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Messages - Akumayo

#1
Went on a tour of the Crescent Hotel last weekend, (second most haunted place in America, says TAPS) and brought back some pics with orbs AND me in them.Ã,  (There's about 20 more with just orbs, but there's are the only ones that have me in them too... and... well... this is the post YOUR picture thread... so...)

Anyway:

The pics:






And the pics with orbs pointed out (you may need to download them and zoom in, some of the orbs are very very very faint):






No, I didn't edit the orbs in, they really showed up on the pictures.Ã,  If you don't believe me, tough luck.

-Regards, Akumayo
#2
A snapshot of me on the FBLA fieldtrip...Ã,  I had just finished announcing "I can burn out your sanity, with my EYEBALLS!!!"



-Regards, Akumayo
#4
Thanks right back buloght, I was beginning to think that interest in such a place had died off.  I do hope it will help out.
#5
http://185703.aceboard.net/index.php?login=185703

I had some spare time.  I hope you all can make good use of it.
#6
Hrm... an interesting proposal.  Like an AGS RPG resource site, dedicated to using AGS like an RPG maker...

Or... someone could make a site for using AGS for any genre of game other than adventure.  This way, it could be a resource site for RPG's, arcade games, shooters, etc.  Where people could learn from one another, and build a brighter future for AGS, one including a wide variety of game types.  I may actually agree with such a thing.
#7
Ahh, but if YOU enter Ashen, then YOU will win, no?  :=
#8
I'm sure, that once all of these things you all are proposing are made, that a great deal of RPG making people will want to get their hands on them.  My question is this, how much would they actually be able to LEARN from such things?  I, personally, will never use anything but what I create, regarding RPG's that is.
#9
You bring up a good point, and the reason I'm not crazy about writing the tutorial I mentioned.  Even in creating functions and modules, they do one of two things:

1)  Only be useful under certain circumstances
2)  Have games modeled around them so that all the games made with them look pretty much identical

Both of which are, of course, unacceptable.  Perhaps just the very most basic guidelines should be written out.  But of course, the manual did that for me.
#10
I've been considering writing such a tutorial for a while now...  I'm still not sure if I want to go through with it though.  There are many reasons not too, but if it was written in the style you're talking about, just setting a scaffold of how to make stats, carry inventory, choose weapns/armor, make enemies, etc.  Then I suppose it would be acceptable.  I may produce one sometime.  We will see.
#11
Quote from: Yurina on Thu 09/02/2006 13:54:48
I have a few things I want to do:
- clothes, which can't be removed, only replaced
- talisman, weapon and shields which can be completely removed

As for clothes, just create different views for the character, each with he/she wearing a different set of clothes.Ã,  Then, make each set of clothes an inventory item, and set up an interaction so that if the player clicks the character with the set of clothes item, then the character's view is changed to the new set of clothes, and the player's inventory loses the new set of clothes, and gains the old set of clothes.

Talisman's, weapons, and sheilds are a bit harder.Ã,  You'll need to set up something like this:

Code: ags

int current_talisman;
int current_weapon;
int current_sheild;


Then, make talismans/weapons/sheilds inventory items, and when the player uses, say, Sheild 2 on the character:
Code: ags

current_sheild = 2;

Then in battle, the sheild could be called to determine how much damage NOT to take:
Code: ags

int protect;
int damage_dealt;
int attack_damage = monster_strength;
if (current_sheild == 1) {
Ã,  protect = 5;
}
if (current_sheild == 2) {
Ã,  protect = 8;
}
if (attack_damage - protect <= 0) {
Ã,  damage = 1;
}
else {
Ã,  damage = attack_damage - protect;
}
Display("You're hit for %d health!", damage);
health -= damage;


Not quite as easy as pie, but simple, nonetheless.

If you wanted multiple characters to have sheilds/weapons/etc. something like this could be set up.

In global script header:
Code: ags

struct Character {
Ã,  int talisman;
Ã,  int sheild;
Ã,  int weapon;
};


Then in global script top:
Code: ags

Character Amy;
Character Sean;
Amy.talisman = 0;
Amy.weapon = 0;
Amy.sheild = 0;
Sean.talisman = 0;
Sean.weapon = 0;
Sean.sheild = 0;


Then, when, say, Amy is clicked by Talisman 4:
Code: ags

cAmy.LoseInventory(iTalismanfour);
Amy.talisman = 4;


This way, you can have Sean and Amy carrying stuff by the same, easy to remember, variables.

I hope that this helps.

