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Messages - basementbiker

Pages: [1]
1
General Discussion / Re: Hello
« on: 2008-08-22, 08:46:08 PM »
Ive definetly concidered the hero in my idea, and is the basis of my pvp system.
Infact there will be 2 ways to be concidered a hero, 1 is fairly easy and the other very hard.
Both ways will score points and have an effect on the world which is the biggest part of my idea.
Ive also concidered how this game could work exceptionaly well with only 1 person logged in.
Like any rpg there will be monsters, and npc's which depending on which side of the world you reside
can be either freind or foe.
I also understand the need to keep cheating down and I think the shape of the game world will make a difference.
In order to realy beat the game it will take teamwork and after the winning team is awarded victory
the game will reset leaving the score on the website and charecter profile.
So the game will have an ending point like any board game, like chess.
And I think that will keep cheating down as well.
Ive used a headset before playing ghost recon, I think as long as your playing with people you know its safe,
but otherwise I would limit the headset volume just incase. ;)

2
General Discussion / Re: Hello
« on: 2008-08-21, 12:38:49 PM »
Well actualy I am not very good at all, I have some refrence books and at best I would say I have a basic understanding of Visual basic Scripting.
But Im good at solving problems creatively, and I love doing things that make people go wtf howd you do that.
So now with version 2 I will start learning c# wich is so cool to me because I had always thought about learning c++ but then c# came out and  I hesitated till now.
The games I made were real simple and were only used to test some ideas, like I mentioned before I spent a couple years just figuring out how I wanted this game to work.
The main thing I wanted was for it to be simple not bogged down with to many stats or rules, and easy to play without spending hours or days just to get good.
And as I said before based around the Idea of PVP sorta like instead of an rpg with pvp witch is the norm today requireing many more servers to host the different versions of pvp nonpvp pvpe, to have just 1 style of a pvp world rapped in an rpg.
I know Im just 1 guy doing the job of a team of over paid number crunchers and artists but I feel it is my quest to make it happen.

3
General Discussion / Re: Hello
« on: 2008-08-20, 04:50:01 PM »
  :whatever:
I got a few things going for me, yes I have made a few different versions of an ultima style rpg with SGDK version 1 already.
The last version had 12 different player classes to chose from graphicly.
But Ive spent 3 years now just developing the structure, and researching ideas for gameplay.
you see, Ive been playing RPG's since the birth of the Comodore Vic 20.
With MMOG's being so new that even now the biggest companies versions are limited by todays technologies, most suffer from huge lags, and some have poor concept aswell.
So my strategy at this point is to get a functional 1-2 player version, then impliment the client/server application.
If I remember correctly there has already been some research done with SGDK v.1 in this area.
SGDK v.2 is more efficient then v.1, I also assume Ben might have some interest in seing this done with SGDK.
Anyway I am not concerned with anyones doubt in my abilities, though I admit I will have much to learn.
Im willing to do whatever it takes to make it work, even if it dosent happen with SGDK it will become a reality.
I like side scrollers, and I can even imagine a side scroller played online with SGDK.
And why not?
  :whistle:
 

4
General Discussion / Hello
« on: 2008-08-19, 10:11:21 PM »
 :blindfold:
Whats up everyone!
Id like to say gratz on the new version Ben, and I finaly put together a new PC.
Ive been working on my idea fror an MMORPG for a long time, and Id like to do it SGDK style.
Its evolved alot from a simple ultima style RPG to an idea that will focus more on PVP.
I just started to work with version 2 and have been making slow progress.
So far Ive been woking with the tile and map editors, and Im stuck in working out plans.
Ive made some simple flipflop animation in the tileset and asigned a timer but cant agtivate it on the map yet.
Ill be messing with tutorials, and whatever I can find to read for version 2.
Remember PRBMX? , was so easy to make on version 1, and my freinds all loved it.
An MMORPG is going to be alot more work, but now Ive got a sense of what I want to accomplish at least.
 :scared:

5
Script / Re: editing trans layer
« on: 2006-10-12, 12:31:46 PM »
So many answers, so little time.  I'll go with these two:
ProjectObj.GamePlayer.rMap.MapLayer(1).Data.TileValue
ProjectObj.GamePlayer.rMap.MapLayer(1).Data.TileMapping

This is very interesting.
Using a big sprite works , I even have it timed based on how far the player has traveld
to appear and then at another time to disappear with a collision from another smaller sprite.
I would like to experiment with .Data.TileValue and .Data.TileMapping , but first which layer is (1) top down or bottom up?
 ;D

6
Script / Re: editing trans layer
« on: 2006-10-11, 09:17:55 PM »
Hmm , I see.
 ???
I think I have another way around this that dosent use script.
Ill try makeing a realy big inert sprite that sits on that none scrolling layer.

