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05-13-24 04:24 AM
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Acmlm's Board - I3 Archive - General Gaming - I am creating a game for the first time New poll | |
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Jigglysaint

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Since: 11-19-05

Last post: 6313 days
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Posted on 02-03-06 06:44 PM Link | Quote
I don't think I need any rips.

OH, and I added a relic that keeps your health full on the map screen, and a charm that prevents random battles. They are actually pretty intensive eventwise, so unless I have some really good ideas, I will have to limit myself.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6480 days
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Posted on 02-04-06 01:59 PM Link | Quote
Yeah, that's similar to what's happening to my game, I have way to many "special" battle commands and limit breaks, I haven't even decided how I want certain characters to behave. I haven't even started on equipment that gives abilities...

I haven't even finished the first dungeon yet.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6480 days
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Posted on 02-19-06 04:11 AM Link | Quote
Hey Jigglysaint, how's this project coming along? You haven't posted anything in a while.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6313 days
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Posted on 02-20-06 01:44 AM Link | Quote
I've been trying to figure out more things to do. Right now, I changed from an overworld to intersecting areas. See, since the game is roughly based off a real city, it's going to have roads that connect different points. I am also planning to add a "Highway" for quick travel. I am going to add a simple item creation where you can make items, however you can only get 8 out of a potential 16 per game, and you can't get more than one of the same item. Basically there are 4 item groups, and you can only have 2 of the 4 items in that group. It means replay value, hopefully since some cool stuff would be made. I also added a steal ability.

What I plan is to have an area that grows after certain events are accomplished, each growth will let you have access to all sorts of extras. I've ripped some game music and got it to a respectable file size for each of them(even if the quality is bad).

I am actually looking for some ideas and inspiration, like battle event skills, items with unique effects, things like that. The game may not be as big as a standard RPG, but I hope it will be good for a first try. Oh, and I need a way to disable jumping if the jump will take you into a solid object, since that seems to be a big bug that will prevent great use of my jump boots.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6480 days
Last view: 6480 days
Posted on 02-20-06 03:06 AM Link | Quote
A guess: Your jumping system is a common event, correct? What you need to do is set a fork/conditional branch so that when a "Can't Jump" switch is on your jump boots are disabled.

You'll need to line any place you're not allowed to jump with events that toggle this switch.

Keep in mind I've never done anything like this, it's modified from the way I do Tents.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6313 days
Last view: 6298 days
Posted on 02-20-06 03:51 PM Link | Quote
Well actually it is a common event, triggered when you equip jump boots that is. It's too bad there isn't an event extender that would allow for one event to cover a larger area. If there was a way to do somthing, like maybe a terrain restriction(thus a boarder of somthing could disable jumping, it might be possible. Unfortuantly the forking system doesn't have terrain ID to it.
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6294 days
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Posted on 02-24-06 10:59 PM Link | Quote
For the jumping, did you check "Ignore if cannot be moved?"

I did a jumping system a while ago. You enabled it via an item and then disabled it when you press the menu key.

I think that might be your problem...

Anyway, can't wait to see this sometime.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6313 days
Last view: 6298 days
Posted on 02-25-06 09:25 PM Link | Quote
No, my problem is that if you jump on a tile that isn't walkable, the game freezes. I'll have to try that and see if that's what it will do, but I thought the ignore if can't be moved was for events, not chips.

Edit: It works, however now what I need is somthing that tells the game to branch to another jumping routine if the jump to another chip, or a routine that disallows me from jumping over certain chips like moutains(perhaps the reverse, that is water, ect).


(edited by Jigglysaint on 02-25-06 08:30 PM)
cpubasic13
I'm ahead of myself...
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Since: 11-17-05
From: Citra, Fl.

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Posted on 02-25-06 11:27 PM Link | Quote
The only thing I can think of is another common event that checks to see if a certain map has an event that turns on a certain switch as a parallel process that doesn't allow jumping on that map.

I know what you are trying to do, which is great, but there isn't anything that can allow you to do such a thing in 2000. I have yet to figure that out myself.

I'm actually curious to see something of this. Sounds interesting from what I have read.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6313 days
Last view: 6298 days
Posted on 02-26-06 01:30 AM Link | Quote
Well, I've been toying arround with co-ordinate based events which means that stuff happens when you get to a certain part of the screen. It actually saves event space for some things as you can make an entire row or column warp you somewhere, perferct for towns. What I could do is just make the jump boots make you jump straight up, and an event could be used if I have to jump accross anything.
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6294 days
Last view: 6293 days
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Posted on 02-26-06 01:45 AM Link | Quote
Ah, I never actually understood coordinate based events...

So simply put, you have an event that makes the character walk forward twice, but the user has to press the jump command in order to jump across the obstacle.
Genius. Pure genius.
At least that is what I think you are trying to aim for...
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6313 days
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Posted on 02-26-06 06:53 PM Link | Quote
No, not at all. Basically the jump boots(which grant the power) will let you jump straight up. However, when you get to a specific event, that changes and you jump as normal accross the obsticle. It can also be done so that it could be upgraded, however jumping at a non-event is just for show(unless I were to add somthing that interacts with a jumping character, like floating platforms or mario style blocks.

As for co-ordinates, well what I did is I used 2 variables, one for each axis, and made them paralell process events in the common events dialouge box. Then all I do is on a map, do a fork condition upon the conditions of one or both are met, and make it a paralell process event, and when the character reaches a certain point, either x or y or both, the event happens. If I use several variables like this, I could allow for more than one axis on the same map. For example, one that affects the entire row and entire collumn instead of them combining to form one single tile's destination. This feature might also save event space, as you could have like several exits controlled by one single event for the entire screen.
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