-Regards, Akumayo
#12
Quote from: Ashen on Mon 02/01/2006 20:24:47
Code: ags

if (IsKeyPressed('X') == 1) {


Now... how... in the world... do you find out something like that?!  The manual clearly isn't exact enough.  :P .  ( -Logs away information in quote... -)

Anyway, I prefer mixing || and && together to create more complex (if only on my end) statements.  It's all about practice for me.  Anyway, I haven't tried the ||'s, but the statement seems logical to me.  As for your while function, it probably would work faster than mine, because even in mine, NPC's that were within 20 pixels of one another, would both be talked to, one at a time.  So I assumed Hammerite would move them apart.  Still... with some tweaking, your's would be more useful I think.  Oh well, I tried  :D

-Regards, Aelte Akumayo
#13
Assuming you want to be about 20 pixels from the NPC:
Code: ags

if ((player.x <= (cNpc.x + 20) || player.x >= (cNpc.x - 20)) && (player.y <= (cNpc.y + 20) || player.y >= (cNpc.y - 20))) {  //if the player is around 20 pixels from the cNpc
  if (IsKeyPressed(88)==1) { //if they pressed 'x'
    cNpc.RunInteraction(eModeTalk);
  }
}


You'd have to repeat that code for each NPC you wanted the player to talk with, replacing the "cNpc" value with the names of your npc's of course.  As for the first if statement, you'll have to try it out, because I'm pretty sure it will work, but not positive.  So give that code a whirl, and tell me if it works okay.  Oh, and you might find this useful also (I made it out since the manual doesn't give exacts on key presses):

Code: ags

IsKeyPressed(x) where x =
65=A
66=B
67=C
68=D
69=E
70=F
71=G
72=H
73=I
74=J
75=K
76=L
77=M
78=N
79=O
80=P
81=Q
82=R
83=S
84=T
85=U
86=V
87=W
88=X
89=Y
90=Z


-Regards, Akumayo
#14
This thread covered that, making a module/plugin would narrow down the capabilities.Ã,  An RPG is best made by hand, by practice, so that every one is unique, and we don't come off looking like cloners.

EDIT:

Come to think about it, if you had the Advanced Randoms Module ( http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23175.msg285799#msg285799 ), you could shorten my earlier code by quite a lot:
Code: ags

int findenemyornot = Random(399);
if (findenemyornot == 0) {
  int whichenemy = RandomWeightedDice(1, 50, 2, 40, 3, 10, 0, 0);
  if (whichenemy == 1) {
    //script for fighting enemy that appears 50% of the time
  }
  if (whichenemy == 2) {
    //script for fighting enemy that appears 40% of the time
  }
  if (whichenemy == 3) {
    //script for fighting enemy that appears 10% of the time
  }
}


This code would make an enemy appear about every 10 seconds, have three enemies, one that appears 50%, one 40%, and one 10%, but without the nastiness of finding out things like:
Code: ags

if (a >= b && b <= c)

etc.
#15
Well, since I have yet to upload one, here's me at the iceskating rink in Hot Springs.Ã,  Brr... It was very cold... I wish I'd had my SOAD toboggan instead of this black one that's too big for me...
#16
I have started a few, but never finished, the best demo of one can be found here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23809.0

It is pretty sloppy, and mostly abandoned by now, but you may find it useful for ideas.  It uses most of the code I've posted in this thread, plus a little more.
#17
After seeing that Hammerite was having difficulty with random battles, I thought I'd pitch in with a simple random battle script that is hotspot based.  This script assumes that you have already coded a battle system.

Create a hotspot that you want the player to find enemies on.  Under the "While player stands on hotspot" script, place:

Code: ags

int findenemyornot = Random(399);
if (findenemyornot == 0) {
  int whichenemy = Random(9);
  if (whichenemy >= 0 && whichenemy <= 3) {
    //code for fighting an enemy that appears 4/10 of the time
  }
  if (whichenemy >= 4 && whichenemy <= 8) {
    //code for fighting an enemy that appears 5/10 of the time
  }
  if (whichenemy == 9) {
    //code for fighting another different enemy that appears only 1/10 of the time
  }
}


This code says that about every 10 seconds, there will be a fight.  Three possible enemies will appear, one 1/2 of the time, one 2/5 of the time, and one 1/10 of the time.  The code should be modified to meet the standards of the area the player is in.

-Regards, Akumayo
#18
The Rumpus Room / Re: Happy Birthday Thread!
Fri 30/12/2005 06:15:24
yay!  I'm the first to wish [lgm] a happy birthday!!!  Haha, you scoundrels, you just thought you could spread cheer faster than I!  :D
#19
Yes... Real time would work, but it would work off of characters acting as projectiles and collision detection that would have to be modified for further leniency (as right now, AGS's collision detection is a little off-balance when it comes to projectiles).  I was considering making a real time combat system... maybe I should act on my ideas...
#20
The Rumpus Room / Re: Happy Birthday Thread!
Sat 24/12/2005 23:45:08
I hope that this gets moved to the popular threads section soon... otherwise it will just.. float here, atop the gen-gen... that would be annoying no?
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