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Messages - jweldon

Pages: [1] 2
1
Help/FAQ / Re: Using 1 weapon out of 8
« on: 2006-06-10, 03:26:21 PM »
Huh...Sounds good, how would the Special functions or Tile reactions go for lowering the ones with 2 down to a 1.  Would you use a sequence and always lower the previous weapon before the weapon now selected. Like...

1.Slingshot
2. Sword1
3. Axe
4. Sword 2
5. Boomerang
6. Sword 3
7. Crossbow
8. Mace

Have tiles set to trigger these functions when the cursor moves over the weapon desired.
For example: (to select sword 2)
Special Function 1:Series of Special Functions to include the next 2
Special Function 2: Lower Axe inventory -1
Special Function 3: Riase Sword 2 +1

When I get to #1 have it lower #8 and raise #1

I think I will give this a try,  Thanks for the help.

If you know of anything else let me know.  I was trying to make it alot harder.
How will this work when I have 0 and don't actually have a weapon yet,  I guess it will temperally add it to my inventory, but not allow me to shot it yet.  This might cause someone to cheat in the game.

I'm wondering if I should use 4 numbers instead like this...
0 = Don't have
1 = Still don't have
2 = Have in inventory
3 = Have and selected to use.
When I pick up a weapon I would just add 2 to the inventory instead of one.

Does this sound like it will work,  I'm going to find out and I'll let you know.

Thanks,
John

2
Help/FAQ / Using 1 weapon out of 8
« on: 2006-06-10, 10:32:03 AM »
It's me again, I'm looking for some advice on how to use only 1 weapon of the 8 (at a time) I have in my inventory by only pressing button 1.  Here is what I have so far.

     I have a working inventory screen that allows me to select which ever weapon I want.
          Inventory item: weaponselect (inital value 1, max value 8) (each number = different weapon)
     I have seperate inventory for each weapon, so I can tell if I have found them yet.
          Inventory item: Slingshot (inital value 0, max value 1) (0 = don't have, 1 = have)
          Inventory item: sword 1 (inital value 0, max value 1) (0 = don't have, 1 = have)
          Inventory item: spear (inital value 0, max value 1) (0 = don't have, 1 = have)
          and the list continues through all 8 of my weapons...

I was thinking on the lines of something like this:
Special function 1: If weapon select = 3 activate special function 2.
Special function 2: require spear = 1 (do I own it), activate special function 3
Special function 3: create sprite (spear, basicly fire weapon)

Here is my issue, how do I check to see what weapon has been selected and then only use that weapon and not the weapons with a weapon number less than that number.
    For example weaponselect inventory = 2 (sword1)
    If I create a tile interaction and require weapon select = 2 won't I also get weapons 3-8, because they have atleast 2 in inventory of weaponselect also.  It would activate 7 of my sprites (each weapon)

Is there a way to only require a specific amount in inventory and not a minimum or maximum amount of something in inventory?  If I can understand this, the rest will be easy for me to finish.

Thanks for help with this one.  Sorry if I have confussed you guys, Let me know if I can clear it up...

John

3
Help/FAQ / Re: Inventory Screen map problem
« on: 2006-06-10, 08:20:59 AM »
Hey, thanks for the help!  I don't know why I didn't see that, I have basic inventory screen that has been tested snd realy works.  SGDK is sweet!
John

4
Help/FAQ / Inventory Screen map problem
« on: 2006-06-06, 09:36:27 PM »
I have a game I'm creating, it is a Zelda type RPG.  I'm trying to think through the process of how to cycle through the weapons, magic, and items while only using 4 buttons.  I have read the topic that describes how to use 2 of the buttons as <> type where you can scroll back and forth between the different weapons.  That would only leave me 2 other buttons and I was wanying to be able to cycle through weapons, magic spells, and items all seperately.  That would require 9 buttons total (3 for each)
I know I can combine some key presses to have more choices, but I started to look at an inventory screen as another option.  My game takes place on a huge map (1680x1240 tiles).  If I use one of my buttons to go to another map to choose weapon, magic, or item when I return to old map, won't I only have 5 times to do this because of the 5x limit?  Is there something that I might not be seeing correctly?  I think that this would work for me like this:
Button 1: Use Weapon
Button 2: Use Magic
Button 3: Use Item
Button 4: Goto inventory screen (to change weapons, magic, and items)
I would not have to remember the old map (inventory screen) but I would have to remember old map (large world), right?

Another option I have considered would be to try and learn some scripting, and add more button presses to my options, I have read a little about scripting, but it still confusses me greatly!

If anyone has any ideas please feel free to offer them up!

Thanks for the help.

John

5
Help/FAQ / Re: Boomerrang Idea
« on: 2005-12-29, 11:10:02 PM »
OK all is well in the game now, Thanks for the help Cbass.

Later,

I'm sure I'll be back sometime...