7
Script / editing trans layer
« on: 2006-10-11, 02:54:33 PM »
I need to edit a transparent layer from script.
I can see it might be possible with oMap.ShiftLayer.
But I cant seem to get it right , and Im not sure if any of the
map edit methods work on layers above playersprite.
I made tiles the size of the viewable area , and made a layer above all other layers with a zero scroll rate.
If I can shift this top layer 256 pixels left or right I can make it appear as if there was day and night sequences. :)
 

8
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-30, 04:02:54 PM »
Hey! ;D
I figured it out.
Code: [Select]
Sub Player_OnSpecialFunction(AddPlayer)
   Dim NewSpr
   Dim Idx
   Dim MyState, SprCount
   Dim oLayer
   Set oLayer = ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   Xcoord = ProjectObj.GamePlayer.PlayerSprite.X 
   Ycoord = ProjectObj.GamePlayer.PlayerSprite.Y
   MyState = ProjectObj.GamePlayer.PlayerSprite.CurState
   With ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   SprCount = .SpriteCount
   Idx = 0
   If .Sprite(Idx) Is ProjectObj.GamePlayer.PlayerSprite Then
   oLayer.RemoveSprite(Idx)
   End If
   Idx = Idx + 1
   If ProjectObj.GamePlayer.InvQuantityOwned(60) = 0 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("player").MakeInstance
   Elseif ProjectObj.GamePlayer.InvQuantityOwned(60) = 1 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("playera").MakeInstance
   End If
   .AddSprite HostObj.AsObject(NewSpr)
   Set ProjectObj.GamePlayer.PlayerSprite = NewSpr
   NewSpr.X = Xcoord
   NewSpr.Y = Ycoord
   ProjectObj.GamePlayer.PlayerSprite.CurState = MyState
   End With
End Sub
This works totaly , now where ever the playersprite with initial instance appears is where the players chosen sprite is placed.
 :-*

9
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-30, 01:06:53 PM »
Ok i tested the code and it seems the indx variable is needed to delete the sprite.
Maybee I misunderstood you , I guess I am indexing 0. 8)

10
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-30, 12:41:25 PM »
I only need to delete the player sprite , this is global inv item sets off.
So this should be enough code for that.
Ill test this later.

Code: [Select]
Sub Player_OnSpecialFunction(AdPlayer)
   Dim NewSpr
   Dim oLayer
   Set oLayer = ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   With ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   If .Sprite Is ProjectObj.GamePlayer.PlayerSprite Then
   oLayer.RemoveSprite
   End If
   If ProjectObj.GamePlayer.InvQuantityOwned(60) = 0 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("player").MakeInstance
   Elseif ProjectObj.GamePlayer.InvQuantityOwned(60) = 1 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("playera").MakeInstance
   End If
   .AddSprite HostObj.AsObject(NewSpr)
   Set ProjectObj.GamePlayer.PlayerSprite = NewSpr
   End With
End Sub

Then checks inv item #60 for which sprite to make.
This function is set off every time I switch maps so the sprite remains the same.
So far it seems to work but If I leave the shop to return to the main world instead of being outside the shop Im back at the begining.
Whats missing?

11
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-29, 06:53:17 PM »
Ok , I originaly thought that was the reason you needed to raise an event. :o
I still have a problem with the code that selects the playersprite.
It seems to work fine except if the charecter switches maps it always appears at the default location.
for example If I moved the player after startup and then reactivate the  adplayer function , the player seems to teleport back to default.
I realise that retaining state is unimpotant , somehow I must retain the predetermind start location from the previous map function. :D

12
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-29, 12:45:58 PM »
 I unchecked Raise an event for the select functions and fixed the glich!;D
That was to simple , So why does that work?
Is it special for the keyDown feature to activate all functions that raise an event? ???

13
Script / Re: glich with Sub Display_KeyDown
« on: 2006-09-29, 10:50:51 AM »
Ok here is the other function , It changes between two playersprites.
What happens when I use the two selection keys is , theplayer is teleported back to start position.
This wouldnt seem so bad if I could retain new position of player , but if I was on a map where player
is a cursorsprite this would cause an error ; playersprite not found.
I would try the print text thing but this code fires first to check which sprite was selected.
Still I cant understand why these two pieces of code should be reacting this way.
 :-\
   
Code: [Select]
Sub Player_OnSpecialFunction(AdPlayer)
   Dim NewSpr
   Dim Idx
   Dim MyState, SprCount
   Dim oLayer
   Set oLayer = ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   MyState = ProjectObj.GamePlayer.PlayerSprite.CurState
   With ProjectObj.GamePlayer.PlayerSprite.rDef.rLayer
   SprCount = .SpriteCount
   Idx = 0
   If .Sprite(Idx) Is ProjectObj.GamePlayer.PlayerSprite Then
   oLayer.RemoveSprite(Idx)
   End If
   Idx = Idx + 1
   If ProjectObj.GamePlayer.InvQuantityOwned(60) = 0 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("player").MakeInstance
   Elseif ProjectObj.GamePlayer.InvQuantityOwned(60) = 1 Then
   Set NewSpr = ProjectObj.GamePlayer.rMap.SpriteDefs("playera").MakeInstance
   End If
   .AddSprite HostObj.AsObject(NewSpr)
   Set ProjectObj.GamePlayer.PlayerSprite = NewSpr
   ProjectObj.GamePlayer.PlayerSprite.CurState = MyState
   End With
End Sub

14
Script / glich with Sub Display_KeyDown
« on: 2006-09-28, 10:33:36 PM »
This always seemd like such a simple piece of script , but now it seems to be causeing a glich.
It is not an error , the game functions properly untill either keypress function is activated , It somehow activates another function.
 

Code: [Select]
Sub Display_Keydown(KeyCode, Shift)
   With ProjectObj.GamePlayer   
   If keycode = 83 Then
   .ActivateFunction .rMap.Specials("selecta")
   Elseif keycode = 68 Then
   .ActivateFunction .rMap.Specials("selectb")
   End If
   End With
End Sub
The code 83 = s and 68 = d , what could cause this code to trigger another function , and how can i fix / prevent it? ???

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