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Messages - cbass

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Script / Re: Special Function Reset... Is it possible?
« on: 2006-03-08, 07:34:26 PM »
agree with durdurd, check out the load/save special functions

do a save at beginning of each level or at each checkpoint, have any death activate a load function.
This has the added bonus of allowing you to load a game in the opening menu too (ie push ctrl to continue, space to start at beginning)

I'm not entirely sure on how a load works if its in a series and not at the end.  Does it loading the previous state essentially cancel the remaineder of the current special function sequence?

I do know that if you have a script raise an event to script, the script is executed after the function is carried out, this includes load.  So if the sequence doesn't work, you can alter the "life" inventory in script from the load function's raised event.

Off-Topic / Re: OBLIVION GOLD!!!!11
« on: 2006-03-07, 05:56:43 PM »
Yeah, i might have to pick up oblivion.  I'll pry read a few reviews before I decide though.  Hopefully they fixed the combat system, equipment balance, end-game balance, and economy balance since morrowind.

That does look awesome though.

Script / Re: Inventory Display
« on: 2006-03-03, 04:14:49 PM »
grrrr. >:(

I wish I woulda saw that earlier.  I just saw that you couldn't change the properties directly, but never thought to look in methods.

Very helpful.

Now I have a question for you.  Is it possible to display inventory tiles as transparent tiles?

*Walks out laughing*

Script / Re: Inventory Display
« on: 2006-03-02, 10:39:16 PM »
The following code shows 4 common commands for changing what inventory the map displays "on the fly".  As far as I know, script is the only way to do this. 

Code: [Select]
With ProjectObj.GamePLayer
    'Change how the map displays inventory with the following commands:
    .rMap.DisplayInventory.SetMember 0   'use whatever number you want to change here
    .rMap.DisplayInventory.ClearMember 1  'use whatever number you want to change here
   'When done, and want to update how the map displays inventory:
  End With

If you run the code as written, it will make it so the only inventory displayed is #1 (it is 2 in SGDK, but 1 in code since in code it starts counting at 0, not 1)

Unfortunately, it is impossible to change many aspects of an inventory's display properties dynamically (ie you have to set them when you make them and can only change them at design time, never at runtime)  Things you cant change: InvBarBackgroundColor, InvBarColor, InvBarLength, InvBarOutlineColor, InvBarThickness, InvDisplayX, InvDisplayY,InvIconTileIdx, InvIconTilesetIdx

My only suggestion for changing bar length is to have 2 or more inventory and just change which ones of them are displayed if you want a longer/shorter bar.  This is a bad work-around; however, if you are using this inventory in a lot of special functions.  Actuallly, you could get a script that automatically equates the displayed inventory to the "real" inventory (that is used by your special functions and whatnot)

I think if we had a better idea of what you were trying, we could suggest a more specific solution.

*Goes to bed*

Script / Re: Realistic Explosions
« on: 2006-03-02, 05:20:52 PM »
you almost forgot:

*sits down and starts eating hamburger while waiting for durnurd*

Off-Topic / Re: Free Publicity
« on: 2006-02-28, 06:07:45 PM »
What the heck?  Are you advertising now??  Man, you definitely hit a new low; first dreaming about games and now using this place as a way to advertise.


*Walks out*

He's just suggesting a dl site.  So by yer logic, everyone that has ever submitted something to or suggested has hit this same "new low"? ::)

It's a cheap gimmick/way to get people to go to his freinds website!!  I guess I can just snoop out that kind of junk better then you or something!  Run, before he trys to take our money!

*runs away*

If bluemonk really wanted to make money I'm sure he could develop commercial software rather than develop open source software and pay for webspace and bandwidth that he makes freely available completely add free.  I think we can safely assume that making money is not the goal of this site or this forum.

Also, hopefully's servers can handle the massive influx of traffic coming from an offtopic post on the SGDK boards. ::)  Also bluemonk, Try not to spend the millions in royalties yer sure to get all in one place ;)

Off-Topic / Re: Game Ideas From Dreams
« on: 2006-02-27, 09:12:48 PM »
I remember dreaming about a plot for a scifi game/book/movie once.