6
Help/FAQ / Re: Boomerrang Idea
« on: 2005-12-29, 10:29:25 PM »
Oh Yeh!!

7
Help/FAQ / Re: Boomerrang Idea
« on: 2005-12-29, 07:55:45 PM »
Thanks for the ideas I will try them and get back to you.  The path for the sprite is only one point and that's probably whats wrong.  It is a top view RPG type game and I was hoping to have the boomerrang go and hit an enemy and then return to me after the hit.  I had to put it at 32,32 of my player to keep it from disappearing as soon as I threw it.  (One of my collisions is that the boomerang disappears when it touches the player sprite.)  I may lose this feature it sounds like it may not work like I thought.

Thanks,
John

8
Script / Scripting intergration with SGDK
« on: 2005-12-28, 11:29:06 PM »
I am confussed on how to edit my game (add scripting to it)  How do I look at the script for my game in my Visual basic 6.0 program?  I just recently bought a VB Studio 6.0 so I can learn scripting for games.  It's not the enterprize version but I think it will do for me.  Do I save my game as a .exe file and then open it in my VB 6 program?  When I mess with the scripting wizard I see how you can view the script there, but is that all of the script for the whole game or is that just the fire weapon, radar, and jump script section that I load in the player settings part?

Thanks for any advice,
John

PS how is SGDK 2.0 coming along?  Can you share what might be some of the new features of it?

9
Help/FAQ / Boomerrang Idea
« on: 2005-12-28, 11:16:34 PM »
I'm having trouble with a weapon (Boomerrang).  I can create the sprite when a press a button and it appears quickly and then disappears right after I throw it.  At first I tried to create in within the map editor & special functions.  Then I used the scripting wizard because it was not acting like my two other weapons(fireballs and rocks).  Could the settings I did before the scripting wizard affect the scripting wizard?  I tried to change the boomerrang even so that it would just act like my fireballs (follow nearest enemy) to see if it would work that way but it still just appeared and disappeared like before.  Here are my Boomerrang Sprite settings and special function settings and a brief explanation of what I did with the scripting wizard.

BOOMERRANG SPRITE: (These are identical to my other weapons except they are single state, I wanted to animate the boomerrang)
360/10*
Controled by: Path Vector
Movement/Jump height = 3
Inertia = 100
Auto delete = 6.3 or Hit Solid

SPECIAL FUNCTION: Throw Boomerrang
Actions: Intinal press, button 3, global
Effects: Create Sprite, Relative to player = (32,32)
Maximun Count = 1

SCRIPTING WIZARD DESCRIPTION:
Button 3 (Boomerrang)
Instatnce of Boomerrang
Uses Item of (None) (because I don't want it to disappear from my inventory)
Max Instance of = 5
In direction of player sprite

If you need more data I guess I can zip the game to anyone.... As long as you don't laugh at it.  This is my first game and I am experimenting with SGDK to see the capabilities.  The graphics are bad, especially on the first level.

Thanks ahead for any ideas or advice.

John

10
Help/FAQ / Re: Tiime Delay Tile Switching
« on: 2005-12-27, 06:27:51 PM »
Oops!!  Nevermind I think I found out how to do it..  I will use the Special Function Copy/Paste to Switch it back after I have crossed the ice.  If you have other ideas or ways I still would be open to trying them...
Thanks again.
John

11
Help/FAQ / Tiime Delay Tile Switching
« on: 2005-12-27, 04:44:28 PM »
I have another question for you guys out there.  Is there a simple way to have tiles change into other tiles by themselves?  Here is what I am trying to accomplish if it will help you think through somethings.

I have a level that I created a function to turn some water (solid) tiles into ice tiles wen use a magic potion.  The player can cross the ice tiles but not the water tiles.  I can figure out that part, but I am looking to some how change the ice times back to water after a period of time or after the player has left the ice tiles.  Any thoughts???  Thanks for the help.

12
Help/FAQ / Re: Requiring two items in inventory to shot
« on: 2005-12-08, 09:20:29 AM »
Awesome!  It worked great!  I changed it and tested it already.
Thanks for your help!

13
Yes, Thanks for the timely info!!!  I'll look at the Game Academy Demo first before I bother you again.  I think I'll take your advice on the save function with useing a button.  That mightbe more trouble than it's worth.  Save points sound good.

Thanks Again,
John

14
Help/FAQ / Re: Requiring two items in inventory to shot
« on: 2005-12-08, 09:02:11 AM »
I'm working on the game now, When I go to tile interaction I don't see an option to pick"Use Item Without Subtracting" I only see these 4 choices.  "Add item", "subtract item", "require in inventory", and "no effect on inventory"  I think I have the lattest version of SGDK 1.6.4

15
Help/FAQ / Creating a Load/Save Data Screen showing inventory
« on: 2005-12-08, 08:08:27 AM »
Here is another question I have about how to have a load/save screen in my game.  I looked through the FAQ/Help files and didn't see any like my question.
I am creating a "Zelda type" RPG game you go around and explore, pick up items, fight bad guys, etc...  I know how to use the Special function Save/Load within the game but how would I start the game?  I guess I would have to use the "On start" feature some how.  Can I also set one of the buttons as a "start" button that pulls up the Save/Load screen rather than waiting to touch a tile?  Is it possible to show a inventory screen also?

Thanks!

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