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Messages - Bulbaboy

Pages: [1] 2 3
1
It seems odd that it would work that way, but it's cool none-the-less.

2
Cools, thanks, glad someone did it already.

And btw, that Q fix is to be inserted in the script file, right?  If so, it makes me very happy - sure, it takes a little extra effort, but not nearly as much as having to figure out how to recompile GameDev.  Now to just figure out if I need to use Q ;)...  Still prevents trouble if someone accidentally types Q instead of an A or W, though.

3
Hi again, been a while.  I need to get text input from the keyboard (or, better yet, from speech-to-text, but that's besides the point) for the project I'm currently working on, and I've got a few problems.

First off, I'd appreciate if someone could tell me how to implement backspace functionality - for those who know Perl, I believe it would be the equivalent of the "chop" function there.  You know, just something to cut off the last character in a string.  I suppose I might be able to figure this out myself, but it'd be nice to know how it's most easily done (and not have to deal with the MSDN docs as much).

Second, I notice that when I press Q, GameDev quits, just as if I had pressed escape.  Is there any way to turn this off without editing GameDev's source code, or am I screwed (in this case) unless I either learn enough to modify GameDev and/or switch to another program?  Assuming, of course, that I'll actually wind up wanting to use that letter.

Third, a more minor thing.  I'm currently using Variable = Variable & Chr(KeyCode), assuming that KeyCode is between 32 and 126 inclusive, but I notice that only works correctly for letters, numbers and the spacebar (and the letters are all uppercase).  Any easy way to make it print whatever key I press, or should I just change it so that it has to be space, a letter or a number for Chr(KeyCode) to go off?

And, last, but certainly not least, if someone's already got a sample script ready for just this kind of thing, could you guys tell me so I don't go reinventing the wheel, please ;)?

4
Off-Topic / Re: What kind of fruit is this?
« on: 2006-05-04, 09:08:44 PM »
The first one does bear some similarity to a durian.  Maybe you could turn it into one if you make the spikes taller or something?

Decent durian image: http://en.wikipedia.org/wiki/Image:Durian.png

5
Projects / Re: Wudd
« on: 2006-04-17, 03:12:21 PM »
I did not know that.

Note to self: do not assume anything about Gamedev based on knowledge of Creatures 3/Docking Station.

6
Projects / Re: Wudd
« on: 2006-04-16, 10:28:40 PM »
Quote
I'm not sure what you're saying about the comments about the outline of the fire.  Please expand on that.

What I meant was that this comment intrigued me:

Quote
The only thing I have to say is that if anybody actually do want to do some editing/redoing , the fires have to stay the same shape, since the gameplay depends on the shape of the actual outline of those sprites.

Now, that seems to be saying that you've got script in there that figures out what the outline of the fire is (i.e. non-square).  I'm thinking that might be cool, although I can't think of many uses offhand.  The only problem is, there aren't any comments in the script!  Although, after checking the script again to see if it were easy to find or anything, I suppose it *does* look like most of the script is just related to creating the next map, so maybe that's not what you meant.

7
A quick clarification: "the player doesn't need any fancy graphics" refers to the player sprite.  The player, meaning the human, alien or sentient AI/animal sitting at the computer, can definitely have fancy graphics to look at.

8
Projects / Re: Wudd
« on: 2006-04-16, 01:09:21 AM »
Difficulty/gameplay-wise, the first two levels are way too short IMO.  They seem more like a tech demo than an actual level (well, unless you've got MASSES and can afford a couple pathetic ones at the beginning).  The first level was really hard for me the first time, too (so hard to light that torch!), and it might be nice to have the controls a little less twitchy.  Although I think I had that last problem with the little bit I played of Rolly, too, so...  The third level seems like it would be a nice first level, though...  Also, I'm wondering if it might be nice to have a mode where you can stand still and direct your fireballs more easiliy - something like, maybe you hold down the space bar and then get 8-direction (or something) control of the fireball trajectory, but don't have to worry about running/jumping all over the place?  The game did show some promise once I got to the third level, though - it'd be fun to have another *real* demo level.