I thought it was so cool right when I woke up, but a few days later I think I forgot a bunch of the details.

It invloved a mothership going at sub light speed around an unexplored solar system to slingshot around to gain velocity.  I sends a shuttle of a small crew to one of the planets to investigate something, and they had to get back before the mothership came around or they would be stranded.  So there was like a race against the clock or something, I forgot the rest.  8)

News and Announcements / Re: Version 1.4.6 Released
« on: 2006-02-14, 01:00:50 PM »
almost every game I have played has frame rate limiting of 60 fps or so, so I haven't notice a problem.

Game Development Artistry / Re: About this forum
« on: 2006-01-30, 11:37:43 PM »
I tried several programs to paint with.  I used the tile editor that comes with SGDK.  Then I started to use paint shop pro and finally seddled on Graphics Gale, which I have been using for over a year and love it.  I also tried the GIMP, but couldn't get past the interface.  I also tried photoshop but couldn't get past the interface.  Im sure there is something better out there than graphics gale, but I just stick with it cuz its what I know and its been working really well.

Help/FAQ / Re: Paths
« on: 2006-01-30, 11:31:33 PM »
Anyone Try this yet?

I'm kinda anxious to see what everyone thinks.  I've used it a little bit and like it, but not too much as I haven't had time to really sit with it yet and design or edit some maps.  I'll try to give an objective opinion on it so far.

Controls could probably be improved a little bit, I think I used intelligent letters for each of the commands, but I'm sure they could be improved (like all be in the asdf row so you don't have to move your hand).  I opted to use all keyboard control for path editing instead of having a mouse click select a different point.  This was mainly to keep it simple for programing.  I didn't feel like messing with the button up and bottom down events or changing and trying to determine what "mode" (add to end, replace, insert) of path point editing the user wanted.

The controls, since there are starting to be so many, begin to dominate the screen, so I put in the option of turning off the controls display.  Not too big of a problem.

If i make a further revision I plan a few of the following things:

- Special function movement.
- X, and Y, lock.  To make it easier to draw a row of tiles quickly without "going over the lines" into the other row or column, among other things.
- Snap scroll.  Only draw at the corners of tiles (0,0), useful for placing path points exactly on or over a tile among other things.
- I might try layer jump/hide, as bluemonk talked about, but I'm not sure yet.
- Point save, press a button and it saves the position of that point so you don't have to remember later.  Use it for "move back" or to remember later for alignment purposes.
- Tilematch Toggle, toggles quickly between the different tilematches.
- Tile number display.  Displays the index number (0-256) or all tiles on the screen.
- Top/Left enlarge.  Normally you can only enlarge maps the right or bottom.  Make it possible to do it from top or left too.

What ya think?

Script / Re: RTS Style Script
« on: 2006-01-28, 04:48:19 PM »

hopefully I gave you a good starting point.  I basically drew up what the code would look like but you have to replace all the stuff like "harizontalTile", " MouseX", and "ScreenscrollY" with the actual objects in gamedev.

If you haven't done so, this is a good time to look at the scripting reference in the help file.  Its confusing at first, but it should tell you how to spell and how to set up the hierarchies to find, for example "ScreenscrollY" which is "ProjectObj.GamePlayer.MapScrollY" (most objects are under ProjectObj.GamePlayer" or at least "ProjectObj.", So it is a good idea to put the lines With ProjectObj.GamePlayer / End with around most code, so you would only have to write in .MapScrollY to get the mapscrolly instead of writing the whole hierarchy out whenever u use it.

If you can fingure this script out yourself, you are well on your way to becoming a gamedev scripting guru :)

Hope this helps, good luck.

Script / Re: RTS Style Script
« on: 2006-01-27, 08:18:47 PM »
The way I would do it with script:

I would use the CurrentDisplay.DrawTile Method to draw all the tiles for the box.  First make a tileset a vertical and horizontal line going through the middle of the tile.  You would want the tileset relatively small to match the smallest possible box you want to make. (16x16?)

