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Topics - theswitch

#1
two things first

first: hello, its been awile since I'v posted, soo I'd just like to say hello :)

second: I couldent come up with a better topic title ???

OK

what I want to do in my rpg game (its simple game don't worry), what I want to do is find the easyest way to create a large number of baddies/creatures etc with fighting stats, name mabe even image.

THAN

have my game randomly select one of these creatures to fight me

SO

what would be perhaps the most uncluterd way to do this. . . unless their really is only one way, I havent coded in awile and am still new to coding, sorry for the simple question :-[

I'm looking for the import function command I presume :-[

EDIT: I just need help with randomly selecting a creature with all its data, I CAN create these creatures on my own, I know that much, and the fighting I can do too, just to clarify. . . . sorry
#2
yes this is an easy one, I'm sorry to take up your time with this question, but atleast I added that little bit onto the end of the thread name ;)

anyhow, first you should know this loading bar will not be for loading up an ags game or area as I belive it doesn't need one

but

I want one anyway ;D

sooo ofcourse I just read that similar thread about makeing a bar reflect an int value and the one reply about useing a button size to create a dynamic bar wich was from Mr Pablo (Mr I think?)

sooo

I would use repeaditly exicute (spelling :-[) to make this happen I presume, the bar would appear and start loading (imaginary data ofcourse) from a click on a seperate gui button

the real reason why I'm asking this in the forums is because I was working steady on a project and then left it for oh. . . 5 months or so, so I have to get up to speed agien :-[ EDIT: wich would be my first AGS project

#3
yea hello, its been awile since I'v posted but heres one I can't seem to find the answer for - EDIT: I think there are manyways to do this, mabe thats why I'm lost, the newbiest aproach would be the best (newbiest. . . . new word :D)

I was wondering if I could have a normal converation with choices etc but at random times generated text information would be displayed somewhere on the screen or in a gui (seperate one unless I can insert it right into the narrator window text, . . . cool future feature 8))


anyhow I'm very much wanting to create a realtime choose your own adventure text game with things happening in real time around the character that can be interacted with in some way (I can handle that part)
#4
I'm really interested in doing two quite different adventure games

first one is a tour of the net driven like a standerd AGS game and screenshots are taken of sites that the player clicks through with a character to get feedback and rants from a slightly weird character

the other game I don't want to reveal yet but a kind of adventure rpg using screenshots of Unreal Tournement Maps/Levels and I would post this in there UT forums to announce it and ask them if this is a form of mod status (mod = Modification to a game)

don't get too worried, I havent started them yet, but I just wanted to ask for a heads up on ether game idea and any steps I would go though to make ether an acceptable project to make happen

also, I wasn't perfectly sure where to post this, just so you know :)
#5
OK OK I know, this is SOMEWHERE on the forums, but I can't find it, its not in thye bfaq ether (hint hint)

yea I can make a module in the module manager, I make the header import function bla bla bla, BUT I want it to work on mouse click of a certain button, now mabe this is the wrong part. . . when I double click the button first time (in gui editor) it adds a section to the global script and in this sectoion I can put in the stuff I want to happen, now mabe the default functin code it gives me is wrong

function test_button_Click(GUIControl *control, MouseButton button)

I copy/pasted this into my module header also saying Import before the above text ofcourse,


so I guess I'm supposed to get rid of the above and use on_mouse_click (MouseButton button)

BUT
the manual doesn't give me enough info on how to use it (as I'm new to scripting). . . . (as youv noticed by now :))

so all I'm saying is how do you make a button exicute code from a module at any time in the game (while the buttons there)

I'm suprised there isn't a tutorial on a simple thing like this, or mabe I'm just SLOW :-[
#6
ok so I'm making this rpg attack battle system, yes ANOTHER one hehehe ;D, but its mine, mine I tell you :P

anyhow. . .

I have a gui showing player and baddie stats etc, there are two characters facing off agienst eachother, player and the bad guy with an image for each. Theres a button on the gui that starts the attack round called "attack", when I push the attack button the figure (character) that represents me the player moves towards the bad guy using the character.move command

the character doesn't move untill the whole script ends or when I make the gui visable false, but it still won't happen till the end (the character moving)

. . . .

wait a minute. . . (thinking)

. . . . .


I'm running through the script index agien and um. . . hmmmm whats this ???
character.walk

hmmmm

didn't see that before

hmmmm

let me see. . .

give me a sec. . .



. . . (working). . . . . .

interesting, there is an example under character.walk that goes like this

character[EGO].Walk(155, 122, eBlock);

hmmmm

I think I figured it out

I'll quot the example:

will make the character walk to 155,122. The script will not continue until the character has reached his destination.


. . . (trying it out now). . . . . .


HOLY SHAMALA IT WORKS

I can't belive I missed that, I could have sworn it wasn't there before

mabe there is somthing we the AGS community needs to know about the ominous internet update service that has been mischeviously programmed into ags

;D
#7
another question. . . do you guys know a good place to upload stuff, I can work an ftp program but where should I go first, I used to have a geocities site, and yea I'm thinking free
#8
hello all, yea I'm new here, I just have a couple questions to get my project started, I'm making a kind of freelance game, a kind of free form RPG where you do what you choose in the world. But WAIT, I know what your thinking, this is not some super project, this rpg will be very very VERY simple, and I want it to be so, I do have somthing to show but I need somewhere to upload it first, anyhow there is one game that my project is inspired by here http://www.nielsbauergames.com/smugglers3.html

on with the questions. first I should say that I got a turn based combat going on and it works, complete with semi random numerical outcomes (like any normal RPG), but I have run into two problems

Q - I have a small random number generated than I add a larger (non random) number to get what the attack hit would be. I display the health of me and the oponent in a number (for each) and the health gets updated with each attack on me or the bad guy. my problem is how do I display the numbers for each attack seperatly in a text message (pop up message), I could display the health at that point in the game but I just want to say how much damage was done instead :(

Q - when generating a random number is there a way to do a greater than / less than kind of thing, all I want is to tell the player the percentage chance they have to hit the bad guy, I could do this if there was a < and > things in the code, perhaps there is. . . hmmm


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