Also, in the instruction map?  The music is WAY too loud.  Don't get me wrong, I mean, I love FFT, and the save menu music is decent background music, but I don't want to blow out my eardrums on background music just so I can hear what the heck you're saying ;)!  You also need comments, at least in the part that figures out what the outline of the fire is.  That could be an interesting code sample, after all.

9
Projects / Re: Screen Shot Topic...
« on: 2006-04-15, 07:48:12 PM »
I agree with sam's first sentence, although not for the same reason.  User-created content and modding is cool, after all, and not having to start from scratch if/when I want to implement it would be nice.

10
You intrigue me.  For two reasons, actually.

First, I've got a project that I want to do, but I'm not sure how easy doing the graphics would be for me.  So, once I have the basic functionality down (it seems to require lots of relatively non-trivial code just for that...), it would be cool to have help - especially art help.  The style I'd want is probably something like Super Mario World or Super Metroid - does it sound like it might possibly interest you, when I'm ready?  Oh, and just FYI, the player doesn't need any fancy graphics, in case that's like a deal-breaker or something.

And second, due to the non-trivial nature of figuring out how to express these particular intentions in code, it might be interesting to help you with your project (depending on how complex you want it), so that I can actually make, y'know, progress with something.  I might not want to do, like, a commercial-length platformer or something, but maybe like a short little demo-length thing might be interesting (i.e. couple levels, hopefully nothing that breaks the universe with its complexity).  So, if that offer might interest you, mind telling me a little more about what you have in mind?

And either way, if you have an interest in doing animation for amateur games without actually having to do any coding or anything, I say you should stick around, or at least leave an email address ;).

11
Script / Re: WOW Help With Scripting, Please.
« on: 2006-04-14, 01:28:37 PM »
My guess as to why the two scripts you tried didn't work is that you forgot three crucial lines of code:

Code: [Select]
HostObj.SinkObjectEvents ProjectObj.GamePlayer, "Player"
HostObj.ConnectEventsNow()
ProjectObj.GamePlayer.Play 16

Those are required to make most games work, if I'm not mistaken (and it's only the first one that you might be able to replace, I think).  Stick those at the end of the file.

Aside from that, IMO, a good way to learn this kind of coding is just to figure out the very basics and then consult the documentation and whatever sample code is available.

12
Script / Re: Accelerating scrolling
« on: 2006-04-02, 07:19:13 PM »
For something like that, I'd probably change the scroll margins.  Specifically, ProjectObj.GamePlayer.PlayerSprite.ScrollMarginX, and (possibly) ProjectObj.GamePlayer.PlayerSprite.ScrollMarginY.

Maybe have some code that lets the game know when you've turned around, change the scroll margin, and then set a timer so you know when to change it back?  I'll let someone else handle specifics, though, since I've never played the game.  But if you can handle some scripting, you might be able to do it yourself...

13
Off-Topic / Re: Well, duh.
« on: 2006-03-31, 11:42:16 PM »
Personally, I'm gonna go with "drunk", since I don't see any reason for him to have suddenly... exploded like that.

14
Game Development Artistry / Re: Are these graphics any good.
« on: 2006-03-31, 09:29:11 PM »
You could probably make the yellow less eye-catching if you made it darker, then.

15
Game Development Artistry / Re: Are these graphics any good.
« on: 2006-03-31, 04:04:27 PM »
IMO, something that would help is to ditch the "mottled" texture, like in the tree leaves or the water, stop trying to look "realistic", and EMBRACE your 2D roots.  You know, stuff like Super Mario World, or NES-era if that's too tough.  I mean, does Mario need fancy texturing on his trees that looks more appropriate for 3D?  No!  He embraces the fact that it's 2D and doesn't have to look realistic, and creates a game that's still beautiful, in its own flat little way.

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