I like this method because its clean, and there are no sprites to clean up, or dynamic layers to worry about, and you can do it all in one event I beleive, either onmouse move or onafterspritesmove.

Ill even write you a little Psudo Code for the draw box part only:
Code: [Select]
OnMousemove 'Or every frame??
'if mouse button1 is depressed:
'make sure mouse is to the lower right of starting point, if not... do something to make it not screw up :P
For i = startX-screenscrollX to mouseX step 16
  ' if last Column to draw, do something to adjust x value to the left to match up corners
  CurrentDisplay.DrawTile HorizontalTile, i, startY-ScreenscrollY - 8
  CurrentDisplay.DrawTile HorizontalTile, i, MouseY + 8
  For j = startY-ScreenscrollY to MouseY step 16
    ' if last Row to draw, do some adjust y value to the -y to match up corners
    CurrentDisplay.DrawTile VerticalTile,startX-screenscrollX - 8, j
    CurrentDisplay.DrawTile VerticalTile,mouseX + 8, j
  Next j
Next i

else if mousebutton isnt depressed but was last frame:
  Call select units
end if

Help/FAQ / Re: Paths
« on: 2006-01-26, 11:17:48 PM »
I did find a copy of Gamedev.vbs with 1.4.6 but it was mostly blank with short discriptions of some of the events, but a good starting point for one, no layer stuff that I saw

K, here is what I have for an all purpose script that increases the functionallity of the map editor.  Most noteable, I added path edits.  You can move points around, insert points, delete points, and add points to the end.  It also displays the per pixel coordinates so you can place points exactly where you want them.  It can basically do anything except add in delays, but it can delete or rewrite them.

I think I worked most of the bugs out of it, but I haven't tested it on layers with a scroll rate other than 1.  I strongly recommend you backup your project before using and save frequently.

In case you haven't read the previous posts, its really easy to "install"  just download GameDev.vbs and copy it to "C:\Program Files\GameDev\".  Open the map edior with any project and the script connects.

(Please report any bugs including error code, line numbers, conditions, reproducibility, etc)

Help/FAQ / Re: Scripting
« on: 2006-01-25, 07:54:10 PM »
For all those that want to make "scripting" much much easier: :)

frankly, notepad sucks to write and debug code in.
if you are going to ever edit or write a script use this:

It will at least give you line numbers for debugging, recolors different kinds of text different colors for easy reading. helps you indent, and a couple other things that are just better.

If you really want to make "scripting" easier, pick up a copy of Visual Basic 6.0 ( you should be able to get it free somehow if you are a college student.)  This will basically do everything notepad++ will do, but so much more.  It will auto-fill object hierarchies for you, which is probably the most confusing part of scripting for the beginner (either new to programming or just new to scripting SGDK.)  It really can't be understated how much of a help this is.  Literally, all you have to do is type "GdPlayer." and you have the whole engine at your fingertips.

Also, You will get much more detailed error messages and be able to step code to find errors easier without restarting the project.  It also makes objects much easier to deal with sense you don't have to worry about that .hostobj command for vbs.  Another benefit is you can split your code up among modules instead of having one big script file to have to scroll up and down on.

If you have visual basic and want to try it

Look at this thread for download of a fully working example and how to use it:

Help/FAQ / Re: Paths
« on: 2006-01-25, 07:25:47 PM »
We just talked about design time scripts for the map editor in this thread:

If you already have the script, connecting it couldn't be easier.  Be sure to use the file name gamedev.vbs and put it in the gamedev.exe folder ("c:\program files\gamedev")  Then it will auto connect whenever the mapeditor is opened.
I've made a pretty useful one that you can download in the above mentioned thread and try to get to connect.

Anyways, it looks like i've been volunteered to try to make this path editing thing happen :),  shouldn't be a problem especially if it frees Ben's time to work on SGDK2.

I will probably just continue to modify and upgrade my current from the tread above.  Stay tuned for updates.

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