620
The // thing was done as I was posting it here on the forum.  That comment isn't in the real code.  I just wanted to clarify for anyone looking at it.

I put the 'else' in, and I also made it 'Display'. 

Still having the same problem.  The global variable does have Warrior in it, but the IF statement isn't working :(

Any other ideas?

Thanks,

Bill Garrett
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