I would like some advice for my project.
#11
Well, I was thinking of something along other lines this morning. Something may have clicked, but I cannot say for certainty.

In the meantime (if you read this before I post 'em), you inquired about items that need to be identified. Coming tonight. ^_^
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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#12
well I am back and working on my game again, those scripts will be handy. unfortunatly it is still the combat that troubles me and I cannot find any others close to what I want. there really only seem to be 3 types of combat engines, action, turn based tactical or standard. There was one I remember playing but it has been lost to the voide of the internet. it was a system based on FFXII. but even then. Mr Mo's ultimate has a lot of awesome stuff and I don't want to give it up >.<
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#13
this is starting to really remind me of Fatal Labyrinth for Sega Genesis. What is the plan for the game? is it going o be something like a 100 level dumgeon? or will there be towns and outdoor areas as well? the day/night system could add a ton to the rougelike formula. i hope this goes well.
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#14
Argol? Check MrMo's now. I added that mouse -click to repeat attack- feature you wanted. And a little more later.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#15
ok so having made some decent progress in my project but now I have an idea for a tactical element to the combat. essentially what I want to do is make it so enemy only move when the player moves. so you could be standing in front of an enemy but as long as you do nothing they do nothing. the moment you attack it counts as moving so they attack. you try to cast a spell but while you channel it, it counts as movement so enemies can approach you. You see an enemy casting, but when you stop moving to think of your next action, they pause their casting and resume when you move.

Essentially how rougelikes tend to be, except it won't be a strict tile by tile movement. is there an easy way to do this with eventing? I think I have seen something like this on a script lite demo that was made to be a rougelike. but searching around has left me with no result and that demo I can't even find anymore.
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#16
the best thing you can do is act pike you just threw the whole project away, and start again from scratch. figure out what you want to do in the new project from the beginning, and put it all in. then go back to your fakely ditched project, and put it in. ive lost my game so many ti
es it's gone from being in the retard class at elementary school, to fuckin mensa.
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#17
(06-18-2012, 04:49 AM)KasperKalamity Wrote: the best thing you can do is act pike you just threw the whole project away, and start again from scratch. figure out what you want to do in the new project from the beginning, and put it all in. then go back to your fakely ditched project, and put it in. ive lost my game so many ti
es it's gone from being in the retard class at elementary school, to fuckin mensa.

that has nothing to do with anything. I don;t need to restart, I am in the early stages, I just want to know if I can make enemy action dependent on player movement.
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#18
If you're still using an ABS, most ABSs use a form of 'move to player' action... perhaps coupled with a random movement touch. Though I attempted to include a 'keep distance for missile fire' system and a 'run away!!!' system if the player is kicking their butt too much.

For the actions, I wonder if they could be coded into the Enemy Database by way of something like:
Code:
Action              Condition
Attack              None
Do Nothing          Nothing
Darkness            Switch [0009] is On
This assumes you would add a Switch (#9) that is turned on when your player performs an attack, and turned off just moments later (so the enemy doesn't always restart the skill).

Making the enemy not attack or move if the player doesn't move seems to be an interesting concept. I don't know a system that has that as all ABSs run on an 'enemy always active' premise.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
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#19
I have a hungry and sleeping system made entirely of events. You can do it with a common event in parallel process (with an interruptor when the game begins or such), and assign a variable of "hungry", "Sleep" or whatever you like. In the event, you had to make a cicle that every X frames you substract a point, then you call a conditional branch in which whenever the variable gets a number of your choice, the state of the character changes to "hungry", "sleepy", or "Thirsty". You can assign different conditional branches to different characters, so not everyone has hungry at the sametime. Then you make (for the food) that some items adds points to the variable hungry, and that they cure the state hungry. Or when a "rest" event is called, you make that the variable "sleepy" goes to the top.
Hope it helps you
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#20
Edit: I have a formula I like, I just need to find out why the PC has a base atk of 10 when as far as I know atk cannot be edited on the actors tab in the database.
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