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Post by BloodKnight on Nov 13, 2005 17:18:30 GMT -5
Sometimes, making an epic RPG puts a strain on my imagination and I feel llike I have to make something else for a bit. For the most part I've started these types of game projects:
-fighter(using only VFX)(6) -platformer(3) -racer(2) -pinball(4) -card battler(3) -puzzler(mean bean machine style)(7) -action/adventure(3) -TRPG(5) -FPS(4)
All but the fighting game is pretty possible to finish in a year, and still look decent. The numbers in parentheses denote how difficult it was for me to do the groundwork(scripting to make the most basic of game elements work without fail) of a game out of 7, 7 being the most difficult. I'm currently working on the card game as I type. But I just seem to be switching from game to game for a while.
If anyone has any questions about the groundwork of the projects listed above, feel free to ask.
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Post by Rodak on Nov 14, 2005 2:21:19 GMT -5
You beat me to the Pinball idea!
I'd love to see a demo or some scripts from that.
I'm working on a version of PONG for RPGM2, but it is not going well.
That's why we have side projects... they keep us working when something else hits a roadblock.
The others sound interesting too.
I look forward to finished stuff!
Peace.
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Post by doyleman on Nov 16, 2005 21:04:04 GMT -5
By TRPG, I'm guessing you mean tactical? If so; how do you go about on whether to display or not to display a tile if a object shortens up the player/enemy's path movement.
Example: A Player can normally move 4 spaces max, but there is a rock in front of him, thus, he can't get 4 spaces in front of him cuz he has to go around. How would you go about checking all this stuff? (BTW, that rock example could get more complex, like maybe a L shaped wall, or of the sort)
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Post by BloodKnight on Nov 17, 2005 2:21:55 GMT -5
I'm working on a version of PONG for RPGM2, but it is not going well. That's what I started with. The only concept you really have to be aware of is the ball physics. This is pretty simple up until you have a lot more space you want the ball to go through. A basic formula would be putting a value into what I call the "direction" variable. Depending on how high the variable would be, the ball would go in a certain direction after touching an event depending on where the ball came from. I didn't factor in speed or anything else, because it'd get even more complicated from there. When you're dealing with something such as pinball, the physics get a bit harder to script, but the basic concepts are the same. I remember when I was a kid and I loved pinball, I'd get some foam objects, some darts(for bumpers), some cardboard, and there was a table that was perfect for the game(it was slightly slanted, but even when straightened stuff would roll down the table). Insert one marble, some glue(or in my case duct tape) and two levers and you had hours of fun. By TRPG, I'm guessing you mean tactical? If so; how do you go about on whether to display or not to display a tile if a object shortens up the player/enemy's path movement. Example: A Player can normally move 4 spaces max, but there is a rock in front of him, thus, he can't get 4 spaces in front of him cuz he has to go around. How would you go about checking all this stuff? (BTW, that rock example could get more complex, like maybe a L shaped wall, or of the sort) I assume you mean how'd I get a decent movement system? In short, there's no easy way to do this and have it all perfect. There are many ways to go with this. One is if you plan on using free movement with the character, which is to check first of all, where the character is. Then, check around the character depending on how many moving points they have, and solidify the empty events(that you deem are too far to go for your main character) based on those coordinates, so if the player tries to go past the boundaries, they won't be able to. In order to do that however, you need as many flags as there are spots on the grid in your maps. This can vary, depending on the size. Another is that you give the player a certain amount of points to move, have an indirect effect that subtracts them, record the coordinates and let the player have at it. Once the variable runs out, you could display a menu saying "You can't move any further!" and have a choice displaying options to go back, or confirm the spot they're on. If they go back, just warp the player back to their original spot based on their last recorded coordinates. This is a bit easier to script, but the player could waste their move points on going back or something. In that case, I'd call it stamina or something, it'd make more sense.
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Post by doyleman on Nov 17, 2005 16:31:02 GMT -5
Well, a simple subtraction for movement is easy, but it's not what I'm talking about. What I was referring to is the grid deployment. In FFT, if you couldn't move the complete amount of steps you had, the grid would cut off. Like so:
########## ########## ########## ####M##### ###MMM#### ##MMMMMM## #MMMMX X### MMMMOX####
Where O represents the current combatant, the # represents the map, and X represents a obstruction in your movement, and M represents the grid. See how the X's cut off some of the movement because you have to walk around the Xs, and you cant cut through them? That's what I have problems in when getting a TBS running, displaying the grid properly, whether an obstruction cuts it off, or you can't move that high, etc.
I hope I made sense this time. But yeah, a indirect effect is easy to pull off, but it would make the TBS 'un-uniform' for me. Sorry if that seems to much or something.
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Post by Doan the Nado on Nov 18, 2005 2:17:35 GMT -5
Ves and another user named vicious created an awesome system that would automatically do object and height checks and everything. Unfortunately, they made all of their posts on the Agetec RPGM2 forum, and a little while ago, everything there was lost. Ves may still have the information on his computer, so maybe you'll want to talk to him.
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Post by doyleman on Nov 18, 2005 9:42:42 GMT -5
I remember reading that , can't remember anything though as I was a 'noob'
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Post by vespuleth on Nov 18, 2005 23:13:16 GMT -5
im rewriting everything about the tbs (deemed the vtcs) in faq/tutorial form. but if you have any questions before then, please feel free to ask. as doan said, i still have all the info. i actually have one rpgm2 file that is the completed tbs, and another that i am writing little by little so i can put the development process on paper for you. i should be posting the first steps soon.
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Post by BloodKnight on Nov 19, 2005 10:53:43 GMT -5
That's why the event solution would work. But hey, don't mind me.
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Post by vespuleth on Nov 21, 2005 20:16:03 GMT -5
while it would technically work, to me the free movement is the lazy way out (this may be just because i know the traditional way can be done). doyle, if i ever see you on aim again, ill tell you how i did it; or you can just wait for me to post the faq (im two steps from where i want to be when i post it because the first steps are easy, so im doing the first ... i think 5 together. im on 3)
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Post by doyleman on Nov 22, 2005 10:35:55 GMT -5
mom got a new cpu, which i'm not allowed to go on, and my internet's not working, sorry :-edit-: OH, and my rpgm2 broke down 2 days ago
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